Current GURPS campaigns

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What current (ie, playes within the last month) GURPS campaigns are
you a player or GM in?

For me, I GM a weekly campaign set in the near future (2048) with
cyber, magic, psi and other elements (the setting was originally
created starting in 1991 to allow me to use as many of my GURPS books
as possible). There are currently three players; the campaign started
in June 2003 with five players (with only one of the original ones
still left). The PCs are all police detectives; originaly they were
with the Gang Crimes Unit, but are now being transferred to a recently
created Special Investigations Unit.

A generous and sadistic GM,
Brandon Cope
 
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Recieved from Brandon Cope on 11/7/2004 7:41 PM:
> What current (ie, playes within the last month) GURPS campaigns are
> you a player or GM in?
>
> For me, I GM a weekly campaign set in the near future (2048) with
> cyber, magic, psi and other elements (the setting was originally
> created starting in 1991 to allow me to use as many of my GURPS books
> as possible). There are currently three players; the campaign started
> in June 2003 with five players (with only one of the original ones
> still left). The PCs are all police detectives; originaly they were
> with the Gang Crimes Unit, but are now being transferred to a recently
> created Special Investigations Unit.
>
> A generous and sadistic GM,
> Brandon Cope

Defenders of the Faith, a Federation Prime Tream campaign
http://dotf.primedirectiveonline.com

I've been GMing a GURPS Prime Directive campaign for almost a year and a
half. It's an online campaign that (attempts to) meet every week,
utilizing the OpenRPG online tabletop software. The game started out
with three players, and has expanded to five players over the course of
it's run.

The game is set in the Star Fleet Universe, popularized (depending on
your perspective) by Amarillo Design Bureau's Star Fleet Battles
wargame. The curtain on the game opened several months after the Klingon
invasion of the Federation, with the players being newly graduated from
Prime Central, the training ground for Federation primary (first, or
Prime) contact teams. The players found themselves heading towards the
collapsing Federation-Klingon front, with the war intensifying.

After a Klingon attack, they found themselves with a new mission: To
recover a captured member of their team. With a converted ship of their
own, they made their way into Klingon space...

--
Francois
Prime Directive Online
http://www.primedirectiveonline.com
 
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>>>>> "BC" == Brandon Cope <copeab@yahoo.com> writes:

BC> What current (ie, playes within the last month) GURPS
BC> campaigns are you a player or GM in?

I'm playing in a GURPS Weird War II campaign that has actually been
running for about a year and a half.

I ran a GURPS: Special Victims Unit game at a convention this weekend
that went *really* well -- probably because the players were familiar
with the genre, and played to its strengths -- and that may turn into
a regular episodic campaign.

I'm likely going to be starting a new GURPS campaign soon; I thought
about keeping it online, but I've been running into local players
looking for games left and right, and I find face-to-face games far
more rewarding. I haven't chosen a genre yet, but space opera is
appealing, and may be what I go with.

Charlton


--
cwilbur at chromatico dot net
cwilbur at mac dot com
 
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We just started a campaign in a "Snow Crash"-like World (Cyberpunk) with
additional magic but without psi. We use the 4th edition rules. They are
great but the lack of some material (like firearms creation rules) is a
great hinderance.
 
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On 7 Nov 2004 17:41:56 -0800, copeab@yahoo.com (Brandon Cope) wrote:

I am running a space/fantasy campaign where elves, dwarves, trolls,
orcs are basically just races that control a section of space. We
also have a few Traveller races involved. The premise is that in the
distant past, a race pretty much conquered everyone. They visited
Earth with some science teams of the various races (hence why we have
stories of elves and such) and introduced "magic" (some kind of
bio-nanotech that I haven't quite figured out yet) when the higher
tech level races started getting rebellious.

The big bad race eventually were overthrown when the other races
ganged up on them and learned how to control magic. Then everything
went downhill as the other races began squabbling.

My campaign is set in the 22nd or 23rd century (can't remember what
year I set it in) and the party started out as an Aslan diplomat and
his entourage. They now work undercover for an intergalactic agency
that is on the lookout for the return of the big bad race.

* Robinson
 
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On 7 Nov 2004 17:41:56 -0800, copeab@yahoo.com (Brandon Cope) wrote:

>What current (ie, playes within the last month) GURPS campaigns are
>you a player or GM in?

