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Old 07-17-2021, 06:13 PM   #1
Lennon
 
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Default Recommend 4 hour GURPS Adventure

This years in-person Gen Con has zero GURPS events so I thought I might GM something. Any recommendations on published adventures that can be ran in a 4 hours time slot.

How about something that could be run in 12 hours(3 sessions)?
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Old 07-17-2021, 06:23 PM   #2
DouglasCole
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Default Re: Recommend 4 hour GURPS Adventure

Quote:
Originally Posted by Lennon View Post
This years in-person Gen Con has zero GURPS events so I thought I might GM something. Any recommendations on published adventures that can be ran in a 4 hours time slot.

How about something that could be run in 12 hours(3 sessions)?
When I run groups at a convention I usually run the jaunt from Isfjall to logiheimli from Hall of Judgment. It’s a concrete piece of the adventure that can be played out in 3-4 hours.
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Old 07-17-2021, 06:35 PM   #3
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Default Re: Recommend 4 hour GURPS Adventure

With your own setup and denoument and making allowances for explaining stuff to newbies, I suspect any of the entries in the two-page dungeons book in the ongoing 20201 PDF Challenge would do, but act fast if you haven't gotten in on it already; it ends Monday.
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Old 07-17-2021, 06:51 PM   #4
awesomenessofme1
 
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Default Re: Recommend 4 hour GURPS Adventure

Everything from One Shot Adventures is apparently supposed to be playable in that timeframe (though in my experience, it can take several four-hour sessions to finish at the pace we go). And there's a good variety of genres. Of course, they're unofficial, so it depends what you mean by "published".
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Old 07-18-2021, 08:46 AM   #5
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Default Re: Recommend 4 hour GURPS Adventure

I would suggest set-piece defense or escape scenarios which the GM can bring to an end by having a time limit on the aggressors or by revealing a secret escape route
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Old 07-18-2021, 08:59 AM   #6
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Default Re: Recommend 4 hour GURPS Adventure

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Originally Posted by awesomenessofme1 View Post
Everything from One Shot Adventures is apparently supposed to be playable in that timeframe (though in my experience, it can take several four-hour sessions to finish at the pace we go).
My group is currently five sessions (about three hours each) into one of those 'four-hour one-shots', although we seem to take longer than expected to do almost anything (published Cthulhu one-session adventures will last us many sessions).
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Old 07-18-2021, 10:09 AM   #7
Phil Masters
 
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Default Re: Recommend 4 hour GURPS Adventure

I might be able to dig out my (sometimes slightly rough) notes and character sheets from past demos, if that would be useful. Any particular genre of interest? (Okay, so there are a lot of Discworld scenarios in the likely mix.)

Actually, Transhuman Space: Personnel Files 2-5 are (whisper it) the pregen PCs from a bunch of convention game demo scenarios I ran, with the most substantial scenario idea in each being the game I ran them in.
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Old 07-18-2021, 11:18 AM   #8
Anders
 
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Default Re: Recommend 4 hour GURPS Adventure

Quote:
Originally Posted by Lennon View Post
This years in-person Gen Con has zero GURPS events so I thought I might GM something. Any recommendations on published adventures that can be ran in a 4 hours time slot.

How about something that could be run in 12 hours(3 sessions)?
Look at https://1shotadventures.com/

They're meant to run in 4 hours.
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Old 07-18-2021, 02:07 PM   #9
thalcos
 
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Default Re: Recommend 4 hour GURPS Adventure

Of the 1shotadventures, I've successfully run the following in 4-hour blocks at conventions with relatively new players:
  • Black Mine of Teihiihan (this one is always a convention favorite - highly recommended to run!)
  • Warlock's Tunnel
  • Strange and Sunken Case of Heinrich of Karl Heinrich
  • Feast of Odoacer
  • Lost Jewels of Eire
  • Martian Awakenings
  • Thrusher Manor

I WOULDN'T try running the more sandboxy adventures (Queen of the Red City, Canyon of the Snow Cairns, Third Hall of Uzrah) in a four-hour block. Players can too easily wander around and ignore the main plot.

Obviously, session time depends a lot on your players and GM style. I tend to keep combat fast and loose at conventions, and don't do a lot of tactical fights, which would slow the games down.

(And for some reason, running anything over VTTs seems to take my players an extra session to get through any adventure.)
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Old 07-18-2021, 09:50 PM   #10
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Default Re: Recommend 4 hour GURPS Adventure

I just ran these adventures at my local game convention. Kantcon this weekend. They all worked great for 4 hours.

Warlock's Tunnel
Lost Jewels of Eire
Festering Locusts
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