Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-13-2019, 09:44 PM   #6
YankeeGamer
 
Join Date: Dec 2017
Default Re: Coventry--a campaign twist

Quote:
Originally Posted by Flyndaran View Post
I've often thought of a Jumper with cosmic allowing him to punch through such locked-in world lines.
Perhaps there could be unexpected synergy in one or more of the human prisoners and alien science/knowledge.
Stardrive plus captured conveyor plus gadgeteer --> FUN!

Quote:
Originally Posted by Apollonian View Post
I like this. The first contact would be an excellent GURPS adventure, actually - you could write it from the POV of the spacefarers, the Infinity staff in charge, and from prisoners looking to take advantage of the situation.
The "aliens" might be genuine aliens, human in rubber suit aliens, or even genuine humans thrown across time and space long ago, settling a distant world involuntarily. That negative space wedgie, caused by someone, somewhen experimenting with unobatanium/a god in a mood/whatever could even be why Coventry is so hard to reach. Will the space-twisting of hyperspace drives open Coventry to other means of access? Close it off completely?
YankeeGamer is offline   Reply With Quote
 

Tags
coventry, infinite worlds, interstellar, space

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:31 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.