A Steampunk campaign.
Mainly, an expedition to find Atlantis (a.D.: 1890).
One of the PC is a beautiful girl born in valacchia, married to a
London gentleman. She wants to know why she was born with a short pair
of red horns. :)
Another one is a university professor believing in Atlantis, another
one a boy (really, a girl) who stepped on the airship as a clandestin,
one is an officier of the Royal Navy, and the last one is a
half-blooded (father: Irish sailor; mother: a black beauty of deep
africa!!!) circus artist.

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
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Brandon Cope wrote:
> What current (ie, playes within the last month) GURPS campaigns are
> you a player or GM in?

Gurps Cliffhanger, thats been running for just over ten years realtime
(5 or 6 years gametime) we are reaching the 1936 olympics before too long.

Its been a joint effort (I was a late joiner) and everybody has been
taking turns as GM. If you want the journal of our exploits it can be
found here: http://www.krikkit.dk/projects/cliffhanger/cliff.html

/Morten
 
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Brandon Cope schrieb:
>
> What current (ie, playes within the last month) GURPS campaigns are
> you a player or GM in?

Currently two campaigns, with the same group of players:

1) In spring, we finally started my own fantasy campaign. The pc were
people from our "real" world who stumbled through a strange world gate
in modern Iraq ("Bet it was some kind of weapon of mass destructrion.")
and landed in a pseudo-ancient fantasy world. After encountering
goblins, lizard-men and meermen and watching a wizard performing a spell
they decided that there really must be magic an this world. At the
moment, they still have ammunition for their guns.

2) As a player, I'm in a Gurps Perry Rhodan campaign. The pc are members
of the explorer fleet (scout service), and things are getting
interesting - in our last session we discovered a wreck with an
unconcious girl aboard.

Bye
Ingo
 
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Ingo Siekmann wrote:
> Brandon Cope schrieb:
>
>>What current (ie, playes within the last month) GURPS campaigns are
>>you a player or GM in?
>
>
> Currently two campaigns, with the same group of players:
>
> 1) In spring, we finally started my own fantasy campaign. The pc were
> people from our "real" world who stumbled through a strange world gate
> in modern Iraq ("Bet it was some kind of weapon of mass destructrion.")
> and landed in a pseudo-ancient fantasy world. After encountering
> goblins, lizard-men and meermen and watching a wizard performing a spell
> they decided that there really must be magic an this world. At the
> moment, they still have ammunition for their guns.
>
Just interested - how do they plan to survive? They won't have lot's of
useful skills. Most of their skill will be TL 7/8 and once their ammo
runs our or their equipment breaks, they'll have real trouble.
 
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"tobias.langner" <tobias.langner@t-online.de> wrote in message
news:cmqiqr$dtr$05$1@news.t-online.com...
> Ingo Siekmann wrote:
>> Brandon Cope schrieb:
>>
>>>What current (ie, playes within the last month) GURPS campaigns are
>>>you a player or GM in?
>>
>>
>> Currently two campaigns, with the same group of players:
>>
>> 1) In spring, we finally started my own fantasy campaign. The pc were
>> people from our "real" world who stumbled through a strange world gate
>> in modern Iraq ("Bet it was some kind of weapon of mass destructrion.")
>> and landed in a pseudo-ancient fantasy world. After encountering
>> goblins, lizard-men and meermen and watching a wizard performing a spell
>> they decided that there really must be magic an this world. At the
>> moment, they still have ammunition for their guns.
>>
> Just interested - how do they plan to survive? They won't have lot's of
> useful skills. Most of their skill will be TL 7/8 and once their ammo runs
> our or their equipment breaks, they'll have real trouble.

Dunno what his players do? I'd pull a Conrad Stargard and start making
gunpowder...
 
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Warren Okuma wrote:
> "tobias.langner" <tobias.langner@t-online.de> wrote in message
> news:cmqiqr$dtr$05$1@news.t-online.com...
>
>>Ingo Siekmann wrote:
>>
>>>Brandon Cope schrieb:
>>>
>>>
>>>>What current (ie, playes within the last month) GURPS campaigns are
>>>>you a player or GM in?
>>>
>>>
>>>Currently two campaigns, with the same group of players:
>>>
>>>1) In spring, we finally started my own fantasy campaign. The pc were
>>>people from our "real" world who stumbled through a strange world gate
>>>in modern Iraq ("Bet it was some kind of weapon of mass destructrion.")
>>>and landed in a pseudo-ancient fantasy world. After encountering
>>>goblins, lizard-men and meermen and watching a wizard performing a spell
>>>they decided that there really must be magic an this world. At the
>>>moment, they still have ammunition for their guns.
>>>
>>
>>Just interested - how do they plan to survive? They won't have lot's of
>>useful skills. Most of their skill will be TL 7/8 and once their ammo runs
>>our or their equipment breaks, they'll have real trouble.
>
>
> Dunno what his players do? I'd pull a Conrad Stargard and start making
> gunpowder...
>
>
that won't work with modern weapons. And smithing new ones mitght be a
little bit too difficult without knowledge. I'd say I learn Fletchery,
Bowmaking and Shooting - but that takes years.
 
