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#1 |
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Join Date: Jan 2006
Location: Central Europe
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I was never in a game store which had adventures which are useful even if you don't play the exact system. So this thread is the reverse of the thread on published GURPS adventures by Refplace.
What are some published adventures that you remembered after reading and which you could mine or adapt to other systems? Which made you say "this is at least as much fun as I could create myself"? Or "this had so many cool creative ideas that I can use even if I tweak the mundane bits and the background"? Some adventures are good because they do all the bookkeeping of creating balanced encounters and rewards in fussy systems like 3.x D&D. Those are useful too, but not what I am looking for.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#2 |
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Join Date: Mar 2008
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I've run two campaigns using mainly published adventures for Space 1889 adapted to Gurps rules. Added lots between the pre done ones of course but I think the slight majority was the pre done stuff.
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#3 |
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Join Date: Sep 2018
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We mess with very few published campaigns. Like you say most of them are pretty horrible. I remember (Granted back in the 90's) that 1st Edition Warhammer Fantasy adventures were fairly epicly written. Well organized, good maps, well-staged combats and good opportunities for RP inserted in the encounters.
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#4 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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The most fun I have ever had with a published adventure was The Yellow Clearance Black Box Blues for Paranoia by our own late great John M. Ford, but it's obviously pretty setting specific.
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#5 |
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Join Date: Apr 2005
Location: France
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All the good adventures and campaigns designed for Call of Cthulhu.
Furthermore, since Call of Cthulhu works with the same logical basis than GURPS (neither level of power with hit points improving at each level, nor special abilities depending from a character class, but attributes, skills, hit points depending from bulk and vigor, armor reducing damage, and so on), it is very simple to adapt a Call of Cthulhu adventure to GURPS rules. This is not as much fun as what I could create myself but far much more. Last edited by Gollum; 06-22-2022 at 06:14 AM. |
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#6 |
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Join Date: May 2020
Location: Winnipeg, Canada
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There were a number of scenarios for Car Wars published in Autoduel Quarterly that were more roleplaying-heavy than combat heavy... therefore easily adapted to GURPS (Autoduel).
So far, our group has played through Grand Theft Autoduel from ADQ 3-1 and Mutant Zone from 7-2, to great success. Next up will be a GURPS Autoduel/Cthulhupunk version of Midwest Passage from ADQ 4-1. |
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#7 | |
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Join Date: Jan 2006
Location: Central Europe
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Quote:
I have heard that Masks of Nyarlathotep is a classic Call of Cthulhu adventure, but my FLGS never carried Chaosium products. I suspect that Ken Hite's Dracula Dossier would be fun and GURPSable. You might have to adapt it to make sure the party can't get stuck if they fail an information-gathering roll.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#8 |
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Join Date: Oct 2015
Location: New England
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Chaosium's Masks of Nyarlathotep is definitely a respected and influential campaign. The adventure The Haunting, which is included in the CoC Keeper's Guide, has served as the introductory investigation for many CoC players. It is short, quickly gets to the point of the game, and provides some loose threads for any survivors to pick up as leads to further adventures. Other long campaigns are Beyond the Mountains of Madness and Two-Headed Serpent. Convertings these and the ones discussed below to GURPS is not particularly difficult.
I'm also partial to the free adventures offered by Pelgrane, The Murderer of Thomas Fell and The Keepers of the Woods, which are tightly focused, if a little railroady, and confront the PCs with a pointed moral dilemma. I have used both of these as introductions to GURPS on with different groups with great success. Pelgrane's much more sandboxy campaign The Armitage Files presents a larger set of investigations all stemming from a small set of clues. The precise investigations are purposely not mapped out by the author. Instead, the book presents clues, NPCs, setting details, and advice on how to improvise around the PCs' reactions to the clues. I'd love to see something like this for a GURPS setting like Transhuman Space. Last edited by Shostak; 06-23-2022 at 01:13 PM. Reason: typo |
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#9 | |
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Join Date: Apr 2008
Location: Italy
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Quote:
In the Link above, you will find LOTS of fine adventures, and many of them are also free or very cheap. More goodness is available from Amazon (I strongly suggest The Blackapple Brugh -the PDF is free-, Sision Tower and Date of Expiration) and/or DrivethruRPG (The Traveller Adventure from GDW is old but still a *great* SF campaign, please stay away from the Mongoose Publishing remake). However are you searching for detailed reviews, or a mere "Buy this, it's great!" advice is enough? |
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#10 | |
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Join Date: Jan 2006
Location: Central Europe
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I think a friend once had a WFRP campaign set based around a city in the Empire. But I read it 20 years ago and can't remember the name. 30-something self might react differently.
Quote:
A sentence or two about the adventure and what is good about it would help.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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| Tags |
| adventure, system-independent |
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