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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

Andraax
May 2nd, 2014, 00:40
I'm interested, and have a fairly wide availability time-wise.

ronnke
May 2nd, 2014, 11:01
Will you be using voice, or text chat only?

Gigermann
May 2nd, 2014, 18:48
I may be interested depending on the schedule; watching to see where it goes

Trenloe
May 2nd, 2014, 19:01
I'm very interested - depending on schedule. I've only played a bit of GURPS before, but I have most of the books and will read up on what is required.

MMOaddicted
May 3rd, 2014, 19:41
Would need t buy and read the books and it depends on the time and day, but I'm interested. Never played GURPS before so perhaps i'll try it if you're willing to take a newbie along.

YAKO SOMEDAKY
May 4th, 2014, 12:36
I Like to play, but I am Brazilian.

BaseDeltaZero
May 6th, 2014, 15:32
Well. That'll teach me to trust the notification system. Schedule will be somewhere around 1600-2000 Eastern Standard Time (GMT-4), possibly earlier. Day is flexible, so long as it isn't Friday. If everyone is good with time, that'll put us at 5 players...


Will you be using voice, or text chat only?
Text only. I prefer the relative anonymity.


Would need t buy and read the books and it depends on the time and day, but I'm interested. Never played GURPS before so perhaps i'll try it if you're willing to take a newbie along.
I am. The books are a bit pricey, as usual, but you ultimately only need Basic Set - Characters.


I Like to play, but I am Brazilian.
That shouldn't be a problem for time zone reasons. Are you sufficiently fluent in English?

Trenloe
May 6th, 2014, 15:40
Well. That'll teach me to trust the notification system. Schedule will be somewhere around 1600-2000 Eastern Standard Time (GMT-4), possibly earlier. Day is flexible, so long as it isn't Friday. If everyone is good with time, that'll put us at 5 players...


Text only. I prefer the relative anonymity.
I'm in Mountain Daylight Time, and will more than likely be Pacific Daylight Time from the end of this month until October which will more than likely put me out of this, unless we play on a weekend. I also prefer some level of voice chat as, for me, text makes the games go too slowly for my liking (I know text can be much better for role-playing) and it doesn't give you as much of the sense of playing with a group of friends - as you say, anonymous; which I don't really enjoy.

So, for the above reasons, unless things change I think I will bow out of this. Thanks for Hope you get a good group together and have a great game!

Andraax
May 6th, 2014, 16:18
I am. The books are a bit pricey, as usual, but you ultimately only need Basic Set - Characters.

They can probably get by with only the free "GURPS Lite (https://www.warehouse23.com/products/gurps-lite-fourth-edition)" for the first few sessions, I'm sure, until they decide they want to buy in?

MMOaddicted
May 6th, 2014, 16:49
I'll buy the books today, that time I would be available Mondays and Tuesdays. I prefer text only due to greater RP value if i ever play with voice it's for ooc/stating your actions n combat only. If you decide to run an intro/ char creation session THIS week i'm available everyday except Saturday, I'm on sick leave ( a bad case of flu). Mondays are preferable since I'm gmt +2 and Tuesday I'll be able to have someone to cover for me in the office in the morning. Tuesdays would be more tricky but if there is no other way I'll manage.

Gigermann
May 6th, 2014, 22:58
Alas, but 1600 EST is a bit too early for me.

BaseDeltaZero
May 16th, 2014, 06:02
Alright. Since it doesn't look we'll get much more of a response, leaving things like this, might as well start the registration process formally. If you're interested in playing, go ahead and post a character concept in this thread on MythWeavers. Registration is free.

https://www.myth-weavers.com/showthread.php?p=8503303#post8503303

YAKO SOMEDAKY
May 17th, 2014, 07:03
A little, let´s say I will make me understood and I will understand a little

Wondervice
May 17th, 2014, 17:36
Hi!
I am interested, but:
- I am new to GURPS, although I played several different systems before. I read through GURPS Lite, will I need something else for this game? (Apart from the house rules obviously)
- I am also new to Fantasy Grounds, just bought the game yesterday, so I guess I am a double noob :)
- I am GMT+1, thus a session of 16:00-20:00 would be 21:00 - 01:00 for me. That is manageable, but I wont be able to start much later. (And staying awake later) Also I would only be available on weekdays.