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"tobias.langner" schrieb:
-snip

> Just interested - how do they plan to survive?

They do not *plan* to survive. They just do it.
Killing monsters and pirates has allready helped to give them a good
reputation. 🙂

> They won't have lot's of useful skills. Most of their skill will be TL 7/8 and once their ammo
> runs our or their equipment breaks, they'll have real trouble.

Well, I told them what they could expect before character generation, so
the characters have some usefull skills - e.g. various outdoor skills
and ancient languages. Not to forget the surgeon with his doctor bag.

Bye
Ingo
 
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"tobias.langner" <tobias.langner@t-online.de> wrote in message
news:cmrggv$8kg$01$1@news.t-online.com...
> Warren Okuma wrote:
>> "tobias.langner" <tobias.langner@t-online.de> wrote in message
>> news:cmqiqr$dtr$05$1@news.t-online.com...
>>
>>>Ingo Siekmann wrote:
>>>
>>>>Brandon Cope schrieb:
>>>>
>>>>
>>>>>What current (ie, playes within the last month) GURPS campaigns are
>>>>>you a player or GM in?
>>>>
>>>>
>>>>Currently two campaigns, with the same group of players:
>>>>
>>>>1) In spring, we finally started my own fantasy campaign. The pc were
>>>>people from our "real" world who stumbled through a strange world gate
>>>>in modern Iraq ("Bet it was some kind of weapon of mass destructrion.")
>>>>and landed in a pseudo-ancient fantasy world. After encountering
>>>>goblins, lizard-men and meermen and watching a wizard performing a spell
>>>>they decided that there really must be magic an this world. At the
>>>>moment, they still have ammunition for their guns.
>>>>
>>>
>>>Just interested - how do they plan to survive? They won't have lot's of
>>>useful skills. Most of their skill will be TL 7/8 and once their ammo
>>>runs our or their equipment breaks, they'll have real trouble.
>>
>>
>> Dunno what his players do? I'd pull a Conrad Stargard and start making
>> gunpowder...
> that won't work with modern weapons. And smithing new ones mitght be a
> little bit too difficult without knowledge. I'd say I learn Fletchery,
> Bowmaking and Shooting - but that takes years.

Gunpowder is pretty easy to make saltpeter, sulfur, and charcoal. I could
do it. Modern tactics, blast furnaces, bessimer process, three field crop
rotation, etc... Just got to have the right skills...
 
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copeab@yahoo.com (Brandon Cope) wrote in message news:<ca4d1755.0411071741.2c126037@posting.google.com>...
> What current (ie, playes within the last month) GURPS campaigns are
> you a player or GM in?
>
> For me, I GM a weekly campaign set in the near future (2048) with
> cyber, magic, psi and other elements (the setting was originally
> created starting in 1991 to allow me to use as many of my GURPS books
> as possible). There are currently three players; the campaign started
> in June 2003 with five players (with only one of the original ones
> still left). The PCs are all police detectives; originaly they were
> with the Gang Crimes Unit, but are now being transferred to a recently
> created Special Investigations Unit.

Oops, didn't provide a URL for the current campaign. The page is a
couple of adventures (and one new character) behind:

http://www.geocities.com/copeab/Campaigns/CFC_HPD.htm

Brandon
 
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On Tue, 09 Nov 2004 23:32:26 +0100, "tobias.langner"
<tobias.langner@t-online.de> carved upon a tablet of ether:

> that won't work with modern weapons.

Actually, it will, though they'd be limited to only a few shots
between cleanings because the fouling would be fercious, and I doubt
they'd be automatic any more.

> And smithing new ones mitght be a
> little bit too difficult without knowledge.

That depends on what the local metallurgy is like. Muskets aren't too
hard to make, though good springs for the locks might be difficult.

