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LFP ~3 for GURPS Fantasy Game.

Hello, I'm fairly new to R20, and setting up a GURPS 4e Fantasy game, set in the complex world of Gul. The players are searching for a powerful and priceless artifact known as the Tidal Crown - but they aren't the only ones. Numerous rival factions also seek the crown, from the fanatical templars of the Fist to opportunistic pirates to secretive cults. The campaign will have a mix of intrigue, general adventure, and combat, and the players can focus on any one of those approaches. It'll be 200 points, with exotic abilities restricted somewhat. We're going to play every week, at 1700 EST/EDT on Tuesdays, or possibly Mondays if necessary... again, subject to some change as needed. If you're interested, just post here with any questions you have.
I might be interested. How do you feel about players who haven't played GURPS before? I have to admit it's an intimidating system at first glance...
Yeah, it's kinda terrifying at first glance, but newbies are welcome. Anyways, there are a lot of modifiers and variables, but the core mechanic is fairly simple.
I would be interested, assuming we can make the times work. I've got a fair bit of GURPS experience, and hey, who doesn't love a good fantasy game? Any information about tech level, sought character types, used books and so on? I like to start brainstorming my characters as early as possible. EDIT: Oh, and any house-rules? Decoupling Per/Will from IQ? What's your stance on the Cult of Stat Normalization? Can we please ignore everything the books say about the Hiking skill? What's your stance on the toast dilemma from the sapient muffin thread*? Are we using Douglas Cole's fatigue rules for slowing down combat? How about his re-balanced melee weapon damage ? If you don't really have an opinion on these things, or if you'd rather I don't ask these questions once the game is more together, so to say, that's cool too. I just figured I'd put them out there as soon as possible. * That one was a joke; the toast situation was well resolved in the thread. EDIT 2: Oh, jeez, I can't believe I forgot one of the most important bits: Disadvantage cap?
Howdy. I have been a part of 2 previous GURPS campaign and loved it. I would love some more infomation about the setting and what level of "realism".
Tech Level is 3-4ish... classic 'medieval' fantasy, with some exceptions. Character type is fairly open, but characters should be able to at least survive a variety of situations (including combat), and probably shouldn't explode upon exposure to water, as there will be a lot of it. I'm primarily using the basic set, with a side of Martial Arts and Low Tech, but those two aren't necessary... and if you *do* wan't something from another book, you can always ask. (Though if the book you want something from is the likes of Ultra-Tech or Supers, you'll probably be disappointed). Disadvantages should be kept to a reasonable level. You probably shouldn't have hundreds of points worth or more than three, but really... just don't munchkin. Realism level is 'moderately realistic'. A lot of realistic rules are used, but character's abilities could well be quite a bit above the norm, thanks to magic and the like. Exotic and cinematic abilities are forbidden, as are supernatural abilities except through specific methods and/or with special dispensation. The presence of 'low magic' however, allows superhuman abilities (Power Blow, Light Walk, those sorts of things). I draw a severe distinction between cinematic and superhuman abilities - superhuman abilities allow characters to achieve a level of aptitude that is unrealistic for a normal human, cinematic abilities are based on warping the narrative - i.e. bulletproof nudity, melee ettiquite, luck, etc. The latter are absolutely forbidden. There are a few house rules and optional rules, mainly related to armor (and damage multipliers). Furthermore, Accuracy has been nerfed - it only negates range penalties... but in contrast, All-Out (and Dedicated) ranged attacks have been significantly improved to a level commensurate with melee attacks. Metric measurements are used. Furthermore the magic system is largely original. I have no idea what half the stuff your talking about is, except the rebalanced melee weapon damage seems to be the exact opposite of helpful... more than likely we won't be dealing with guns much. The world of Gul has numerous different races spread throughout, with numerous different factions and allegiences. 'Always Chaotic Evil' type situations are almost nonexistent. However, most humans on the continent are under the dominion of the Fist, a powerful and secretive religious organization, that has long waged a war of extermination against all other races. The setting is the Brackwater Morass, a vast swamp at the edge of the 'civilized' - i.e. Fist dominated - world, long relatively independent, making their living via fishing and trade. The trackless swamp itself offers refuge for 'monsters', renegades, and the like... but the area also draws adventurers, bandits, hunters, slavers, pirates, and numerous other sorts. I have more specific information written up in the campaign forums, or I could explain specifics.
How accessible would the campaign be to a veteran Gurps player, that has all his experience with 2nd and 3rd edition, but none with 4th? Obviously, I'm perfectly happy to read up on things, and take advice where it is offered.
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The campaign itself shouldn't be significantly different, and the differences between 3 and 4 are... simple enough. Things are rebalanced, damaged is changed a bit, and most importantly attribute costs are fixed. Get something like GCS and it'll calculate things for you... Anyways, I'm not sure what the proper protocol is, but I'm going to post the join link for the campaign. <a href="https://app.roll20.net/join/526808/k14JTQ" rel="nofollow">https://app.roll20.net/join/526808/k14JTQ</a> PM if you join/are interested.
Hello! Are the slots filled yet? Clicking the link showed me that there are currently 10(!!!) players listed, but with myself-included I'm not sure if that means players who have actually solicited you or if it is also including passers-by who click on the link (like myself) and didn't remember to click leave-campaign. Sent a PM on the chance that there is an opening.
Now that is a problem I didn't expect to have. But it's a good problem to have. Characters will be accepted on the basis of who shows up/most interesting. I'm pretty sure at least one of the original players aren't in anymore.