User:Cal: Difference between revisions

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== Campaigns ==
== Campaigns ==


=== [[GURPS Burqué]] ===
=== GURPS Demonlands ===
GURPS Burque is the designation for a series of games set on a near-future alternate Earth (usually in or near Albuquerque, New Mexico) where parachronic technology, nanotechnology, and other advances are in the early stages of development. Society is much the same as present day, though inevitable technological progress seems likely to alter civilization. The world stands at the bleeding edge of tech level 9, with corporations and governments investing heavily to advance rapidly into the future.
Centuries ago, a prosperous civilization existed on the island now known as the [[GURPS: Demonlands | Demonlands]]. Then an army of demons attacked and laid waste to everything, destroying the cities and killing over ninety percent of the population. Now the people of the Demonlands are a hardy breed who exist mostly at a TL0 level of technology due to the malign dominance of their new gods.


=== [[GURPS Dark Jazz]]===  
=== GURPS Dark Jazz ===
My interest in 1920s Los Angeles, my love of jazz music, and my alternate universe combine to make this campaign hip and twisted.
My interest in 1920s Los Angeles, my love of jazz music, and my alternate universe combine to make [[GURPS Dark Jazz | this campaign]] hip and twisted.


=== [[GURPS Eíre]]===  
=== GURPS Eíre ===
What about an Ireland where the Christian priests didn't eradicate all-things Celtic? Where the Druids evolved to become co-protectors of the kingdom, along with kings and warriors? Where magic thrived and all manner of exotic creature roamed? A quasi-historic justification of a high-mana, high fantasy Ireland.
What about an [[Eíre | Ireland]] where the Christian priests didn't eradicate all-things Celtic? Where the Druids evolved to become co-protectors of the kingdom, along with kings and warriors? Where magic thrived and all manner of exotic creature roamed? A quasi-historic justification of a high-mana, high fantasy Ireland.
 
=== [[GURPS Zombie Apocalypse]]===
Zombie films are my favorite genre of contemporary horror, from classic Romero to present-day B-grade fare. This campaign will seek to cover an epic spread of zombie history, from the initial incidences of the plague through the outbreaks to the eventual near-extinction of mankind (and after). Inspired by the Max Brooks novel, <i>Word War Z</i>, the films of George Romero, Robert Kirkman's graphic novel ''The Walking Dead'', and assorted other zombie media.


== Playing ==
== Playing ==
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=== GURPS Space: Star Trek Aurora ===
=== GURPS Space: Star Trek Aurora ===
[[Qalataqa Ahote]]
[[Qalataqa Ahote]]
=== GURPS Church and State ===
[[Magnus Faust]]
=== GURPS Sollerin ===
[[Sean Decker]]


=== GURPS Zhuang ===
=== GURPS Zhuang ===
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== House Rules ==
== House Rules ==
During each campaign, certain "house rules" are in play. These rules modify or otherwise accommodate the rules found in standard GURPS books and other resources.
During each campaign, certain "house rules" are in play. These rules modify or otherwise accommodate the rules found in standard GURPS books and other resources.
[[House Rules (Travelers Guild)]]


=== All Campaigns ===
=== All Campaigns ===
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== Work in Progress ==
== Work in Progress ==


[[Twin Falls]]. Twin Falls is a small unincorporated town (population 1,036) in northern New Mexico.


[[Category: Personal Pages]]
[[Category: Personal Pages]]

Latest revision as of 07:16, 8 January 2016

Introduction

Like most gamers, I started RPGing with Dungeons and Dragons. For me it was specifically AD&D 2nd edition, with the classic Deities & Demigods that contained Forbidden Knowledge. I was introduced to GURPS in 1990 and was soon running games in a variety of genres and worlds. I converted all my D&D NPCs, adventures, and other data to GURPS format. I've only returned to the D&D system once or twice since then and as a player only. I'm a serious Steve Jackson loyalist, a bit of a zealot even (I was a MIB for a while), and enjoy INWO, Car Wars, Ogre, and Munchkin.

As a GM my games tend more toward role-playing and problem-solving than number-crunching combat or Monty Hall hoarding (though I am generous with character points awards and reasonable material gains). Most of my campaigns are grounded in realism, but aren't by any means staked to the ground. My inspiration in planning games covers a lot of territory, and I put a great deal of planning and research into my campaigns. I view GMing as a kind of interactive storytelling and hope that my games achieve a level of action and intrigue akin to a novel or movie.

Campaigns

GURPS Demonlands

Centuries ago, a prosperous civilization existed on the island now known as the Demonlands. Then an army of demons attacked and laid waste to everything, destroying the cities and killing over ninety percent of the population. Now the people of the Demonlands are a hardy breed who exist mostly at a TL0 level of technology due to the malign dominance of their new gods.

GURPS Dark Jazz

My interest in 1920s Los Angeles, my love of jazz music, and my alternate universe combine to make this campaign hip and twisted.

GURPS Eíre

What about an Ireland where the Christian priests didn't eradicate all-things Celtic? Where the Druids evolved to become co-protectors of the kingdom, along with kings and warriors? Where magic thrived and all manner of exotic creature roamed? A quasi-historic justification of a high-mana, high fantasy Ireland.

Playing

GURPS Space: Star Trek Aurora

Qalataqa Ahote

GURPS Zhuang

Xhiang Lua (retired)

Shung Jiao Zhang

House Rules

During each campaign, certain "house rules" are in play. These rules modify or otherwise accommodate the rules found in standard GURPS books and other resources.

House Rules (Travelers Guild)

All Campaigns

Meditation (from Image's House Rules)

CLASSIFIED

Nothing is true. Everything is permitted.

Special Ops

Leadership and Command Rule

GURPS Library

See Cal's GURPS Library.

Work in Progress