> I'd say I learn Fletchery, Bowmaking and Shooting - but that takes years.

Nah. If things are that bad get a big crossbow and put some decent
sights on it and improve the trigger system.


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
 
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On Fri, 12 Nov 2004 00:13:05 +1300, Rupert Boleyn
<rboleyn@paradise.net.nz> wrote:

>On Tue, 09 Nov 2004 23:32:26 +0100, "tobias.langner"
><tobias.langner@t-online.de> carved upon a tablet of ether:
>
>> that won't work with modern weapons.
>
>Actually, it will, though they'd be limited to only a few shots
>between cleanings because the fouling would be fercious, and I doubt
>they'd be automatic any more.

>Rupert Boleyn <rboleyn@paradise.net.nz>
>"Just because the truth will set you free doesn't mean the truth itself
>should be free."


you have to police up the brass and then many modern rounds don't have
the volume available to make up for the mediocre kick of black powder.
probably better to build muskets or if the locals metal working is up
to is rolling block single shots. british ran a damn good good sized
empire with single shot rifles.
www.redramps.com
 
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On Wed, 10 Nov 2004 13:08:46 -1000, "Warren Okuma" <wokuma@lava.net>
carved upon a tablet of ether:

> Gunpowder is pretty easy to make saltpeter, sulfur, and charcoal. I could
> do it. Modern tactics, blast furnaces, bessimer process, three field crop
> rotation, etc... Just got to have the right skills...

Bessemer purification is really only useful if you're making big lots
of iron. Modern tactics are sod-all use without modern weapons.
However, decent surveying and map-making, the concept of a
professional intelligence corps, proper scouting, a general staff, and
modern logistics theory would revolutionise warfare without needing
any special knowledge of technology.

What technologies would be worth introducing depends on what level of
technology already exists. If they're at Roman levels they already
have good wire-drawing skills, for example. OTOH they could use a
decent windmill and heavy ploughs.


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
 
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Rupert Boleyn wrote:
> On Wed, 10 Nov 2004 13:08:46 -1000, "Warren Okuma" <wokuma@lava.net>
> carved upon a tablet of ether:
>
>
>>Gunpowder is pretty easy to make saltpeter, sulfur, and charcoal. I could
>>do it. Modern tactics, blast furnaces, bessimer process, three field crop
>>rotation, etc... Just got to have the right skills...
>
>
> Bessemer purification is really only useful if you're making big lots
> of iron. Modern tactics are sod-all use without modern weapons.
> However, decent surveying and map-making, the concept of a
> professional intelligence corps, proper scouting, a general staff, and
> modern logistics theory would revolutionise warfare without needing
> any special knowledge of technology.

Don't forget basic sanitation and the germ theory of disease. It can
make a huge difference if the majority of army actually makes it to the
battlefield, your casulites are not from sickness, and your soldiers
have decent hope of actually surviving a wound.

> What technologies would be worth introducing depends on what level of
> technology already exists. If they're at Roman levels they already
> have good wire-drawing skills, for example. OTOH they could use a
> decent windmill and heavy ploughs.

Yup. And horse collars, and stirrups, and composite bows,, and the
three crop rotation system, and spinning wheels, and better looms
(possibly eventually even jaquard looms), and decent water pumps
(allows wide scale irrigation, and deep mining) and ...

IMO, a huge amount of the value of our civilization isn't the advanced
technologies, it's the millenia of different ideas, many of which ideas
are both very valuable, and can be done in fairly low tech.

-- Pat
 
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On Thu, 11 Nov 2004 23:27:48 GMT, Brian_knowspam.McDonald@shaw.ca
(forkliftramp.com) carved upon a tablet of ether:

> you have to police up the brass and then many modern rounds don't have
> the volume available to make up for the mediocre kick of black powder.
> probably better to build muskets or if the locals metal working is up
> to is rolling block single shots. british ran a damn good good sized
> empire with single shot rifles.

And gained most of it with muskets. Remember that a good many of the
old ~.30 calibre service rounds were originally for blackpowder. Of
course, 5.56x45mm cartridges for M16s and the like would have pathetic
performance, and even 7.62x51mm cartridges would be lacking (there's a
reason the older designs tend to be over-long by modern standards).

