BaseDeltaZero
May 1st, 2014, 23:35
Right, everyone. I've been wanting to run a game for a while, but none of my usual suspects are cooperating. So, I'm scouring the internet for interested players. Obviously, it's going to be GURPS and Fantasy Grounds. I am at -4 GMT, but am open to any schedule except on Fridays.
Each of these campaigns will be limited in scope, rather than indefinite, about 20-30 sessions in length. Exact specifics will be determined once a plan has been decided on. I’d like to just run one for now, but we’ll start with one unless there’s a lot of interest. I intend to have meetings at least every two weeks, and some delays are possible, but I'll try to stay on schedule as much as possible. Player applications will come only after a campaign is selected.
These caveats apply to all campaigns
• I prefer a 'medium gritty' style of setting. This means that, while not grim, the campaign is generally serious. Light-heartedness is fine, absurdity is not. Bad things may happen. A moderate mature content warning applies - this is neither an ERP nor torture porn, nor whatever, but mature themes and disturbing content of various types may arise.
• Players are expected to be familiar with the core rules, and (ideally) the expanded combat rules found in Martial Arts, but those are not necessary. Expanded rules will be explained when possible but do not expect me to provide the book for you. SJG would be mad.
• I have the Ultimate edition, so you don't need a registered copy of FG. You will need the GURPS module. If time and knowledge permits, there may be slight modifications I'll have to forward to you.
• There will be house rules. Quite possibly *many* house rules. These will be explained before character creation.
• Players are expected to attend scheduled sessions - while absences will generally be excused (we've all been there), repeated absence may cause problems. Furthermore, disruptive behavior will not be tolerated.
• Creating a character for this game constitutes a licence to the GM (me) to use that character for the appropriate campaign, even in absence of the original player. This does not imply loss of ownership or any further licence for the GM or anyone else reproduce said character in other environments.
• The campaign will not be able to begin immediately. It will take some time for design and stat creation.
So, continuing to the actual games!
Gul: Three hundred years ago, the sinful Mage-Empire of Eran Trakkat fell before the armies of The Fist. Since then, the kingdoms of Catoria Iustus have struggled valiantly, against each other and the plague of monsters and savages across the lands, but despite countless disasters, under the faithful dominion of the Fist, the virtue of mankind shall soon meet its reward...
At least... that's what they tell you. Since the fall of Eran Trakkat, the world has fallen into constant war - between human kingdoms for territory and treasure, and between the Fist and everyone else, for extermination, the light of knowledge and hope has passed from the world, and life under the Fist overlords is a daily struggle - but that's the least of the world's problems. Darker rumors, whispered in secret, tell of the Fist's secret diabolic masters, and their dark plans. But the Fist's power is seemingly boundless, and all the few remaining free peoples of the world have a hard struggle before them. But if they could unite, and gather the power of the lost ages, then they just might stand a chance...
This is a medieval/high fantasy type setting, heavily D&D inspired (but not run in D&D). The politics of the setting are very different from normal D&D, however - for starters, most races are 'neutral', effectively. Magic is decently powerful, and common in various applications, but true arcane magic is illegal.
Instead of using the normal GURPS magic system, it uses a system with new spells, where spells do not expend (much) FP, but instead become weaker with repeated castings. Magic item creation also has a few more options.
The influence of 'low' magic allows superhuman abilities to used, while also protecting beings from harm. Besides the usual suspects, either social stealth or wilderness survival will probably be in a player's interest.
There may be some restrictions on what proportion of points can be spent, and some advantages/disadvantages will be restricted. Additionally, races may have a disproportionate point cost. I expect the starting point total will be 200.
Of Kriefang, Brackwater River, and the Surrounding Environs
Located on the mouth of the Brackwater river, the independent Barony of Kreifang has long been a haven for merchants, mercenaries, adventurers, and pirates. Its unique position puts it at the crux of major shipping routes, and its proximity to the boundless, dismal waters of the Brackwater Morass - and the countless shipwrecks in their depth, to say nothing of the many monsters populating the area, draw adventurers like moths to the flame. Lately, rumors have been swirling concerning a hidden pirate fortress, a legendary lost crown, and a monster uprising... though the truth of these stories, let alone what might come of them, has yet to be seen...
