[Churchofgaming] Next campaign, next Sunday...
Carl Brown
catodon at whale-mail.com
Tue Apr 28 20:26:26 UTC 2009
Firstly, once the last bit of Gulliver's is done, does everyone want a
time travel campaign?
if so
I have a good supply of GURPS stuff good this this kind of campaign.
However if we are going down this route are we going to have noe main
ref (with occasional guest refs) )or share the load a lot?
If we are going to share the load then we need to work out what's in and
what's out? Some of the items on the following list I'd want others I
wouldn't but either one core ref decides or we all talk to get a clear
consistent 'vision'.
What is home's TL
how is time travel achieved?
do we include the future?
Prehistory
Deep prehistory
Alternate histories
Non-humans
Worlds beyond earth
AI
Psionics
Magic
Elder gods
You get the idea
<-----Original Message----->
From: lev at rpgreview.net [churchofgaming at rpgreview.net]
Sent: 4/28/2009 6:43:36 PM
To: Church of Gaming
Subject: Re: [Churchofgaming] Next campaign, next Sunday...
> I personally can't get enough of GURPS vehicle design. I got lots of
> spreadsheets and everything. there are few better ways to while away
the
> dark hours of winter.
> Seriously, I do enjoy it and if there is a little bit to be done I'll
> put my hand up, (ditto for robots)
You're a sick man, but we all have our perversions ;)
Actually another good thing about a time traveller's game episodic is
that
we can quickly swap GMs as required as well... So everyone can get to do
their favourite nasty episode from history..
I have a couple of other good sourcebooks for this sort of thing;
a) TimeMasters for Rolemaster/Spacemaster - which had had a 'one true
timeline' organisation that refused to change the past and had to stop a
wicked group of people called "The Revisionists" and
and...
b) TimeMaster, a RPG by Pacesetter. Not a great game itself, but some
awesome scenarios. Also had this *great* system where the character's
actions change history based on deviation from the historical norm.
e.g.,
when travelling with Ulysses, if you fail to get him home properly all
of
Greek civilisation is lost because this is the founding myth of the
Greeks
as a settled people who employ reason to solve problems.
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