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GURPS: INFINITE WORLDS...How? Pointers? What Works? Experiences?

Started by Koltar, March 13, 2008, 06:18:03 PM

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Koltar

After this weekend is over I am seriously thinking about starting a SECOND GURPS campaign to be played at the game tables of the store I work at .

I'm either going to do D&D (Or maybe GURPSify D&D) or an Inifinte Worlds campaign.

What I'm looking for are pointers and tips on how to do an Infinite Worlds campaign and keep iot interesting for a group that might be mostly beginning players.

Have any of you guys run an IW campaign?

What worked?

What didn't?

Which suggested character group in the book works out best for a newbie group of player characters?

Which worlds (paralells) wind up being the most interesting to run?


Which timelines are more trouble than they are worth for a GM?

Anything else that might be useful to know???


I have TWO copies if the IW hardback , and a binder-ized copy of the old GURPS: TIME TRAVEL. Also have the two ALTERNATE EARTHS books for reference.

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IW is hard to run; I've never tried with the new edition but ran a few games of it with the old one (GURPS Time Travel, etc).  The problem is really just having too many options. Also, totally episodic play where there's no ongoing consistency (ie. hopping from one different universe to the next) appears to not be my players' thing.

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estar

Alternative #1

Two words

Stargate Traveller

Plunder both all you like

Alternative #1

My advice is start at the beginning. Doesn't have to be in on the initial discovery but rather part of the first organized exploration teams.

Structure the campaign like a season. Because it is tabletop don't both trying to have one episode per session. But have a season plan.

Season One; initial exploration two or three worlds. Throw in a complication like a recuse of another team for one of the missions. Have an outbreak of ebola virus on homeline and it threatens to be a pandemic but the only known cure is found as a extinct planet in a 19th century echo. OTL the jungle area was burned for a Belgian Mine. Now the Party has a chance to grab the plant and get before the Belgian burn the area.

Then introduce the big bad Centrum midway. Have the party discover that they are snatching parallels and echos to their own quantum level. The climax of Season one could be a the first time they prevent Centrum from snatching a echo.

Season Two will see the widening of the Centrum conflict, finding how they are. Interpersed with "regular" missions. The season ends with the party foiling an attack to mess with Homeline itself. Also introduce a homeline rival like Stargate's NID. Have a episode introduce world jumping and some type of lovable rouge be the world jumper. Also introduce Reich-5.

Season Three tones things down a bit with the Centrum. But have a two part midseason epsiode where Centrum and Homeline go head to head on say Notradamus but finds out that Reich-5 is now out there because of the lovable rogue getting himself bagged by the SS on Reich-5. Now they have to do a joint op to get him out of there and minimize the damage.

And so on.

-------------------------------------------------
Alternative #2

Infinity is going strong. Make it a traveller style campaign but instead of jump ships you use conveyors and projectors. The players are member of White Star trading (did I get that right?) and endure all the joys and travails of making a buck while dodging locals, the Patrol, Centrum and Reich 5.

Turtledove's juvenile alt history series would a good source of ideas.

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In either case you want to build a web of contacts, events, clues and worlds so you can avoid the mission based approach for every session and let the players be proactive.

Again Stargate and Traveller should help in figuring how how to make this hang together