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November 24, 2010

Prime Directive: Landing Parties

New page added to the Prime Directive section: Landing Parties. 

Starships rarely beam down their entire command staff as a landing party. There are enough technical specialists on board a vessel to provide numerous landing parties for almost any situation.

Prime Directive: Landing Parties

October 22, 2010

GURPS Templates

Added a few new GURPS Prime Directive templates: Star Fleet Enlisted and Civilian Starship Crew

 

 

GURPS Template: Star Fleet Auxiliary Officer

Star Fleet Auxiliary Officers (28 points)

While most "unrestricted line" officers come out of the Star Fleet Academy's standard course of study, certain specialty officers (doctors, lawyers, scientists, supply officers, and construction engineers) come out of specialized Star Fleet schools affiliated with the Academy. As a category, these are known as Auxiliary Officers, although the term is rarely used in personnel records. In simple terms, these officers have fewer of the "military" skills and more of the skills of their specialty. These officers are also unlikely to ever command a starship unless they attend a Command School.

The only changes to the basic Academy template is in the skills. Attribute, Advantage, and Disadvantage requirements remain the same.

Note: This template was orginally published in Module Prime Alpha using GURPS 3e rules. I've made changes to the template to bring it in line with the GURPS 4e rules.

Primary Skills: Administration (A) IQ-1 [1], Astronomy (H) IQ-2 [1], Beam Weapons (Pistol) (E) DX [1], Computer Operation (E) IQ [1], Computer Programming (H) IQ-2 [1], Electronics Operation (Transporter) (A) IQ [2], Electronics Operation (any) (A) IQ [2], Electronics Repair (any) (A) IQ [2], Engineer (any) (H) IQ-2 [1], Expert (Xenology) (H) IQ-2 [1], First Aid (E) IQ [1], Free Fall (A) DX-1 [1], History (Federation) (H) IQ-2 [1], Judo (H) DX-2 [1], Law (Federation Military) (H) IQ-2 [1], Leadership (A) IQ-1 [1], Mathematics (Applied) (H) IQ-2 [1], Mechanic (any) (A) IQ-1 [1], Physics (VH) IQ-3 [1], Pilot (Shuttlecraft) (A) DX-1 [1], Research (A) IQ-1 [1], Savoir-Faire (Military) (E) IQ [1], Spacer (E) IQ [1], Survival (any) (A) Per-1 [1], Vacc Suit (A) IQ-1 [1].

Specialty Lenses

  • Logistics Branch (+3 points): Administration (A) IQ+1 [+3].
  • Medical Corps (+16 points): Diagnosis (H) IQ [4], Physician (H) IQ [4], Surgery (VH) IQ [8].
  • Science (+12 points): Any three H or VH science skills (H) IQ [4] or (VH) IQ-1 [4].
  • Engineer Corps (+4 points): Engineer (Civil or Combat) (H) IQ [4].
  • JAG (+3 points): Law (Federation Military) (H) IQ [+3].

 

Prime Directive: Campaign Notes

New page added to the site: Campaign Notes 

These are a few short notes about what I've changed or adapted from both the Star Fleet Universe and the official Star Trek setting.

Prime Directive: Campaign Notes

August 22, 2010

GURPS Prime Directive Staff

I got a chance to work on ADB's GURPS Prime Directive team. Part of the work was on their Free RPG Day product Dread Pirate Aldo. In recognition of my work, I received an award from ADB.

GPD Ribbon

May 31, 2006

Traveller

The game that I probably have the most "stuff" (books, games, magazines, PDF files, bookmarked websites, etc) for is Traveller. Its even greater than my collection of GURPS books and SFB items.Classic Traveller and MegaTraveller are my two favorite versions, followed by the GURPS version. T4 comes next simply because its fairly similar to Classic Traveller and its got that neat Pocket Empires book that appeals to the emperor-wannabe in me. I've seen some T20 stuff, but never got around to buying the book.

