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The Lounge II.

Posted by Mad MickFor group 0
Varsovian
player, 32 posts
Wed 14 Sep 2016
at 20:40
  • msg #876

Dungeon Fantasy Boxed Set

So, if I may... here's another in this series of "GURPS games I'd like someone to GM for me".

The idea is: Department of Occult Warfare.

Stealing the idea from Clive Barker's Jericho, I'd like to play a game where the characters are operatives from a top secret branch of US military dealing with occult threats and research. It may sound like something out of Hellboy, but I'm not thinking about comic-booky horror here, with a red demon shooting Nazis etc. What I have in mind would be something more realistic, with the characters being ordinary soldiers exploring supernatural phenomena, occassionally using their knowledge of the occult to conduct rituals etc. The mood would be dark and creepy, with some realy scary stuff happening.

Overall, I'm thinking of something like Hunter: The Vigil's Task Force VALKYRIE, but without the high-tech gadgets and with some practical knowledge of magic. Something like Call of Cthulhu or Delta Green, but with soldiers from a legit (if secret) branch of the military.

BTW. Note that the DOW's mandate would not only be the neutralization of threats, but also research. Meaning, these guys might not only be hunting demons etc., but also finding ways of using such phenomena for the military's benefit... Cue shady stuff happening :)

Any takers?
Witchycat
player, 68 posts
Furry Kitty with
a witch's hat
Fri 16 Sep 2016
at 01:39
  • msg #877

Dungeon Fantasy Boxed Set

Sounds sort a like the X-files.
Tortuga
player, 437 posts
Tue 20 Sep 2016
at 03:15
  • msg #878

Dungeon Fantasy Boxed Set

So I just bought a big box of old Traveller stuff from a friend, and after looking through it for a bit came up with the urge to run a GURPS game using it. I don't know that I'd end up using the 3e GURPS Traveller book (which I have but have never used) but there's a ton of setting material.

If I can get 3-5 potential statements of interest I'll work on developing something. Yeah?
BlueDwarf
player, 64 posts
Tue 20 Sep 2016
at 05:38
  • msg #879

Dungeon Fantasy Boxed Set

In reply to Tortuga (msg # 878):

I would definitely be interested. Prefer not to have to learn 3e, as I have GURPS: Interstellar Wars, which is 4e, but whatever.
Tortuga
player, 438 posts
Tue 20 Sep 2016
at 05:42
  • msg #880

Dungeon Fantasy Boxed Set

Nah, it'll be a 4e game.
EricS
player, 4 posts
Tue 20 Sep 2016
at 05:59
  • msg #881

Dungeon Fantasy Boxed Set

In reply to Tortuga (msg # 880):

I would be very interested in this.

-Eric
Tortuga
player, 440 posts
Sat 17 Dec 2016
at 04:19
  • msg #882

Dungeon Fantasy Boxed Set

Game Proposal:
PCs are up and coming hoods on the streets of Gotham City. Bounce from gang to gang, looking for the next score, making your bones, trying to avoid the Batman's attention.

Of course, there's only one Batman. Most of the game's conflict will come from rival criminals, including the crooked GCPD. I'm seeing a game that's mostly crime drama, with the legend of the Batman looming over things, and a lot of weird stuff going on.

I'll pitch it as a GURPS game first, see if there's enough interest among you fine folk.

Interested?
Zoncxs
player, 41 posts
Fri 23 Dec 2016
at 17:11
  • msg #883

Dungeon Fantasy Boxed Set

I am looking to start a game soon. It will be a Dark Fantasy game setting. The first adventure will take place in a small town and consist of the group solving the murder of the mayor and what is happening around the town and trying to stop it. Magic is in the form of Sorcery meets Psionic Powers. Characters are made on 150pts using the provided template. Wondering if anyone is interested.

link to another game
This message was last edited by the player at 17:11, Fri 23 Dec 2016.
Tortuga
player, 442 posts
Wed 18 Jan 2017
at 22:47
  • msg #884

Dungeon Fantasy Boxed Set

I've been playing a lot of Metro and Dying Light lately, and I'm thinking of running an urban post-apocalyptic game set in the ruins of a dying city. No zombies, I don't think, but mutants of some sort or another are a possibility.

Most of the conflict will come from opposed factions of human survivors. The PCs might be members of one such faction, or outsiders of some sort, working in their shadows, pursuing their own agenda.

I see a lot of parkour, some inter-faction politics, raids, and maybe trying to build something together.

The problem is that there are already at least two GURPS After the End campaigns that I'm aware of. I'm not sure if there's enough interest to get a game going... but I guess I could calibrate it for 1-2 players if that's all I get.

