Showing posts with label GURPS Settings. Show all posts
Showing posts with label GURPS Settings. Show all posts

Thursday, March 21, 2024

Star Heist, a Campaign Setting

 The Magic Vegas campaign I was playing in is on a break and the group discussed options and we went with one of my older campaign settings.  It needs some update and revisions but is bascially a TL10 Space Opera setting.

This group is playing a Decker, Pilot, and Diplomat as insurance investigators.

Inspiration

Ghost Ship by Sharon Lee and Steve Miller for the Pilots and revisions to how I was handling psionics. Basically aside from racial psi people can get it from travel trough subspace and the core mechanics is Wildcards. Each psi trait is built with a wildcard skill as the power talent and abilities are primarily versions of ESP and Probability Alteration.
Lensman by EE Doc Smith for some background and overall concepts.
The Ship Who Searched and other novels by Anne McCaffrey and Mercedes Lackey for an overall sense of the setting.
Harrington novels by David Webber for some of the FTL, though highly adjusted so ships travel far slower in real space.
Traveler for idea of Jump Drives.
Starship Troopers by Robert Heinlein
Assorted other scifi

GURPS Materials

GURPS Ultra-Tech and Transhuman Space for the tech.
A blend of GURPS Cyberpunk, Action 2: Exploits, Telepathy powers, and some Pyramid articles by W.A. Frick for hacking and netrunning as well as possessing vehicles.
GURPS Spaceships

Setting Conceits

The campaign takes place in the Commonwealth, a human centric space government.
It uses three primary FTL types. 
Jump Drive (Called a Dive Drive) that uses contrgav to punch a hole into subspace for hopping between stars.
Star Gates for wormhole travel between known locations. It is fast but limited by gate size.
Sling Drive (alucabrd drive idea) with hyperspace highways. Very fast, built by precursers but travel is outside the heliosphere. Ships can use this method inside a solar system but only for short skips and they may get destroyed by space debris.


Monday, November 28, 2022

Review of GURPS Thaumatology: Age of Gold

 This is a small setting supplement. Set in 1930s earth it is described as a showcase for some rules in GURPS Thaumatology - specifically Book/Path magic.

I am not a fan of the title as it really is a setting and I think those looking for a setting could easily overlook it. And those looking for a new magic system will be disappointed as its mostly a showcase for a system in GURPS Thaumatology. It has some nice tweeks but no new rituals or rules. I think the reason for the title was that you need GURPS Thaumatology to use it. Besides Book/Path it uses Spirit Assisted magic, Alchemy, and includes pulp type supers with magic as the primary origin.

The emphasis is on alchemy but Book/Path magic is treated well and both are important to what is mostly a secret magic setting. This us a classic pulp genre setting, it can be played locally or with world travel to exotic locations. GURPS Mysteries, GURPS Places of Mystery, and GURPS Cliffhangers would all be great companions to GMs of this setting.

I really found this a fun read and a good pulp setting.

Thursday, March 3, 2022

Review: GURPS Infinite Worlds: Nightreign

 GURPS Infinite Worlds: Nightreign is a setting book for the larger Infinite Worlds setting and is specifically a Horror themed work.

The Infinite Worlds setting was designed to showcase the versatility of GURPS by letting adventurers travel from world to world. It is both a time travel and a parallel worlds type setting, allowing the creative GM to create all sorts of genres and mix it up to keep a campaign fresh. GURPS Infinite Worlds: Worlds of Horror written by the popular author Kenneth Hite is a broad setting book with a lot of small horror settings seeds. This book is a full length worked horror setting based in a divergent history of 1700's America, after the American Revolution.

Concept

During the American Revolution an opening into another dimension was created that infected the eastern seaboard with a dark miasma called "The Bleak", plunging the region into darkness or twilight. The classic horrors emerged and slaughtered thousands, forever changing that worlds history.
Magic is available to the PC's, though it often has a dark price.

Nuts and Bolts

I really liked this setting, its dark but teases some hope and in some ways is post apocalyptic. The Bleak is a good well explained concept that makes use of the Corruption mechanic described in GURPS Horror, though you wont need that book to understand its effects.  GURPS Magic is the default assumption but rules are included to use Ritual Path Magic, Book/Path from GURPS Thaumatology, and some other subsystems. In my opinion it currently has the best description of shamanism as well. The authors worked with existing material from GURPS Thaumatology, GURPS Monster Hunters 6: Holy Hunters, and even my book GURPS Powers: Totem and Nature Spirits that works out very close to my own Shamanic Powers based magic (not published or even approved yet). Though we disagree on a few points, such as the implementation of Spirit Empathy the overall feeling is very similar, which I appreciate and have been waiting to see in print for a very long time. The authors also expanded on modifiers found in GURPS Powers which is a welcome addition and I may implement some of those ideas myself.