Like GURPS, CT and MT are very flexible systems. With a little modifications to the rules, any number of different settings can be handled. Also, I'm one of those people who can spend hours entertaining myself by designing worlds, star systems, vehicles, and other items. Most might never be used, but some find their ways into other campaigns.

Things I like to do with Traveller --

  1. Design vehicles. I can be a real number-crunching gearhead sometimes. Most of these I do for fun, like trying to design a military vehicle or starship within a series of limitations (or one with no limitations to see what the "best that money can buy" would be).
  2. Design star systems. Not just regular star systems, but something different and unique. A star with only one planet, a huge gas giant. Or maybe a bianry system where there's nothing but asteroids and small, airless rockballs. Some of these I've used in various campaigns or adventures.
  3. Creating characters. Sometimes it can be a lot of fun to just run through one of the character generation systems in Traveller. T4 isn't that much fun, but CT and MT are my favorites.
  4. Running a merchant vessel. Taking a few different types of ships in different areas tying to find a right combination of trips to make the most money. Yeah, that's real geeky.
  5. Coming up with new rules or variants. I have a whole list of various house rules and variants for CT and MT. Most are designed to tailor the game for a specific background, while some are attempts to fix the 1970s view of the future that CT had.

I haven't had as much time recently to play with the system, but every once in a while I look at the Traveller bookshelf and find myself wondering if there's anything else I could play around with in that universe. Traveller is another game that I'm thinking about using on the message boards.

 

May 26, 2006

Twilight: 2000

Twilight: 2000 was one of my favorite RPG games in the 1980s. Set in 2000, the world was ruined by a 5-year war that began with a Sino-Soviet conflict that spread to Europe when Germany reunited. The introductory adventure had the players as part of the devestated 5th Mechanized Division, trapped behind enemy lines in Poland after their unit was destroyed. Later adventures expanded the scope of the game to the Mid-East, America, and other parts of Europe.

I ran my first T2K campaign while I was still in high school and another after I graduated. Both campaigns used the introductory scenario as a background, although the second campaign was much more successful and fun. I ran a third campaign set in the Mid-East which had a much more structured environment for the players

(The Mid-East campaign also allowed me to introduce one of my favorite NPCs, Colonel Yuri Brekov -- a perfect foil for the players and one that drove them crazy a few times. I'll have to write a blog about him sometime ...)

By the early 1990s, GDW switched T2K over to a new system; one completely different from the first edition (T2K 2.0). While it had a number of good points, it never caught on with myself or the group and the fourth campaign barely started before it was done. GDW did yet some more tweeking to the system (T2K 2.2) to bring it in line with their other RPGs (Traveller: The New Era and Dark Conspiracy).

Twilight: 2000 also spawned a sci-fi game: 2300 AD (intitially called Traveller: 2300). 2300 took the T2K history and looked at what would happen in 300 years. While it had some good, hard science and an interesting setting, one aspect of the background killed it for me (France as the world's superpower?!? Right. Not unless somebody clones Napoleon.) there were a few other little bits I found hard to believe as well.

Aparently, there is a new version of Twilight: 2000 in the works for release sometime next year (Twilight: 2013) and a d20 version of 2300 AD (2320 AD) is still being worked on by another company. Although I'm not really looking forward to either version, it might be interesting to see how the new versions are presented. Twilight:2000 was always a gritty game and I can't see it being powered by a cinematic system like d20. 2300 AD was gritty as well, but later adventures and supplements began emphasizing the cyberpunk aspect of the game, so I could see it as a d20 system.

The reason why T2K is on on my mind is that its one of the games that I'm thinking about running as a PBP on the message boards. I still have a lot of fond memories of the game, even if its setting and history have relegated it to an alternate history. Or an alternate Earth.

Hmmm .. isn't there a GURPS book about alternate Earths ...