I'll post about this over in the Game Proposals board too, but as this is where the hardcore GURPSers hang out, I thought I'd get your opinions.
Mad Mick
GM, 120 posts
Thu 19 Jan 2017
at 09:52
  • msg #885

Dungeon Fantasy Boxed Set

Sounds cool.  We had a post-apocalyptic GURPS game going a number of years ago that had a randomly generated scenario and a random selection of six proposed characters (just write ups, of course, and statted out once one character was selected).

And good on you for not going the zombie route.  It's a great genre, but there's more than enough zombie games out there.
Rockwolf66
player, 13 posts
Fri 20 Jan 2017
at 00:21
  • msg #886

Post Apocalypse game

I would actually enjoy such a game. One problem that I can see is that there is not a good...Resource building system in Gurps. I know Conspiracy X for 3rd edition has some resource building rules but they are setting specific. then GURPS Supers has some secret base rules but they don't really fit Post Apocalypse settings all that well.

Still it would be great to have a game where one can actually build a new society.
Tortuga
player, 443 posts
Fri 20 Jan 2017
at 00:22
  • msg #887

Post Apocalypse game

There are some rules in the Low Tech companions. I forget which.
BlueDwarf
player, 65 posts
Fri 20 Jan 2017
at 00:47
  • msg #888

Post Apocalypse game

In reply to Tortuga (msg # 887):

There are also some good items in High Tech, such as the steam driven generators for such settings.
Tortuga
player, 444 posts
Fri 20 Jan 2017
at 00:49
  • msg #889

Post Apocalypse game

Resource rules, I mean. And some in After the End 2 for scavenging, building, modifying, repairing.
Rockwolf66
player, 14 posts
Fri 20 Jan 2017
at 00:56
  • msg #890

Post Apocalypse game

I have the books. I'll have to look through them. I've been wanting to play out a scenario where a character and their allies start out with a makeshift workshop and build it into a technological center.
BlueDwarf
player, 66 posts
Fri 20 Jan 2017
at 00:58
  • msg #891

Post Apocalypse game

In reply to Rockwolf66 (msg # 890):

High tech tools and power supplies should cover all of that in a post-apocolyptic setting. Low Tech may cover food supplies and wood, but a little research into the preping community may help. A Dehydrator and water supply will be critical...
Tortuga
player, 445 posts
Fri 20 Jan 2017
at 01:00
  • msg #892

Post Apocalypse game

Currently the scenario I have in mind has the PCs infiltrating the city for an outside power to gather intel on the local factions and potential resources. Their orders are pretty much to blend in, get accepted as locals, and generally be accessible as sleeper agents for future operations.

During this time the PCs are free to interact with the city however they want... I'm planning on treating it like a sandbox. Cozy up to the various factions, build a lab, play politics, pursue individual agendas, etc. I see a lot of exploration, and plenty of opportunities to build. Maybe you actually go native, maybe you betray your new friends, maybe you come clean about your initial mission.

Up to the PCs.
This message was last edited by the player at 01:01, Fri 20 Jan 2017.
Rockwolf66
player, 15 posts
Fri 20 Jan 2017
at 01:20
  • msg #893

Post Apocalypse game

I am familiar with both the "Prepper" Community and the "Survivalist" community. I know a few people who are actually subject matter experts on such things.

I do repair and build tools as both part of my day job and as a hobby. My last disappointment was finding out that the potential outer casing of the forge I'm building has zinc in it. Zinc produces some very toxic fumes when heated.

I have some idea for a character but I know that they don't use the standard After the End Techie template. Plus there is what Character point values would be used?
Bane Root
player, 18 posts
Sun 29 Jan 2017
at 04:42
  • msg #894

Post Apocalypse game

***edited***

I'm interested in running a dark fantasy game using GURPS rules, set in a setting collaboratively created by all writers/players involved using the Microscope rules.

First we would create the world and its history using Microscope. Once the world was set, we would decide as a group the specifics of the game; setting, period, location, point total for characters, character concepts and creation, races available to be played, concepts and themes to be explored etc, etc.

From there we would create setting specific characters with intermingling backstories and I would write an introduction adventure.

The microscope game can be purchased, physical copy or pdf, from the lamemage website it amazon.
http://www.lamemage.com/microscope/
But you won't need the book (though I highly recommend it) as I will be walking us through the initial stages of the game.

Below you'll find the setup for the microscope portion of the game. Once we have enough interested players, we will do an Add/Ban turn, where we add and ban things to the game. I will say that though microscope usually allows for total freedom to create, as we are trying to build a cohesive world together, I will have a number of caveats that will be In place prior to the Add/Ban turn.