This concept is centered around a hunt for a mysterious, powerful treasure, while (possibly) dealing with pirates, monsters, and all sorts of mercenaries. Will involve a reasonable amount of exploring, combat, and possibly intrigue. PCs would generally be humans or certain varieties of 'monster', of the sort to be interested in such an expedition.
World Power Level: Medium - Powerful magic exists, but it isn't (generally) world-shaking in its power. Most combatants are decently powerful and durable.
Player Power Level: Low - The PC's start out as adventurer-types, but not particularly extraordinary or powerful examples. They'll have to make careful use of their skills, and will need more experience before they can take on powerful beings...
Prep Time: Moderate - I have a lot of world material extant, but conversion and statting will take some time.
Of The Heart of the 17 Stars and the Vaenatal Savannah
The Vaenatal Fiefdom, is a large, lawless expanse at the tip of Kaedan Peninsula, with a small, diverse population, beyond the general interest of the Fist. However, it was not always so abandoned as it is now, and holds many secrets - the greatest of which are the Seventeen Stars - 17 great monoliths, ancient beyond reckoning, but imbued with a mysterious power that, on a clear night each year, lights the sky with a blinding light. It is said that if one could find the key for each monolith, it would be possible to gain access to their Heart, and gain limitless power, or cross the universe. A wealthy merchant count has commanded that the way be opened - setting off a scramble to acquire the keys.
This concept is essentially a scavenger hunt, and will involve a bit more old-fashioned dungeoneering than usual. Not only will there be obstacles on the way to getting the keys, but also other competitors trying to acquire them. PCs can be all sorts of races in this campaign.
World Power Level: Medium - Powerful magic exists, but it isn't (generally) world-shaking in its power. Most combatants are decently powerful and durable.
Player Power Level: Low - The PC's start out as adventurer-types, but not particularly extraordinary or powerful examples. They'll have to make careful use of their skills, and will need more experience before they can take on powerful beings...
Prep Time: Moderate-Long: While, again, a lot of the world material is extant, I'll still have to stat things... and map dungeons, possibly adding a bit of preliminary time.
If you’re interested in either or both of these campaigns, then please reply, with which you’d be willing to play. Any questions are also welcome. We’ll most likely wait until we have at least 5-10 player candidates before getting into specifics.
I plan to post some campaign information here (https://www.myth-weavers.com/forumdisplay.php?f=29705), once things are started up. However, the actual gameplay will
Each of these campaigns will be limited in scope, rather than indefinite, about 20-30 sessions in length. Exact specifics will be determined once a plan has been decided on. I’d like to just run one for now, but we’ll start with one unless there’s a lot of interest. I intend to have meetings at least every two weeks, and some delays are possible, but I'll try to stay on schedule as much as possible. Player applications will come only after a campaign is selected.
These caveats apply to all campaigns
• I prefer a 'medium gritty' style of setting. This means that, while not grim, the campaign is generally serious. Light-heartedness is fine, absurdity is not. Bad things may happen. A moderate mature content warning applies - this is neither an ERP nor torture porn, nor whatever, but mature themes and disturbing content of various types may arise.
• Players are expected to be familiar with the core rules, and (ideally) the expanded combat rules found in Martial Arts, but those are not necessary. Expanded rules will be explained when possible but do not expect me to provide the book for you. SJG would be mad.
• I have the Ultimate edition, so you don't need a registered copy of FG. You will need the GURPS module. If time and knowledge permits, there may be slight modifications I'll have to forward to you.
• There will be house rules. Quite possibly *many* house rules. These will be explained before character creation.
• Players are expected to attend scheduled sessions - while absences will generally be excused (we've all been there), repeated absence may cause problems. Furthermore, disruptive behavior will not be tolerated.
• Creating a character for this game constitutes a licence to the GM (me) to use that character for the appropriate campaign, even in absence of the original player. This does not imply loss of ownership or any further licence for the GM or anyone else reproduce said character in other environments.
• The campaign will not be able to begin immediately. It will take some time for design and stat creation.
So, continuing to the actual games!
Gul: Three hundred years ago, the sinful Mage-Empire of Eran Trakkat fell before the armies of The Fist. Since then, the kingdoms of Catoria Iustus have struggled valiantly, against each other and the plague of monsters and savages across the lands, but despite countless disasters, under the faithful dominion of the Fist, the virtue of mankind shall soon meet its reward...