Included is a good explanation of the history since the divergence with a good explanation of its effects on the political situation and of course life as a whole.

The Enemy

The obvious enemy here are the unhuman and other types of monsters, but plenty of other options exist as well.  From rival world jumpers to local politics a campaign in this setting can go in many directions and keep things fresh. I like the set up here if the Bleak, its effects (subtle and otherwise), and the various monsters. Vampires and Werewolves are given a page or so each with enough information to give the GM ideas and references for the actual stats. A few new monsters are introduced as well but the bulk of this supplement is background material. It really leverages prior works such as GURPS Horror to fit in as much new content as possible.






Wednesday, January 19, 2022

Insiders Peek: Nordland Bestiary

 Douglas Cole of Gaming Ballistic launched a kickstarter for a full color bestiary for the Dungeon Fantasy Roleplaying Game (Powered by GURPS). I knew from prior experience this was going to be a very good book and went in as much as I could afford, even adding the VTT tokens for Foundry as an add-on though I don't have a license (I'll give my copy as a late Christmas present to someone who does). Also bought the hard copy as I know it will be excellent in quality and appearance, even if I am unlikely to be playing face to face instead of over the internet. His products are just that good and well worth supporting!

The author shared a preview copy with some people to get feedback and gave me permission to post this sneak peak.

Overall Impression

As expected the layout is very nice! I like that each entry gets a good picture and each picture includes a shadow of a Viking to help scale things. The descriptions, stat blocks, and summaries all are easy to read and pleasing to the eye. Also included is just enough humor to make reading it fun. The way an entry is laid out it will be very easy to just turn to a page and have the relavant information jump out at you. The addition of the creature reference cards, standup art, and Foundry tokens will also be very useful in helping the GM and players get a fast feel for each creature.
As should be no surprise to anyone who has bought material from Gaming Ballistic, were getting good value for our money here!

Introduction

Honestly? This was a pleasant surprise!  I expected the standard bit, but what I saw was so much more useful and fun. As this is for a specific setting the author was able to tailor some things. The "Not Norse Mythology" cosmology section was brief but gave a good feel for the Nine Worlds and had me thinking for a moment "I didn't realize the void was like that!"  The entry blends together the Lovecraftian Elder Things into the setting in a very fitting manner that suits the mythology. The origin and function of each of the Nine Worlds works well and is very evocative, while being fairly close to the source mythology as I recall it.
But you know what really stood out and made me take notice?
The section on faerie and how it blended with Irish and European folklore as well as common tropes into what feels like a cohesive cosmology.  Also the trait descriptions for various advantages and disadvantages really works for me. It made me want to play in the setting.

The Creatures

The bulk of the bestiary is of course the creatures, and I have only seen up to the letter E in the sneak peak. 
  • Aesir: What would a Norse bestiary be without some Aesir? So far only the Dark Pack are here but boy do they stand out as fearsome and fun foes! Not just wolves, but undead wolves that keep coming back!
  • Alfur and Faerie: We get some standards from folklore but also some new, or at least relatively unknown critters as well. Further the examples fit together in a way that gives is chaos and diversity, yet flows well enough that new creatures are easily inspired. Frankly, they just make better sense as a whole than I have often seen.
  • Animals: Each animal entry covers several known species, typically with a collage of pictures. Animals are often overlooked but they provide not only low level foes but also useful companions and background. We have the staples here, and a few odd ducks that you wont always see.  Also of course there are dire and giant versions.
  • Demons and Elder Things: They have a set place in the cosmology and we get to see some interesting and scary varieties.
  • Dragons: A nice variety here too, with more to come; These are typically creatures of Jotunheim and come in a good variety of scariness.
  • Elementals: They hail mostly from Nifleheim which I found an interesting choice and contrast with the typical elemental and para-elemental planes we see in That Other Game.
I wont go into detail on the specific creatures, we have so many good ones and some nice creatures to bring a gleam to any DMs evil or appeal to the avarice of most delvers.

Summary or Buy This Now!

This project promised a great deal, and no surprise its delivering on that promise. I am confident that not only is it going to be well worth my money, it will help generate even more goodness for GURPS, The Fantasy Trip, and Dragon Heresay in the future.