Game Proposals/Interest Checks.   Posted by Mad Mick.Group: 0
Anachronist
 player, 13 posts
Sat 14 Mar 2020
at 02:15
Yee Haw
Ah, so it's a continuation of the current game, not a new game it itself?
Drake Steele
 player, 16 posts
Sat 14 Mar 2020
at 02:32
Yee Haw
Both :P in some respects. Same game world setting, and content from the first gameboard is fully transferable. The board structure's very different when locations are static with colonies vs when the location can just endlessly move with you as your ship goes. Won't be too hard to keep synchronized, just copy paste updates when going in between with any changes.  Simultaneous gameplay can easily be done. Hell, I've got plans for the first colony group to actually exist in 3 timelines at the start.

1) Your personal origin story, what brings you to the project. Why you?
2) Preparing for the colonization. The meetup, the training, the trip.
3) Establishing the colony with survey, construction, supporting operations.

4) Possibly, a limited 'future' timeline that allows general colonist players to engage in compatible activities before the initial phases of setup complete, as those can be very closed access to specific types of characters. We wanna be inclusive :)  So rather than wait a couple years of realtime gameplay of missions and so on, a version a decade on could be running. Throw Destiny on your character and know you'll be around in the future or something, and you could be RPing in multiple stages of life :)
Anachronist
 player, 14 posts
Sat 14 Mar 2020
at 02:56
Yee Haw
Gotcha, thanks for the explanation.

Yeah, I'd be interested to see it come together.
Anachronist
 player, 18 posts
Sun 11 Oct 2020
at 04:51
Yee Haw
Also posted in general RPoL Interest Check thread with slight changes.





Napoleonic Naval Chronical

Hoping to gauge interest in a GURPS 4th Edition game set at the dawn of the 19th century.

The game would aim for historical accuracy, but not to an excessive degree. The characters may be involved in major historical events, and could even have the potential to alter the course of history going forward.

The game would require players to have a superior grasp of the English language, and would require a basic knowledge, or a willingness to learn, about the societal conventions and culture of the period.

This game would roughly adhere to the notions of the period, including prevalent racism, sexism, colonial expansion, and class distinctions. The characters would of course be free to hold their own views on these and any other matter, but the players should expect these concepts to be widespread.

The game would revolve around a group of young Midshipman in the service of the Royal Navy of the United Kingdom of Great Britain and Ireland. The characters would start their careers together, and likely stay together for many years, forming relationships between themselves, their shipmates, pursuing their education and developing prospects.

The game would likely start with a limited but "deep" cast of characters represented by the ships crew. Chapters would be broken up by individual threads between voyages as character return home to family, attend to situations at home, convalesce, or take up pursuits in-between commissions.

If the game is successful and long running, possibilities may open up down the line for characters to pursue things like promotion into their own ships, and expansion of the game to take on additional players in various roles.

Ideally this chronical would cover several years of the characters lives, and include travel to far off and "exotic" locations. "Time jumps" of months or more are planned to help "get to the action" and other important events, and to move the timeline along.

Interested parties should expect a degree of "Risk vs Reward" and the possibility of their characters being maimed, killed or traumatized during the course of the chronicle. Mechanics will be in place to avoid characters being killed "out of hand" in action. In other words, do not expect to put in years of play only to have characters killed unexpectedly by a stray bit of grapeshot. It would be a collective story, not a "mil-sim"

This would be an Adult rated game in order to include graphic violence and other Adult situations. This game would not include graphic sex scenes. Given that the characters would likely be minors at the start of the game, it is of vital importance to reference the RPoL Adult Games Policy.

Thanks for your time.
BlueDwarf
 player, 132 posts
Sun 11 Oct 2020
at 05:11
Yee Haw
In reply to Anachronist (msg # 148):

I would find it interesting, though my posting style is usually short posts often, as opposed to long detailed posts. As someone interested in medieval ship design, and involved in both ship design and in the Navy itself as an offer during my younger years, there would be some familiarity.

Having said that, I would be concerned that my experiences and yours may vary. Are we taking about 'Master and Commander: the far side of the world' type Era?
Anachronist
 player, 19 posts
Sun 11 Oct 2020
at 05:34
Re: Yee Haw
BlueDwarf:
Having said that, I would be concerned that my experiences and yours may vary. Are we taking about 'Master and Commander: the far side of the world' type Era?


Correct. That movie is set in 1805 amid the earlier years of the Napoleonic Wars. Roughly the same period this game would cover.

