I'm most likely to be free Saturday nights after 7 PM MST, let me do some checking on my schedule and make sure I'm able to commit for the long haul. Most likely, it'd have to be an every other week thing due to a pre-existing game Tuesday nights. I've got some other ideas as well that could work for GURPS, if you could point the other participants to this thread for feedback, it'd be appreciated. Ashes to Ashes - A Twilight: 1985 campaign. Take the Twilight:2000 RPG's concept but change history around a little bit. The 1979 Iranian revolution turned into a civil war between loyalists and religious extremists and a proxy war between the US and the USSR. Increased Cuban intervention in Angola draws the US into conflict in Africa. The 1983 Able Archer exercise then leads to Soviet armored columns rolling through the Fulda gap as the balloon goes up... Set Controls for the Heart of the Sun - I'm a big fan of Stars Without Number which is the Traveller RPG by way of B/X era D&D. GURPS is the better ruleset however. I'd randomly generate a few sectors of the universe as of 3200 and just see what trouble people could get into. Explore, trade, wreak havoc, whatever. I've also run a mystery/investigative game using GURPS that I could probably reboot without a whole lot of trouble. Loosely inspired by the TV show Justified, players tackle political corruption at the local level while dealing with drug cartels and trying to uphold the law. I'd have to take some of the lessons learned from that game and work up new issues, but that wouldn't take too long. I'd potentially be open to something else if a concept just blew me away. The above are ideas that are really in my wheelhouse though. Lemme know.