Actually, the ideal modern weapon to have for these situations would
be a good high capacity pump-action shotgun - the shell are big enough
to fit decent black-powder loads, and there would be little loss of
performance, the large bore is fouling resistant, and the shells last
well (and as long as the metallic bases are recovered the rest can be
made locally). Primers would be the biggest problem, though if
filminate would be okay as you'll be cleaning the gun out immediately
after use because of the blackpowder anyway. Also, wadded ball will do
fine - you'll have a rapid-fire musket. :)


--
Rupert Boleyn <rboleyn@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
 
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Rupert Boleyn wrote:

> Actually, the ideal modern weapon to have for these situations would
> be a good high capacity pump-action shotgun

Why not a modern muzzleloader? I saw them in a catalog just the other
day and some of them looked quite effective and their listed stats were
impressive. Heck, one even had a scope!
--

-Bill
 
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Brandon Cope wrote:
> What current (ie, playes within the last month) GURPS campaigns are
> you a player or GM in?

One PBeM game. A variant Stargate SG13. My character is a Marine
Gunnery Sergeant loosely based on Elias from Platoon. We are
currently still in the first season, but the GM is introducing some
interesting new bad folks and toys for the setting.

The same person that is running that is gearing up to run a space
trader campaign entitled Tempt Not the Stars. He has just finished
a scenario set in a magic/sf crossover setting of his own devising
called Dual Worlds. I can't get too specific about this as it's his
setting and his creation. Suffice to say it concerns a dimensional
rift between a fantasy world & an SF Earth (and the consequences of
it on both societies).

I am playing in a monthly modern horror/conspiracy game that has
wound up with the title Elseworlds (after the run of DC alternate
reality titles a while back). It uses elements of the World of
Darkness settings, with a liberal dose of CoC and Delta Green thrown
in for good measure. The group are cells in a conspiracy within
PISCES (the British Intelligence weird stuff specialists) that are
fighting against the Mythos penetration of that organisation. The
game also uses some material from Conspiracy X and the Illuminatus
background.

I am running another monthly game set in the same world, only using
Werewolf (as per GURPS Werewolf) PCs. They are currently going through
a CoC adventure set on the west coast of the US called "At Your Door."

--
Regards,
MoonDog.
 
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Patrick Spinler schrieb:
-snip
> And horse collars, and stirrups, and composite bows,, and the
> three crop rotation system, and spinning wheels, and better looms
> (possibly eventually even jaquard looms), and decent water pumps
> (allows wide scale irrigation, and deep mining) and ...

And most of this gadgets will raise the wrath ot the gods, Charlie
Brown. 🙂

The gods - and their minions/helpers/whatever called the collectors -
brought people from ancient Terra and from other worlds to the game
world and clearly showed in the past that they do not would allow
certain technologies.

Bye
Ingo
 
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On Fri, 12 Nov 2004 23:37:01 +0100, Ingo Siekmann
<Ingo-Siekmann@web.de> wrote:

>Patrick Spinler schrieb:
>-snip
>> And horse collars, and stirrups, and composite bows,, and the
>> three crop rotation system, and spinning wheels, and better looms
>> (possibly eventually even jaquard looms), and decent water pumps
>> (allows wide scale irrigation, and deep mining) and ...
>
>And most of this gadgets will raise the wrath ot the gods, Charlie
>Brown. 🙂
>

Well, that's a risk that's gotta be taken.
 
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In article <ca4d1755.0411071741.2c126037@posting.google.com>,
copeab@yahoo.com (Brandon Cope) wrote:

> What current (ie, playes within the last month) GURPS campaigns are
> you a player or GM in?

About 2 years into a Cliffhangers game. Started with one group on one mission
(to find books that escaped the burning of the Library at Alexandria). Found
Laptuta, Atlantis, and Irem of the Pillars along the way (with a few other
'minor' side-trips).

We retired those characters to give them time off for research etc., and now my
PCs are Special Agents for the U.S.B.O.I (pre F.B.I., but working for Hoover).
They have encountered some minor weirdness, but most cases are gangsters and
kidnappings. I plan for some early X-files type stuff before they get recruited
by the forerunner of the B.P.R.D. (Hellboy)

Having lots of fun. May go 4th edition next year if I find the books under the
tree...
 
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In article <418f3b5c.3308453@powernews.libero.it>,
korinNOduvalSPAM@yahoo.it (Korin Duval) wrote:

> A Steampunk campaign.
> Mainly, an expedition to find Atlantis (a.D.: 1890).

Have you decided where you're going to put it, or are they pre-destined to fail?