If these aren't a problem, than I would be happy to join your game.

BaseDeltaZero
May 20th, 2014, 07:15
Hi!
I am interested, but:
- I am new to GURPS, although I played several different systems before. I read through GURPS Lite, will I need something else for this game? (Apart from the house rules obviously)
- I am also new to Fantasy Grounds, just bought the game yesterday, so I guess I am a double noob :)
- I am GMT+1, thus a session of 16:00-20:00 would be 21:00 - 01:00 for me. That is manageable, but I wont be able to start much later. (And staying awake later) Also I would only be available on weekdays.

If these aren't a problem, than I would be happy to join your game.

That'd be fine. I should be able to explain most things that come up with FG2, and for GURPS... well, it can get very complex, but the basics are ultimately all you need to play. The only problem would be trait lists.

Anyways, if you want to join, go ahead and sign up at the Myth Weavers forum listed above. PM me if you have any questions - that goes for anyone else, too.

Wondervice
May 20th, 2014, 10:26
Thanks, but a last minute opportunity came up in an other champagin and I signed up for it. I don't think I will have the time for two simultanious games.
I wish you luck for your game tough!

BaseDeltaZero
May 23rd, 2014, 23:47
Once again, if you're interested, please post a character concept at the Myth Weavers thread (https://www.myth-weavers.com/showthread.php?t=260035) - this is not optional, I need all the material collated as much as possible, and a place for everyone to discuss things. It only takes a minute to register, and you can't play unless you post there!

https://www.myth-weavers.com/showthread.php?t=260035

BaseDeltaZero
June 2nd, 2014, 05:45
Alright. Apparently people really, really don't like the idea of posting on a different forum, so I'll put the profile here, and cross-post anything that gets posted. ALL CURRENT CHARACTER PROFILES, AND RACES, AND WHATNOT WILL STILL BE ON MYTH WEAVERS.
https://www.myth-weavers.com/forumdisplay.php?f=29705


What I need right now is a character outline - it doesn't have to be too elaborate, and I don't care about stats just yet, but I'd like a fair amount of detail. The most interesting, fitting characters will then be chosen (assuming we have enough players to necessitate that, but don't skimp just in case). Also, don't be a ****, and deliberately make a character that won't fit with the party/plot.

It's not really mandatory, but take under advisement that charcters should probably be able to fight passably well, or at least survive a battle; be capable of negotiation (or at least shutting up), and most of the campaign will take place in and around the water or on ships.

Most races are pretty diverse in terms of attitude, though the local culture might have a particular bias, there are few races (except, maybe, Swampgaunts) where a certain personality would be forbidden.
This profile should include the following.

Summary - A summary of the characters 'concept'.

Vital Statistics - The characters age, race, and culture.
Personality - Largely self explanatory, but what is your character's personality? How do they generally behave, what are their beliefs and attitudes, and what are their goals? You can be a bit shady (in fact, it's kinda encouraged, and by Fist standards, almost mandatory), but I'd prefer to avoid any complete monsters.
History - A description of your character's history and life story, where they're from, what they've done in the past, who their family, friends and foes are, and the like. How did they come to be interested in the Crown? Amnesiac orphan loners will not be tolerated. Furthermore, note which culture your character comes from.
Physical Description - What does your character look like (or usually look like)? What would you see when you look at them?
Strengths & Weaknesses - A summary of what exactly your character is good at, or bad at. We don't need game mechanics quite yet (though if there's a must have trait, you can always note it). Remember that these are ~200 point characters. They're quite good at what they do, but not roflamazing (and powerful races will have lesser personal skills).


Cultures: There are four major cultures in the area of Brackwater swamp. They are as follows.