 

May 24, 2006

GM Advice

Recently on one of the message boards I belong to, someone started a thread about advice for GMs, DMs, and Referees. Naturally, I can't avoid a topic like that, so I tossed a few ideas out there. And since I thought it would be a good topic, here's my contribution in no particular order --

  • Never underestimate the creativity of a good group of players. And be flexible enough to go with what they come up with if it makes the story better.
  • Never railroad your players or run an adventure that must be followed like a script. Role players might be frustrated actors, but they enjoy playing in a game where they control events. 
  • If you let munchkins and rules-lawyers in your game, you deserve whatever happens to you. 
  • If you're not having fun, you're doing something wrong. 
  • If your players aren't having fun, you're doing something wrong.
  • Give the players what they want. If you've got a group that wants to play freelance mercenaries, they aren't going to be too happy playing cops. Tailor the campaign to what the players want.
  • Obstacles should be challenges, not impossible walls.
  • Recurring NPCs (good and bad) are important. And, like the characters, they should improve, change, and adapt.
  • Keep good notes. Someone's gonna remember something and you better have notes for when it happens.
  • Get rid of disruptive players. Not the character, the player. Get them out of your group. Now.
  • Stealing ideas from other media is perfectly acceptable. Television is full of stories copied from other shows and books. Why should you be any different?
  • Play the game, not the rules. If bending or ignoring a rule makes for a better game, do it. Rules lawyers should go play Star Fleet Battles. Remember that RPG rules are designed to be guidelines, not the Ten Commandments.
  • Sometimes, you're wrong. Admit it and move on.
  • Don't let players fight over rules or actions during the game; save it for afterwards. For online games, take it to e-mail or another topic on the board. Don't disrupt the game with an argument.
  • RPG rules define the "reality" of the game -- what can and cannot be done. It is up to you to provide the rest -- the background, the NPCs, the adventure, the history, the politics, the relationships, the reasons, everything. That's why being a GM is tough.
  • You're gonna burn out. Accept it. Avoid it by taking breaks from running a game. When I ran a regular tabletop group, there would always be a one month Christmas / New Years break and usually a couple more breaks during the year. You need time to relax as much as anyone else. Take it. Otherwise you will burn out and the game will suffer.
  • Its a game, not a job. When it becomes a job, its not fun. That's why they call work "work" and not "fun."
  • Getting people together on the internet for a game is almost as difficult as doing it in real life. If you're going to run an internet game, consider e-mail or message board over chat games. It may take a lot longer, but you're much more likely to keep a regular group of players.
  • Real life is irritating, mundane, routine, and tedious. None of this should apply to your game.
    1.  

May 19, 2006

My Online Campaigns, Part 4

I took a long break between the last online campaign and the current ones. I really didn't have a lot of time in my life for gaming and I was pretty unsure of what kind of campaign I wanted to run. Eventually, I started the GURPS WWIV campaign and suddenly everything came together. I had a good core group of players, a setting that they were all interested in, and a lot of new ideas to run with.

One of the things that I kept from my first online campaign was the individual games with the action mainly being described in e-mail (with occasional chat or IM sessions). Unlike the first campaign, this one had all of the players working on the same side and moving toward the same goal. This made it a lot easier to keep track of what was going on and even led to more than a few cross-over adventures where the various players would meet up, resolve an adventure, and then continue with their own plot lines. It made things interesting and it made it easier on the players. If Dennis couldn't participate for a couple weeks due to reserve duty, it wouldn't affect anyone else. I could devote time to the players who had the time to game and let those who needed more time relax and not feel like they were under pressure.

Eventually, I added some more to my plate by introducing a Prime Directive campaign. While the RPG side is moving ahead slowly, my original idea of having a Federation & Empire strategy game as a backdrop to the campaign kind of fizzled. Instead, I'm going in a new direction with that -- the F&E game will still be used, but more as a flavor for the RPG side rather than determining what will happen in the campaign. Of course, this may change if I suddenly end up with a lot of wargamers in the group.

As the current campaigns continue (and no doubt the number of players will change as the game progresses) I find that I am enjoying this format more and more. While I still want to get a regular group of players for an actual tabletop campaign, for now this is more than satisfying.