This message was last edited by the player at 05:35, Sun 11 Oct 2020.

Aethulred
 player, 142 posts
Sun 11 Oct 2020
at 19:59
Re: Yee Haw
Like Blue Dwarf, I am interested, but do not write paragraphs as much as short posts.
I am conversant with the period and have some knowledge of the Naval matters, have about 18" of books on the age of sail including  Nelson's Navy and other books on the period between the 7YW and about 1820. Can't remember when I got into them last, as other interests have come up, but they are there.
Tortuga
 player, 528 posts
Mon 26 Oct 2020
at 15:16
Re: Yee Haw
I've been posting over in GP,I,A but I thought I'd bring it up here, too, as this is the central GURPS community.

I've got a tabletop game I've been running that involves the use of a massive fictional timeline that incorporates a ton of different media - movies, games, tv shows, comics, from Doctor Who to Star Trek to Godzilla to Resident Evil, and since I have the resources at hand I figured I might as well run a game here too.

This is a bit shorter in scope than my usual open-ended game plans because I want to actually finish something. Depends on posting rate and the choices the players' make, but I'm envisioning a solid 3-4 months of play at the short end.

I've narrowed it down to two premise built around the same theme of a massive crossover mashup game:

quote:
1. The players are participants in a psychic research study who find themselves in a world built from popular media (books/movies/tv/etc) that's possibly dimensional bleed into the real world or possibly the collective consciousness of all human creativity. They can leave the "present" of 2010 for short jaunts to other eras to interact with the media of those other era though they have little actual control over where they end up.

2. In the near future of 2050 Disney owns all media, and they've created massive AR theme parks where all of these different intellectual properties have been gamified. Players are a gaming guild enrolled in a mashup tournament with a fabulous prize, and have to compete to earn sponsorships, improve their reputation, and improve both their characters and guild standing. There's a lot of intrigue out of the tournament as well, industrial espionage, organized crime, cheating, and maybe even signs that some game elements are *leaking* into the real world somehow.


In the "psychic" game, players will be 100 point ordinary (mundane) modern humans with a 50 point package of psychic powers from GURPS Psionic Powers; ideally every player has a different package. One TK, one Telepath, one Esper, etc.

In the near future game, it's TL 9, everybody is a 100 point pro-gamer BUT they have an additional "virtual package" in each tournament game, dreampark style. If you're not familiar with Dreampark, when you start a new "game" you'll basically get to choose from different enhancements; in a superhero themed "game" these might be powers, in a fantasy "game" it might be spells and magic weapons.

Anyway, that's it, that's the pitch, let me know if you have any interest or feedback or questions.

In either case the games I run are pretty Rules As Written, somewhat grounded, somewhat gritty.

This message was last edited by the player at 15:18, Mon 26 Oct 2020.

Girl Interrupted
 player, 4 posts
Mon 3 May 2021
at 15:49
Looking for a Few Good Gnomes
Looking for a Few Good Gnomes!

Who’s interested in playing the role of a Gnome paratrooper who is part of an elite Special Forces team whose mission is to parachute behind enemy lines; ambush the Queen’s guard; kidnap their Princess escort; and spirit her through the wilderness back to the Gnomeland to be held as a political hostage?

This will be a one-shot, high-action, high-combat, all-Gnome adventure set in a somewhat modified version of the Greyhawk world.

I have a year’s experience with the Gurps system and online text RPG.  My goal is to have the Players generate their characters and then, going forward, I as DM will handle all game mechanics and dice rolls behind the scenes.

My current adventure I’m running is almost concluded,so I’m just checking to see if this game idea (not my own original idea -- it was suggested to me and inspired by another player acquaintance) is something people would enjoy playing enough to warrant me starting up a new game. I’d also like some suggestions on how to keep the second-by-second combat sequence move more fluidly and speedily, without losing the granular, detailed tactics Gurps offers that we all know and love.

There’s more secret stuff brewing with this game, but you Gnomes will not be privy to it...
evileeyore
 player, 39 posts
Mon 3 May 2021
at 17:12
Looking for a Few Good Gnomes
Girl Interrupted:
... I as DM will handle all game mechanics and dice rolls behind the scenes.

Hidden dice rolls and mechanics?  Hard pass.

quote:
I’d also like some suggestions on how to keep the second-by-second combat sequence move more fluidly and speedily, without losing the granular, detailed tactics Gurps offers that we all know and love.