Amagi: The people of mainland Amagen. Though fairly independent politically, the Kingdom of Amagen has been steeped in the Fist ethos. Like most such cultures, they are mainly impoverished subsistence farmers ruled over by all-powerful petty warlords, who are themselves in a complex network of loyalties, vendettas, and power struggles. However, many Amagi lords see Fist priests as a threat to their power, and thus, try not to get involved with them any more than they have to. Some even continue the worship of the old gods, though their practices are often quite different... and in general, they tolerate the presence of witchdoctors, hedge magicians, and wisemen, though not really proper mages.
Feldan Bay: Inhabitants of Feldan Bay proper are a mix of Amagi stock and seafarers from all around. They are generally fairly pragmatic and accepting - they don't care about race or social status, as long as you're competent - though sex is still something of an issue. Personal expertise, and loyalty to comrades, are considered more important than grand allegiances - or family, and do not respect much in the way of law, from the Fist or anyone else. Most are either seafarers or support personnel for seafarers, and more than a few supplement their income (or make it entirely) through piracy. Fist inquisitors or other interlopers are not tolerated well. Numerous gods and spirits are worshipped, and many superstitions and beliefs are also practiced. Arcane magic is generally not respected or tolerated without complex rituals, being believed to draw out the wrath of the gods... or at least the Fist.
Swampdweller: Many denizens live deep in Brackwater swamp itself, living in small tribal villages. While the customs of each village might be different, there are some general guidelines for the society as a whole - the first of which is 'mind your own business'. Swamp villages generally do not interact with each other or anyone else except on a small, temporary scale. Loyalty to the tribe is paramount - and since this is considered the utmost virtue, an exile (who has failed their tribe) is in serious trouble.
Deeping Sanctum: In the furthest reaches of the swamp are a series of secretive enclaves of those fighting against the Fist, which they have yet to be able to successfully raid. For the most part, its citizens are monsters, but also include human rebels, heretics, and mages. By necessity, its citizens tend to be secretive and suspicious, but they are also fairly open minded and polite... but do not tolerate authority well.



Social Stigmas/Social Regards are, in practice, very fluid among the diverse peoples of Brackwater Swamp. What might be a disadvantage in one village is a benefit in another. As such, they will not generally be treated as a dis/advantage, but more as evolving out of circumstances. There are, however, some general social situations that are crucial:

Women - The Fist - and, by extension, the Amagen and Feldan Bay cultures, has extremely stringent gender roles. Men are expected to be protectors, fighters, and achievers, while women are valued for beauty and child-rearing, and n'er the twain shall meet. A 'good' woman recieves a slight bonus to reactions, while one that doesn't follow the rules (say, by going on a treasure-hunting expedition) takes a penalty. A man who exhibits 'feminine' qualities, meanwhile, is also disdained, or may even be attacked... though that's probably less relevant.

Fist categories - officially, all subhumans and monsters are deserving of extinction, and the mannish races to be enslaved. In practice, what is done varies somewhat depending on the race in question - and is especially less so in the highly independent and more 'open minded' (or at least pragmatic) inhabitants of the bay.
There are three categories for nonhuman races.
Grudgingly Accepted: (Generally) designated as a 'Mannish' race, Fist doctrine looks down on this race... but does not call for their destruction. In the Bay, while chauvinism is still fairly strong, they should be able to 'get along' well enough.
Tolerated: Though designated as 'subhuman', the Fist has taken little interest in actively persecuting this race. However, they are definitely not welcome in Fist cities, and most civilians won't want to deal with them. The Bay culture is more open, but will still face a significant amount of bias.
Hunted: Not only the official but also the practical policy is one of extermination. These creatures can expect to be attacked by Fist or affiliated forces on sight. Even civilians despise and fear these races. In the Bay, races at this level are generally not very well regarded - while people will allow their presence, they may be harassed and attacked... and outside of towns, they're fair game.

MMOaddicted
June 5th, 2014, 18:19
grrrrr. come on guys post profiles even puny scraps are better than nothing, and having some idea of the party's alignment will let me pick one version of my background as final and post it at last.

Unbutu
June 5th, 2014, 21:36
TL: DR : Zac, a halfling, mage-face-skillmonkey, poor combatant, who is curious about the world.

Vital Statistics
Age: Advanced adulthood
Race: Halfling
Culture: Swampdweller.


History - Personality Zac grew up in the Brackwater swamp within a large family. His mother's healt has suffered from birthing, and is now growing even more precarious with age. Also, his father used to take good care of her, but now age and diseases are starting to take their toll as well.

The family do not lack hands; most brothers and sisters are helping their parents with everyday tasks, hoping to influence the division of the inheritance. With both parent's worsening also come bitter distputes and jealousy among their childs. On the surface, very little of this is can be see. The father does not tolerate conflict, and is still the patriarch, but how long will his lowering strenght allow him to keep the cover on a boiling cauldron ?