The caveats will be more of a guiding theme then a hard rule.
Caveats:
-This is epic dark fantasy. So no talking rabbits, sexy cat headed woman or cartoony aspects to the game.
-No real world religion. Keeps the OOC tolerable and avoids fights.
-No real world persons, places or things. Be original. I don't want any Gandhis, or Hitlers, or Eiffel Towers.
-No people, places or things from fiction. I don't want Harry Potter or Gandalf to show up. At all. Creatures and monsters are fair game, but that's it.
-No steampunk. (Personal preference). I'm going to have a TL lockdown.

Other then that it is open season. Be as creative as you want.

The basic set up for the Microscope portion of the game is as follows;

Overview
"Humanity struggles to survive in an unforgiving world of dark fantasy fraught with deadly perils."

BOOKEND (Dark)
"The world is in turmoil. The Dark Gods are dead after countless millennia of subjugation. The Founding races wage war over the spoils in a devastated land."

BOOKEND (Light)
"The world is at peace. Order and stability reign protected by peace treaties between the Founding Races and powerful magic."
This message was last edited by the player at 01:25, Tue 31 Jan 2017.
jonasthered
player, 5 posts
Mon 30 Jan 2017
at 19:05
  • msg #895

Microscope Game

Play by Post, I assume? You refer to sunday, which is a little odd.

I'd love to get involved. Shouldn't the add/ban requests be in the actual game thread though?

Add: Intelligent Non-humanoid societies.
Ban: Mages who can do anything with enough study.
Add: An Underdark ecology.

Those are pretty strong add/bans, so I'll stop at three.
Bane Root
player, 19 posts
Tue 31 Jan 2017
at 01:26
  • msg #896

Re: Microscope Game

jonasthered:
Play by Post, I assume? You refer to sunday, which is a little odd.

I'd love to get involved. Shouldn't the add/ban requests be in the actual game thread though?

Add: Intelligent Non-humanoid societies.
Ban: Mages who can do anything with enough study.
Add: An Underdark ecology.

Those are pretty strong add/bans, so I'll stop at three.


edited my original post as it was copied and pasted from a RL game I run and not edited properly...
Rockwolf66
player, 16 posts
Mon 20 Feb 2017
at 02:38
  • msg #897

Min/Maxers

Hey All,

Any tips on how to deal with Min/Maxers. You know the people who out of a 150 CP character with -60 disadvantages they put 100 points into one stat, 35 points into magery and all but SIX!!! CP into spells at 1 point each.

While I like their character concept the character's stats are garbage and they seem to think that Magic can solve anything.
Tortuga
player, 447 posts
Mon 20 Feb 2017
at 02:49
  • msg #898

Min/Maxers

What that tells me is that "I want to do stuff with magic" is the focus of their interest in the game. And that's fine. Don't punish them for it. Let them be good at magic.

But let them be shit at everything else. Personal relationships. Balancing their checkbook. Adult responsibilities. Play up their gross incompetencies and have NPCs marvel that they can function in society with such a staggering level of ignorance.

Do that by making sure that stuff matters. Prove that magic CAN'T solve all problems by showcasing life outside of "adventuring." Take advantages of the opportunities their gaps provide you with.

Again, not to be vindictive. Simply to emphasize the value of balance. They made the choice to be good at one thing, and that implies being terrible at a great many other things.
Raddek
player, 12 posts
Mon 20 Feb 2017
at 03:34
  • msg #899

Min/Maxers

Perhaps I'm a little more vindictive.  While I wouldn't say put them specifically in threads that make them fail, nothing makes a player sweat more than forcing his character to make a swimming roll (which defaults to HT-4) if he hasn't put points into it or die.  Really, the thing that makes players want to take balanced characters is holding them accountable for the consequences.  If they take heaps of negative reaction modifiers, they'll probably stop when you roll reaction rolls for every NPC they meet.  If they fail to take any skills that help them from losing fatigue (hiking, running, etc.) they might have second thoughts when you have them roll against skill/HT or lose that much fatigue.  All in all, it's pretty much the same thing Tortuga said.  If a player is used to things not mattering, then he won't account for them and will only take points for the things he thinks he needs.  In the end you need to 1.  Use the rules (instead of ignoring fatigue/reaction/etc.) and 2.  Hold players/characters accountable for their shortfalls.  If they die, tough shit.  Life/GURPS is hard, and they shouldn't have acted like an idiot when they knew they couldn't __________.
Tortuga
player, 448 posts
Mon 20 Feb 2017
at 04:01
  • msg #900

Min/Maxers

Yeah, I mean, if he wants to play an obsessive weirdo who only cares about magic, then let him be an obsessive weirdo. Let other people treat him that way. That's the challenge he has chosen to accept.
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