Post once per day, minimum.  Make a firm and hard "I will post everyday at [TIME}, have your proposed turns posted by then or you forfeit your combat turn and either Do Nothing, Aim, Evaluate, or All-Out Defend, whichever I feel is most necessary".  Provide maps and detailed explanations of the situation.

You'll find that a 5-10 second combat will flyby in five to fifteen* days instead of bogging down and taking a month.


* Sometimes even with the best descriptions and maps, a Player will ask a question that requires an answer before combat can proceed.


[Cross-posted here as well in case anyone wants to have a GURPS conversation rather than a "Interest Check" conversation.]
Girl Interrupted
 player, 5 posts
Mon 3 May 2021
at 18:43
Looking for a Few Good Gnomes
Hey Evileeyore, enlighten me on why the 'rules behind the scenes' is a hard stop and do you think that's typical of Gurps players on RPOL?
jason254
 player, 19 posts
Mon 3 May 2021
at 18:53
Looking for a Few Good Gnomes
I'd be interested.  Will magic be allowed?  Or will be strictly a martial game?  Since it's special forces, will guns be available?
Girl Interrupted
 player, 6 posts
Mon 3 May 2021
at 19:40
Looking for a Few Good Gnomes
Magic is available in the campaign world, though very, very rare as the vast majority of the area of operation is in a LOW MANA zone.  That said, this particular kingdom of Gnomes forbids any use of magic. They embrace technology and science. And yes, the gnomes, alone, have primitive gunpowder weapons.

This message was last edited by the player at 19:41, Mon 03 May.

BlueDwarf
 player, 135 posts
Mon 3 May 2021
at 20:23
Looking for a Few Good Gnomes
In reply to Girl Interrupted (msg # 157):

I would have to agree with evileeyore in that hidden mechanics is a tough one. I have had many times where dellving into the mechanics has revealed significant details the GM knew and would have been obvious to the character but I had not picked up on as the player. Perhaps it is my terrible communication skills, but the mechanics has also made it easier for me to explain what I want my character to attempt.
Girl Interrupted
 player, 7 posts
Mon 3 May 2021
at 20:30
Looking for a Few Good Gnomes
Well in that case, I guess I'll shelve the 'behind the scenes' stuff.  I'm just trying to avoid those situations where the story/adventure/narrative takes a back seat and the game becomes a forum for discussion/hashing/squabbling about rules.
BlueDwarf
 player, 136 posts
Mon 3 May 2021
at 20:37
Looking for a Few Good Gnomes
In reply to Girl Interrupted (msg # 159):

I think a large portion of that squabbling actually stems from players and GMs having different ideas of what is going on. I have been guilty of that from both sides, and usually clarifying the situation deals with the issue. There are of course players who want to abuse the rules for advantage, but excluding those players, all that is needed then is clarity on the situation by the GM and clarity on the players side of what is being attempted.

Well, that is  just my 2c worth. Perhaps others see it very differently.
Girl Interrupted
 player, 8 posts
Mon 3 May 2021
at 20:54
Looking for a Few Good Gnomes
Well, I'm fairly new in the hobby, so I appreciate your pro tips.
evileeyore
 player, 40 posts
Mon 3 May 2021
at 23:55
Re: Looking for a Few Good Gnomes
Girl Interrupted:
Hey Evileeyore, enlighten me on why the 'rules behind the scenes' is a hard stop...

Blue Dwarf nailed a few points, but for me Number One is trust.

I don't know you, I don't trust you enough to roll dice unseen* for or 'against' me.

Beyond that, I like to see when the GM is making things more or less complicated† within and outside of the rules, and that is 'impossible' when everything is obscured behind the GM's Screen.  I mean at that point, as far as I'm concerned, we may as well be playing free form.

Now, that's just me.  There are plenty here who are of the opposite opinion and would happily pile in on a game where all the mechanics and rolls are out of sight and they just focus on the rp.  So have a blast. (Seriously, no sarcasm.)


Also, it's fine if you're not running a game for GURPS newbies, but newbies cannot learn a system if the only time they interact with it is during chargen, and you'll find while there are a lot of GURPS vets here, there are far more GURPS neophytes and newbies.


* Yes, I know rolls can be Fudged and Skewed.  Don't remind me, if I'd have known that when I started gaming here 7 years ago I never would have started gaming here.  Luckily (?) I only found that out a few years into being here, by which time the GM for the game I've been in this whole time had earned my trust to know they let the die fall and play from the results.  I don't join many games here as the premise has to surmount that initial dislike of not being able to trust die results.  But as I mention above, that's a me thing.