Zac himself has little hopes of ever being considered for the inheritance. It makes it all the more frustrating for him to make constant efforts to stay in touch with his bickering brethens. He is growing more tired , feeling more distant with each passing year. He takes every occasion to travel and see more of the worlds, but would never go on an adventure by himself, because adventures are dangerous.

This background greatly affected Zac, but perhaps for the best ? He developped a huge attraction for easy going, sociable and communicative friends. People who do not let conflicts pile up - something he does not always do yet -. His attraction for balanced, like-minded, people made him befriend many spiritually open fellows, often priests and mages.

And with contacts with different toughts, he started to differentiate his opinions more and more. He's only picking jobs here and there; he's known for his huge array of knowlege, and often seeked for advice, but even if he's stuck in menial tasks, he dreams of making a difference around him. Why can't this place be a little be more peacefull ? Why so much hate because of races ?

Idealist but little confident, Zac keeps learning, forging opinions silently that have absolutely no effect on his surrundings. For now ? :)

Physical Description - A introverted, well dressed halfling. He wears matching clothes, or robes when he's around books. He's small and frail, even for his race, and has not much to brag about from his looks.

Strengths & Weaknesses
- With high IQ a terrifying lots of skills and magic, he'll be the most usefull thing next to an encyclopedia out of combat. He'll handle the social, knowledge, scouting, and more and more magic.

- In combat, tough, you'll prefer the encyclopedia, wich can at least hit something. He'll have spells, but his teamates better not be afraid of the fight, because he will ! He's the only non-combattant the party will need, but the rest of the party better compensate !


--------------

Inspirations:

Bilbo (The hobbit):
-Gandalf : “I am looking for someone to share in an adventure that I am arranging, and it's very difficult to find anyone.'
- The Hobbit: ''I should think so — in these parts! We are plain quiet folk and have no use for adventures. Nasty disturbing uncomfortable things! Make you late for dinner!”

Morrigan (Dragon Age series): A mage who grew up in the wilderness. Her ''darwinian'' ethics


Edit 1: Formatting
Edit 2: Keep finding typos.

borusa32
June 6th, 2014, 07:46
Always good to see some Gurps being run. I am running a Gurps Prime Directive game on Saturday evenings currently.

BaseDeltaZero
June 6th, 2014, 18:22
Sounds good, Ubuntu. That brings us up to 2 1/2 profiles... great!

I will transcribe your posted profile to MythWeavers. I still recommend you look at the forum on that website...

Hector Trelane
June 11th, 2014, 21:58
Joining the party late here. I'm an old GURPS (3rd edition) player and am interested in this. Did you establish a day of the week yet? I'm looking but can't find it on this thread.

I'd enjoy getting out the GURPS books again :)

Unbutu
June 12th, 2014, 05:39
Hurrah for players !

BaseDeltaZero
June 14th, 2014, 22:28
Yes. Our first session is Monday the 23rd of June, 1600 EST. Please submit a character profile ahead of time if you're interested.

Hector Trelane
June 15th, 2014, 21:53
Yes. Our first session is Monday the 23rd of June, 1600 EST. Please submit a character profile ahead of time if you're interested.

Unfortunately I can't do June 23 at 1600 EST. Is there a regular day and time for the game sessions? If yes, I can determine whether my schedule is compatible, or plan ahead to make it so...

Thanks

BaseDeltaZero
June 17th, 2014, 07:52
Unfortunately I can't do June 23 at 1600 EST. Is there a regular day and time for the game sessions? If yes, I can determine whether my schedule is compatible, or plan ahead to make it so...

Thanks
Persistent time will be Mondays, every week or every other week (TBD), at 1600 EST.

Hector Trelane
June 18th, 2014, 01:04
Persistent time will be Mondays, every week or every other week (TBD), at 1600 EST.

I'd better bow out, sorry to say, since Monday evenings are consistently booked with meetings for me.

If you ever host a one-shot adventure, let me know -- I'd be interested!

Unbutu
June 18th, 2014, 06:38
First draft of the character. Still have to pick spells and remove some stuff.

@ other players: Pretty much what I called he would do. he scouts, cast spells, is a party face and dies in one hit.

@ BaseDelta: Posting so you can comment. Please do so trough e-mail


Edit: converted .PDF format for convenience.