 

May 18, 2006

My Online Campaigns, Part 3

The third online campaign was known as "The Great Space Game" (an unofficial but accurate description). It was a grand political, economic, and military campaign set in the same GURPS Space universe with the players taking the roles of the various national leaders. It was ambitious, it was grand in scale, it covered diplomacy, it had conflict, it had role playing.

It was seriously unbalanced.

The game had one huge nation, which I tried to balance by giving it to the most social player (Amanda), and a whole bunch of little empires. The problems started when Amanda tried to reach out to the other players and was snubbed by almost everyone right away. After a few turns of this, she decided that she had a large enough economy and military to do what she wanted without any of the other players. And she was right.

Like I said, it was seriously unbalanced.

It should have been balanced, but the game was set in my campaign universe and things weren't exactly balanced there. What made for a good role playing environment really didn't translate well to a large-scale conflict game.

It was a fun game, even if it only covered a few years of the game's history. It inspired me to make a few changes in the RPG game and brought a little more flavor into the setting. Even though the campaign failed, I still think it was a fun little experiment. For years afterwards I would still have players mention things that happened in the game, or bring up their own ideas on how a game like that should be run. Every once in a while I would spend a night or weekend trying to make a better campaign setting or work up better rule. Although I never quite got it the way I wanted, or ran another game like that again, I still would like to give it a shot someday.

 

May 17, 2006

My Online Campaigns, Part 2

The second online campaign I ran wasn't quite as large as my first attempt. In fact, it consisted of one player. Amanda played a starship captain in the first campaign and we decided to carry on with the character. I was still running the tabletop game at the time and having a player pursuing a separate plotline than the main game was pretty interesting. The online campaign even outlasted the tabletop group when that broke up.

Running the second game was a lot of fun. With a one-on-one campaign, I could focus a lot of time and energy on one single aspect without worrying about if any of the other players would get bored. For both of us, the game was pretty much a mutual story writing series (although I was the one who knew what the overall plot was).

That game eventually ended but it showed me how much fun a one-on-one session between a player and GM could be. Virtually all of my RPG experience until then had been with groups (typically 3-5 people, but sometimes much more), so this was a new experience for me.

 

May 16, 2006

My Online Campaigns, Part 1

Recently, I had a couple of players mention things that have happened in some of my previous online games. That got me to reminiscing about some of my earlier attempt at running RPGs online and I decided it would make a good blog entry.

I started running a GURPS Space campaign many years ago. This was sometime around 1993 or so (before I even got an online account). It was a tabletop game set in a universe of my own creation and it was fairly popular with the group I was running at the time. After a few years of running the game and getting some experience with the online environment, I decided to start an online version of the game. This was sometime in 1997 or 1998.

I realized from the start that the best way to run the campaign was by e-mail. I had read enough message boards and chatted with enough people to realize that trying to get folks together for a chat session would be almost as difficult as it is in real life. In addition, I was working non-traditional hours, so my free time wasn't the same as the rest of the world.

The campaign was designed to be a little different than the tabletop game -- that one had the players working together as the crew of a starship. The online game would put the players in  high-level positions of authority -- fleet admirals, governors, and similar careers. I worked out a lengthy e-book with the background of the campaign (which was fairly extensive) as well as my own rules for creating characters.

The game struggled on for a few months before it eventually died. I had made a few serious errors with the campaign that most likely caused its death.

First of all, I had about six players in the game and I was trying to run each of them with a separate plotline. It was ambitious, but way to complicated for the campaign. Trying to keep sight of what everyone was doing and what their goals were was just a little too tough. Add in the fact that I lost a few players due to real life stuff and the whole thing just ground to a halt.

The second problem was that my overall story arc was too distant. I had the same story arc in the tabletop game, but it was in the background with the players working away at the edges of the story, slowly uncovering the truth. Those players were already vaguely aware of the overall theme. The only players were new to this universe and had no idea what was going on. Clues that would have been obvious to the tabletop group were lost on the online gamers.