† You can tell what a GM really gets into by what they focus on, and in GURPS that often gets expressed in how complicated they make the 'subsystem'.  Frex, if a GM is using no optional rules for combat, no maps, and barely using penalties or bonuses in fights, but they've dug deep into Social Engineering for every social subsystem, bonus, penalty, reaction roll result... well, you can tell they're more interested in social conflict play than combat.  So as a Player I'd know where to focus my energies and exps.

Also, if (for instance) my Character constantly misses rolls that should be 'pretty easy', I can see if the dice were just against me, or was the GM piling on every possible penalty.

Neither can be easily seen when that's all hidden away behind a GM screen.


quote:
... and do you think that's typical of Gurps players on RPOL?

On RPoL?  I... don't know.

From my experience... there are plenty who barely interact with the system as it is, constantly forget rules, constantly forget penalties to their rolls, constantly even forget what skills are for what, so for them, yeah, never having to deal with that might be a blessing, or a curse.  Depends on if the 'forgetfulness' is deliberate or not.

But on the flip side, I've seen what I take to be the average number of Gear Heads among the GM and Player base here, that is, the Players/GMs who like the crunch of the rules between their teeth.  They might not want to let that go in play.

I'm of that camp.  Sometimes I'm fine with letting the crunch go, I've done it before, but then it's for a game (and group) that brings enough to the table that I can let my preferences slide for the novelty of the campaign or the camaraderie of my fellows.



Girl Interrupted:
Well in that case, I guess I'll shelve the 'behind the scenes' stuff.  I'm just trying to avoid those situations where the story/adventure/narrative takes a back seat and the game becomes a forum for discussion/hashing/squabbling about rules.

Well, even hiding the rules won't get rid of that.  For that you need hard, fast, strict, and up front rules on cross-table talk.  Let your potential Players know you won't put up with open discussion or questioning of the rules, and let the Players know that PM discussions with you are fine, like you'll listen to an appeal, but once you've ruled, that's it.*

I mean, even in a freeform system, you'll still get people arguing about how things went down, that's just the nature of "Bang! Bang! I shot you" and "Nuh-uh, you missed!"


* And with that you might get a Player who thinks the rules don't apply to them, this time, because of reasons.

This message was last edited by the player at 00:05, Tue 04 May.

Girl Interrupted
 player, 9 posts
Tue 4 May 2021
at 12:09
Re: Looking for a Few Good Gnomes
Thanks for your feedback, folks. I think I'll shelve this one for now. This is a great community! :)
Aethulred
 player, 145 posts
Tue 4 May 2021
at 17:44
Re: Looking for a Few Good Gnomes
Don't let us scare you off, I don't run games like others do too. I've had peope bail, unfortunately, because they couln't see the gears turning.
I am more interested in the story, but some really are more interested in their characters growth to the detriment of the game.

The worst thing that can happen is everyone bails or dissapears without comment. I started a game that now has 4588 posts, but it has only one player left. That player doesn't seem at all tired of the game. He has another game where people come, play a bit and disappear. Even the best run games seem to suffer this due to Real Life, the inability of the GM to keep it exciting for everyone all the time (Guilty) or some other reason. You just can't be to thin skinned, as often it isn't all your fault.

Build a world you like and flesh it out... then you can use it over and over with different twists.
evileeyore
 player, 41 posts
Tue 4 May 2021
at 18:21
Re: Looking for a Few Good Gnomes
Girl Interrupted:
Thanks for your feedback, folks. I think I'll shelve this one for now. This is a great community! :)

I wouldn't give up on it yet, it's only been one day.  PbP is slow so a lot of people only check in every few days.  I say give it a full week, maybe two, before you cut bait and bail.
Girl Interrupted
 player, 10 posts
Tue 4 May 2021
at 18:28
Re: Looking for a Few Good Gnomes
Thanks for the advice.

I still have enough gaming to keep me occupied, that scrapping this game idea won't be a problem. I have 2 slow moving games I'm running, (one of which is almost concluded); and I'm a player in another slow moving game. I'm taking a full load of summer classes, too, so maybe its a blessing a mob of eager players didn't swarm this idea!

:)
Girl Interrupted
 player, 11 posts
Fri 4 Jun 2021
at 11:35
Re: Looking for a Few Good Gnomes
Well, I scrapped the above idea and have decided to JOIN as a player instead. I posted this in GM wanted, and got some hits, but for GM's who prefer to run games under different systems. Therefore I'm posting this here in hopes of finding a great GURPS GM who might be interested in running me through a one-shot modern day Espionage game...

