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GURPS Games

Feel free to list some games you're running right now. I'll get it started.

My game is set in the Palladium Megaverse, specifically the space opera setting of Phase World (the Three Galaxies). The heroes beat all 10 stages of the Labyrinth, and are now celebrities. The big question is what to do next? There's a war building up over finding the Mythical Cosmic Forge, the item that supposedly built the entire Three Galaxies and represents the legacy of the First, a race of beings viewed as almost godlike in the setting...a setting that features honest to goodness gods like Isis or Hestia. And there's also talk about a nasty demon on demon war possibly shaping up!

The heroes are setting up shop on a planet recently converted from a hostile ocean world to a full on Garden Planet by the Hyrill Stellar Corporation, an old fixture in the setting with a long history of terraforming planets. Some of them, such as the afore-mentioned Isis, are happy to settle down and get comfortable, while others, such as LeRay the Wizard from another dimension (and game system entirely!) are ready to go kick ass and chew bubblegum, and they're fresh out of bubblegum.

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  • I'm running a Steampunk game, where my players crew a small airship. Basically I took a lot of the Dungeon Fantasy components, shifted to low mana/sanctity/etc, and ran the tech level up a few levels (and sideways a level or two - it's Steampunk!) The idea is that the Turan empire has just recently solidified its hold on the continent. Dwarven rail lines dominate most shipping, while Gnomish zeppelin fleets snatch up the most lucrative cargo contracts; squeezing honest free traders out of their profits. There's a great dragon running one of the component nations (and quietly working to undermine the Turan Empire); goblinoids make up most of the Imperial Legion (along with their own ninja-based resistance movement); and autonomic Clanks are displacing much of the labor force. Most of the Imperial forces seem to be quietly being shifted north, however - where there are stories of "brass walkers" (the survivors describe them as "half-clanks") overrunning settlements.

    So far my players have looted a shipment of medicinal Paut from a crashed airship (the mana-dependant Faun snatched some for herself; covering her medical needs for a month!), escaped an orcish ninja attack, yeeted an exploding locomotive away from a station using their airship (while fending off more of said ninjas), and encountered a powerful psionic group consciousness while recovering a long-distance communications prototype. They then went on to perform a heist on an exclusive airship-based auction, where they encountered a secretive Automaton Liberation Group ("'Clank' is pejorative!"), uncovered some dirt on the magical nature of the airship, and narrowly escaped an Agent of the Empire - a high-powered specialist acting against threats to the Empire, with the full material might of the Empire backing them up. This particular agent is a Psionicist who got a whiff of the group consciousness encounter, and became very interested in who they are and what they're doing.

    Most recently, they interviewed a fellow airship captain for a quick job ("Low risk to you! Just a few hours' work!" Smelled fishy, but they always need cash). The captain had them meet in a crowded goblinoid bar, and warned them that another associate was very unhappy with them - right before most of the patrons rose up on a signal, and started charging them! The faun headbutted the hobgoblin captain to open up an escape route, while he fell out of his chair laughing - the bar's band had just switched from a slow number to a faster beat, and a mosh pit was forming right where their contact had placed them! Once he'd had his fun, he assured them their reputation was good, and invited them into a back room to discuss the actual job. Most of the PCs joined the mosh pit after.