So ended my first attempt at running an online campaign. I learned a lot from the experience and applied it to my future campaigns.

 

March 05, 2006

GURPS Traveller

I picked up GURPS Traveller: Interstellar Wars yesterday. My impression from the first read-through is "Wow!" Lots of great background and setting for a Traveller era that I always thought was pretty interesting. And a fai amount of crunchy stuff that I really like is in the book as well.

If only they would have added a system for merging with the old GDW Imperium game.

Of course, I could always work up something.

As if I didn't have enough on my plate already.

January 10, 2006

GURPS Traveller

The long wait for the GURPS 4e version of Traveller is almost over. The newest book is scheduled for February and the table of contents posted at the website makes this a "must have" for me.

Check it out for yourself.

http://www.sjgames.com/gurps/traveller/interstellarwars/

January 01, 2006

d20 Modern

I picked up d20 Modern recently and I've been reading through it trying to learn the system. I had borrowed the book several months ago from a friend and spent a few days looking at it, so I had a pretty good idea of what I'm getting into. Once I feel comfortable with the system (and after I've subjected Ellen to a few sessions), I might try to run something with it.

I won't be abandoning my GURPS campaigns. In fact, any d20 game might be run in the same setting.

November 06, 2005

I'm Gonna Buy One

GURPS For Dummies

Why not? It might be interesting.

May 19, 2005

More Fourth Edition Notes

In addition to the two basic books, I've added three more GURPS 4e books to my collection -

Infinite Worlds - This hardback book is up to the new 4e standards. Excellent artwork, great layout, and a wonderful background. There's great write-ups about the major players (Infinity, Centrum, Reich-5, and the Cabal), plus other organizations. There's also some great descriptions of alternate worlds and a unique way of building new alternate Earths. As a side note, there's been some complaints on message boards about the limited descriptions that are given in the book. Personally, I like a two or three page description that gives the situation on the world. I don't need a whole chapter on a world since I'm probably going to modify it for my own campaign anyway. Besides, I'd rather have a couple dozen unique world descriptions than three or four long descriptions. All-in-all, an excellent worldbook.

Mysteries - This is a pdf file sold through SJG's e23 site. This is an excellent resource that covers how to run a mystery campaign through a variety of settings (fantasy, sci-fi, modern) as well as how to set up and run a mystery. This is an excellent resource (along with GURPS Cops) for any kind of mystery campaign. I've also found it to be an excellent resource for the FBI setting in my World War IV Campaign.

Prime Directive - The GURPS book for Star Fleet Battles. Unfortunately, almost half the book is GURPS Lite as well as other GURPS rules. From a business perspective, I understand this. Rather than making a player buy the $35 Basic Book and the $24 Prime Directive book, a player just needs the Prime Directive book. Unfortunately, this means there's less background and "meat" in the book. It's a minor complaint - I still think it's a great sourcebook and I look forward to future releases. The book has also prompted me to return to SFB (which I had drifted away from many years ago). Now, if I can only convince Ellen to learn SFB.

April 29, 2005

GURPS 4e Thoughts

I've been planning on doing this for a long time, but I never got around to it. The notes I took have been sitting in my desk for a few months now, but I just didn't write them up. Between Real Life and running the campaign, other things kept demanding my attention. Now that there's a couple books out that have 4e settings I'd actually run a campaign in, I guess its time to write up what
my thoughts are.

Characters
From what I can tell by converting old characters and creating new ones, there's pretty much a 50% point inflation from 3e to 4e characters. I like the flat attribute costs and the greater variety of attributes (adding Will, Fatigue, HP, Perception, and so on is a good idea).

The new language rules make sense. Hell, most players I knew only put a point or less in a foreign language anyway.

The Adds and Disads are interesting. A lot have become more general, allowing better descriptions of the character and more flexibility when designing them. Plus they can be used to design objects (machines, vehicles, tools) - could this be some foreshadowing of a "light" vehicles or equipment option?