Here's my ad:

Hi Fellow Rpolers,

1. Can you post once every 1 or 2 days consistently?

2. Are you a "good" to "great" writer and not someone who would take offense if I asked to read through some of your other game posts to see if your style, etc., is compatible with my interests?

3. Do you enjoy running players through a Solo adventure?

4. Can you GM an Espionage/Themed game set in the modern times? Think The Bourne Supremacy ; James Bond; John LeCarre novels, etc...

5. Do you prefer running/writing 'realistic' gritty adventures?

6. Do you prefer running your games in Mature or Adult level (not for 'sexual' stuff, but for realistic dialogue and graphic violence, etc.?)

7. Are you reasonably proficient in the GURPS system?

8. Can you commit to sticking it out and running a Solo game through at least a one-shot adventure without bailing midway?

9. Is your RL stable enough to feel reasonably sure there won't be frequent, extended absences?

10. If I checked out your profile, would I not see many, many past/deleted games with very few posts in them?

If you can answer Yes, to all of the above, I would very much like to discuss a game with you as I am looking for a good GM to run with.

Last year I played a Computer Analyst in a quasi-CIA game that was pretty cool. The adventure finished, and the heroine, Alice Kelley, was transferred to the CIA as a field operative.  I am interested in continuing her adventures as a more seasoned agent.

I am currently running a couple games and playing in one but all my games have slowed down so I'm looking for more stimulation.

If interested, please email me!

Thanks for reading!

Sara

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

Oh, and here's my character:

Alice Cynthia Kelley was born in 1993 as the third and youngest child of father John, an Analytic Methodologist who worked at the CIA and mother Celine a School Superintendent.  She grew up in an upper middle class neighborhood of North Potomac, Maryland and had a happy childhood. She was bright and excelled at school -- particularly math and science -- and was an exceptional athlete, gaining letters in soccer, basketball and softball.  She attended the University of Maryland graduating with a dual major in Foreign Studies and Mathematics and spent a year studying abroad in Dubai where she took intensive Arabic language courses and Middle Eastern studies.

On graduation, she applied for the CIA to follow her father’s footsteps but was instead recruited by the NDL which offered better starting pay and promised more rapid advancement.  She graduated from the NDL’s rigorous training academy, earning high marks in Computer Analytics and Intelligence Analysis.

Because of her proficiency in computers and reasonable grasp of Arabic, Alice’s first post was in Cairo where she has been working the past 6 months.  Though Alice is pleased with the job, as a woman she finds the Middle Eastern cultural restrictions somewhat stifling, and the actual day-to-day job duties starting to feel a bit dry.  She ultimately found herself embroiled in a case involving a corrupt Case Manager from the NDL and a top-secret scientific project that introduced her to her first, harrowing field work that nearly cost her her life. She performed well, exposing the traitor, and was ultimately offered a transfer to the CIA where she is just starting out as a new field agent. She is eager for a change and has been bitten by the adrenaline rush of being a field operative.

Alice is an attractive Caucasian woman of 27.  She has pale gray eyes and wears her ash blonde hair in a square cut bob.  She stands five foot seven inches tall and weighs one hundred thirty pounds. She is an exceptionally fit woman who does grueling Crossfit workouts in her spare time.  She scored sharpshooter at the NDL’s pistol range and holds a brown belt in Hapkido.

Being a driven career woman has had its downside.  Aside from a one year relationship in college, she has never had any other serious romantic relationships.  She also has not developed any close friendships beyond the friendly-acquaintance level here at her Cairo post.  When she is not working or exercising, Alice is a somewhat solitary and lonely woman.  She reads a lot - mostly non-fiction histories and biographies and she likes hiking and photography.

This message was last edited by the player at 11:42, Fri 04 June.

Girl Interrupted
 player, 12 posts
Fri 4 Jun 2021
at 19:25
Re: Looking for a Few Good Gnomes
Per above, found a GM to run for me (even though its not Gurps).  So please disregard above.
Aethulred
 player, 146 posts
Fri 4 Jun 2021
at 20:23
Re: Looking for a Few Good Gnomes
An interesting and demanding proposal.
In one sense, I am sorry to see you go, but I would not be willing to run such a game either.

I did run something vaugely similar, but it wasn't very much current world.  I think the FBI-Nearth (New earth) games is unreachable at this point , as I had to delete it a year or so back. Central player character just disappeared and I prefer more than a single player. The basis was a gate between current earth and another very similar, but different Victorian Era earth was found and explored under FBI guidance.