At least... that's what they tell you. Since the fall of Eran Trakkat, the world has fallen into constant war - between human kingdoms for territory and treasure, and between the Fist and everyone else, for extermination, the light of knowledge and hope has passed from the world, and life under the Fist overlords is a daily struggle - but that's the least of the world's problems. Darker rumors, whispered in secret, tell of the Fist's secret diabolic masters, and their dark plans. But the Fist's power is seemingly boundless, and all the few remaining free peoples of the world have a hard struggle before them. But if they could unite, and gather the power of the lost ages, then they just might stand a chance...
This is a medieval/high fantasy type setting, heavily D&D inspired (but not run in D&D). The politics of the setting are very different from normal D&D, however - for starters, most races are 'neutral', effectively. Magic is decently powerful, and common in various applications, but true arcane magic is illegal.
Instead of using the normal GURPS magic system, it uses a system with new spells, where spells do not expend (much) FP, but instead become weaker with repeated castings. Magic item creation also has a few more options.
The influence of 'low' magic allows superhuman abilities to used, while also protecting beings from harm. Besides the usual suspects, either social stealth or wilderness survival will probably be in a player's interest.
There may be some restrictions on what proportion of points can be spent, and some advantages/disadvantages will be restricted. Additionally, races may have a disproportionate point cost. I expect the starting point total will be 200.
Of Kriefang, Brackwater River, and the Surrounding Environs
Located on the mouth of the Brackwater river, the independent Barony of Kreifang has long been a haven for merchants, mercenaries, adventurers, and pirates. Its unique position puts it at the crux of major shipping routes, and its proximity to the boundless, dismal waters of the Brackwater Morass - and the countless shipwrecks in their depth, to say nothing of the many monsters populating the area, draw adventurers like moths to the flame. Lately, rumors have been swirling concerning a hidden pirate fortress, a legendary lost crown, and a monster uprising... though the truth of these stories, let alone what might come of them, has yet to be seen...
This concept is centered around a hunt for a mysterious, powerful treasure, while (possibly) dealing with pirates, monsters, and all sorts of mercenaries. Will involve a reasonable amount of exploring, combat, and possibly intrigue. PCs would generally be humans or certain varieties of 'monster', of the sort to be interested in such an expedition.
World Power Level: Medium - Powerful magic exists, but it isn't (generally) world-shaking in its power. Most combatants are decently powerful and durable.
Player Power Level: Low - The PC's start out as adventurer-types, but not particularly extraordinary or powerful examples. They'll have to make careful use of their skills, and will need more experience before they can take on powerful beings...
Prep Time: Moderate - I have a lot of world material extant, but conversion and statting will take some time.
Of The Heart of the 17 Stars and the Vaenatal Savannah
The Vaenatal Fiefdom, is a large, lawless expanse at the tip of Kaedan Peninsula, with a small, diverse population, beyond the general interest of the Fist. However, it was not always so abandoned as it is now, and holds many secrets - the greatest of which are the Seventeen Stars - 17 great monoliths, ancient beyond reckoning, but imbued with a mysterious power that, on a clear night each year, lights the sky with a blinding light. It is said that if one could find the key for each monolith, it would be possible to gain access to their Heart, and gain limitless power, or cross the universe. A wealthy merchant count has commanded that the way be opened - setting off a scramble to acquire the keys.
This concept is essentially a scavenger hunt, and will involve a bit more old-fashioned dungeoneering than usual. Not only will there be obstacles on the way to getting the keys, but also other competitors trying to acquire them. PCs can be all sorts of races in this campaign.
World Power Level: Medium - Powerful magic exists, but it isn't (generally) world-shaking in its power. Most combatants are decently powerful and durable.
Player Power Level: Low - The PC's start out as adventurer-types, but not particularly extraordinary or powerful examples. They'll have to make careful use of their skills, and will need more experience before they can take on powerful beings...
Prep Time: Moderate-Long: While, again, a lot of the world material is extant, I'll still have to stat things... and map dungeons, possibly adding a bit of preliminary time.
If you’re interested in either or both of these campaigns, then please reply, with which you’d be willing to play. Any questions are also welcome. We’ll most likely wait until we have at least 5-10 player candidates before getting into specifics.
I plan to post some campaign information here (https://www.myth-weavers.com/forumdisplay.php?f=29705), once things are started up. However, the actual gameplay will