Skill descriptions are good, both in the listings and with the descriptions. I would have liked to have seen more techniques listed (from Compendium I and Martial Arts), but I understand the concept. Talents is a nice addition too, but there's potential for player abuse if the GM isn't careful.

As for the chapter on magic, I don't use it.

The psionics chapter has some good changes as well and it makes this power more interesting. I'm looking forward to the Powers book.

The templates chapter is a good introduction and I like this feature.

Need more equipment. Where's High Tech and Ultra Tech?

The chapter on character development is good, but like many GMs, I have my own little methods.

The combat lite rules are a nice little summary of how to kill people and break things.

I love the add, disad, and skill lists.

Campaigns
This book starts out with a long explanation of success rolls. Then it moves into combat (Combat, Tactical Combat, Special Combat Situations) with stuff from Compendium II integrated and updated. Next comes Injuries, Illness and Fatigue which described damage to characters. My only complaint is that I would have liked to have seen the advanced aging effects from Bio
Tech
added.

There's a summary of common animals and creatures followed by a chapter on technology and artifacts. The new vehicle write-ups are nice. The gearhead in me is hoping that the new Vehicles book is just as good as the previous editions, but a lite version using the adds, disads, and stats to describe vehicles would be neat - it would make creating real world vehicles a lot easier.

There's also some more equipment listed, rules for inventing new items, and magical enchantment. I still want High Tech and Ultra Tech.

There's a chapter with the typical advice to the GM followed by a chapter on game worlds - another section where Compendium II stuff has been integrated.

Finally, a chapter on the Infinite Worlds setting. I've always liked this concept and this is a good introduction to the setting. After reading it, I wanted the Infinite Worlds book even more.

At the end of the book there's a collection of tables that are vital to the game. Despite this, I'll probably still buy the 4e GM Screen with my next book purchase.

Overall
I love the hardback books and the artwork is fun (Ellen, being the artistic person, really likes the artwork). The colored chapters are a nice touch too. GURPS is still "crunchy" and intense, but this doesn't make it any less flexible. It's a game for people who want to run characters, not a number string that just kills monsters. Once a few more books come out, I'll probably convert my
campaigns over to the 4e format, but considering the release schedule, that might be two years or so.

March 06, 2005

The Pretender

Near the beginning of the campaign, I approached one of my friends, Sam, about joining. Unfortunately, Sam couldn't decide on a character and the setting wasn't to his liking. One of the characters Sam thought about was a take off of the character from the TV series "The Pretender." Sam argued that such a character would have to be 400 points or more to reflect his abilities in the show.

Recently, I had cause to think about this character concept again. Rather than creating the character with a huge amount of points, I think there's a way to do the same concept with a much lower point total.

First of all, let's start with IQ 17 [100 points]. For the purposes of this exercise, we'll leave the other attributes at 10.

For Advantages, Language Talent 2 [4 points], Mathematical Ability [10 points], and Unusual Background [10 points]. This brings the total to 124 points. In a TV/cinematic setting, go with Eidetic Memory as well.

I haven't seen the show enough to sort out the character's Disadvantages, but let's go with a Sense of Duty [-10 points] since TV characters are always helping out strangers in need, and an Enemy (medium group, 9 or less) [-20 points]. Give the character the typical five Quirks and this brings the total to 89 points.

Now we move on to skills. With an IQ 17, 1/2-point in any skill gives a fairly good level. Easy skills are at 16, Average at 15, Hard at 14, and Very Hard at 13. Not bad skill levels. But there's a way to make this character even better. Many skills have an IQ default, and with IQ 17, this character defaults at a good level.

There's more than a few Animal and Artistic skills that default to IQ-5 (skill-12) or IQ-6 (skill-11). Combat skills default to DX, so there's not much there. Many Craft skills default to IQ as well. For Languages, there's no defaults, but with Language Talent 2, the character would get skill-17 in most languages with a 1/2-point investment. Most of the remaining skills, except for Vehicle skills,
have IQ defaults with a few exceptions for Hard, Very Hard, and some specialty skills. By spending 1/2-point on 22 skills (mainly those with no IQ defaults), The Pretender could be copied with little effort and only 100 points.

So there you are, a 100-point mental uber-munchkin. Any GM who would allow such a player in his campaign deserves whatever he gets.

December 15, 2004

GURPS Humor

So, I'm doing a Google search for some GURPS pages just to see what else is out there. There's at least three-quarters of a million
hits on a Google search, and among those were a few humorous sites. I picked a few to share --

December 14, 2004

Campaign Idea

I've got this idea for a Cliffhangers - Horror - Magic - World War II campaign. Think Indiana Jones, The Mummy, Tomb Raider and so on. It'd be set in the 1930s and involve the recovery of artifacts from around the world. I already have an idea of the number of artifacts (13, of course) and what some of them will be. Nothing "common" like has been done before. I have some unique ideas. I think it'd have a pretty cinematic flavor.

I'm not sure if I'd ever run this, but its an interesting idea. If I never get around to doing it as a GURPS campaign, I might do it as a 1PG game. That would make it a very cinematic setting.

November 23, 2004

JTAS Article Published

I finally got published. I submitted an article to the Journal of the Travellers Aid Society, and this week it came out.

Damn, I'm happy. And I'm finally making some money off this hobby.

I should thank Ellen and Lisa for their proofreading of the article as well as Dennis and David for their comments.

Subscribers to JTAS can get the article here:
http://jtas.sjgames.com/login/article.cgi?687

I'm working on a few other publishing projects (more on those as they develop).

November 19, 2004

The Great Space Game 2

For some time now, Sam has been asking me to run a new campaign like my earlier grand economic / military / political game. I've toyed with this idea off and on for a while and occasionally jot down a few notes on the subject.

First of all, the new game would have to be more balanced than the previous one. That one was based on an active campaign and was limited by the history. A new one would have to have all the players on a near-equal footing.

Second, based on things I've learned from running that campaign and others, I think I'd make the format a little different. No major changes, but just an evolution based on what I've learned. One thing I would certainly do is create a Yahoo group for the game. The group for the WWIV Campaign has been very successful at providing a place for the players to socialize and exchange
messages. I think I might make the new group a little more relevant to the game, kind of like a UN debate or diplomacy forum.

Third, rather than trying to convert the various editions of Traveller rules, I think I'd just used the BITS conversion guide. Its a simple way to convert all the different task rolls from one version to another. And with all of the older Traveller books available on DriveThruRPG (for about half their print price), it wouldn't be that expensive for the players to get the necessary books.

Finally, SJG has a GURPS 4e version of Traveller coming out early next year. I might wait for this to come out and make the campaign a 4e one.

And those are my thoughts.

November 18, 2004

I’m no player

For the past few weeks, I’ve been playing D&D (3.5 d20 rules). While the experience has been fun, it just reinforces my belief that I’m better as a GM than a player. It must be something in my personality that makes me want to run a game rather than play in it. Don’t get me wrong, I enjoy playing, but I just find more satisfaction being the GM.

November 15, 2004

World War IV Campaign Sourcebooks

GURPS books that are the core of my campaign include: Cops, Covert Ops, Espionage, High-Tech, Modern Firepower, Special Ops, and SWAT. If SJG would come out with a 4e book that covers all of those, I'd switch over to that version in an instant.

Campaign Idea

I have this idea for a near-future sci-fi campaign. It would be set in near-Earth orbit, but that wouldn't really limit the setting. First of all, you'd have Earth, orbit and the Moon to play with. Second, there's about 2000 estimated NEO (Near Earth Objects - asteroids, dead comets, and so on). In fact, some of these NEOs would be easier to get to than Mars. Add in the fact that many astronomers believe that Earth has Trojan Point bodies like Jupiter and you've got a huge setting for the campaign. And you haven't even left the immediate neighborhood. Add in Mars, the Belt and Jupiter's huge system of moons and captured objects and you've got a really interesting place.

I don't know if I'll ever run this, but its one of the items in my idea file.