Mar 1, 2019 8:53 am
Hey guys - thanks for joining. I want to take a bit more of a structured approach to the game, as this is something I would like to run for a while.
I prefer a much more narrative style of game with a lesser focus on rules, which is why I'm using GURPS. Creating a character with GURPS can be a fair amount of up-front work/crunch, but is very smooth once playing.
The Premise
Your PC is a person pulled from modern-day Earth and dropped into a fantasy world. All of your memories are intact, along with any sort of relevant knowledge or skills you may have. You wake up on a grassy field with a few other people who look equally as dazed and confused as you are.
It's immediately evident that you are someplace "new." Trees are a bit different, flowers look strange, and there's the faint outline of two moons in the sky. In the distance, there's a small cloud of dust being kicked up by a small group of little green people running towards you.
Here's a bit of out of character knowledge, so none of you get blindsided. This is starting off as a generic fantasy world - no guns, gunpowder or any sort of industrial processes. There is no electricity and very limited running water (think aqueducts and primitive water towers, but only for the wealthy). That said, I will try and subvert tropes - so not all orcs are mindless savages and not all elves are wise.
What your characters know is very powerful and it gives you the chance to change the world (if that's something you want to do). There are going to be a number of different factions that have their own goals and ambitions and they may try to rope you in and pull you to them.
I don't really have an overarching plot, but I will provide various hooks if you're feeling a bit lost. There is no single world-ending plot like a bigwig necromancer threatening the world or some cult trying to summon the Endbringer. Rather, there is a whole lot of factions and groups trying to achieve their goals and ambitions - which will all happen in the background regardless of what the PC's do.
You are also not the only group of "totally normal Earthlings" that have been teleported. You won't know about them unless news gets out and those folk's actions will be played out in the background.
Also, do not be alarmed if you see tropes/ideas from other media. I will shamelessly steal anything I think is cool. :)
Actual Play
Ok. Here is where things can get a little bit weird (and this is also where you get to hold up your fist and yell, "I object!"). I fully admit that I've read far too many "other world" piece of media that feature a level/skills system, so I want to try and implement something similar. This means that outside of character creation, progression is handed out by me based off of character actions.
This is intended to be a collaborative process though. I would like to know what direction your character would like to head towards (ie: super archmage or crazy berserker), and I will do everything in my best efforts to push your character towards that direction. If you have some super weird or super strange idea - let me know, I will try to make your dreams come true. If you object or have issue with what characters get, I can work with you to make things right. Since this is all encompassed within GURPS, I'm going to make sure everything is balanced (ie: everybody has the same point total).
Character creation has two "phases."
The first step is an initial 100 points to flesh out your character before they get transported into this magical world (I can help you if you're new). This represents the poor schmuck you're playing before they get transported - they could be anybody: student, accountant, or soldier. I'd prefer if we keep super high profile people as not an option (ie: no President of the US, for example). Since they're from earth, they have no magical powers, but will remember everything they knew before they were transported - so a doctor would know everything they knew from before, something super useful in a medieval setting.
The second step is another 50 points. You get to allocate this into anything you want - this represents the first level of a class that your PC gets when they enter the world.
For example: "Ding ding ding, yer a wizard Larry."
Larry would then get 50 points to spend on wizard-y stuff, like magic powers, getting smarter, and never being early nor late.
Things to Discuss + Next Steps
I'd like to get people to start talking a little bit and toss around ideas. This game is very much a sandbox, so I'm not looking for a balanced party in any way (though as players, you are free to try and organize to create that).
Can everybody please answer the following questions?
1. What split of combat vs. narrative do you enjoy (ie: 50/50 or 70/30..)?
2. Are you ok with proceeding with a game where very little is explained at the beginning?
3. Are you looking for a more light-hearted or more gritty game?
4. What kind of poor sod from earth do you want to play? Give me a quick background story!
I prefer a much more narrative style of game with a lesser focus on rules, which is why I'm using GURPS. Creating a character with GURPS can be a fair amount of up-front work/crunch, but is very smooth once playing.
The Premise
Your PC is a person pulled from modern-day Earth and dropped into a fantasy world. All of your memories are intact, along with any sort of relevant knowledge or skills you may have. You wake up on a grassy field with a few other people who look equally as dazed and confused as you are.
It's immediately evident that you are someplace "new." Trees are a bit different, flowers look strange, and there's the faint outline of two moons in the sky. In the distance, there's a small cloud of dust being kicked up by a small group of little green people running towards you.
Here's a bit of out of character knowledge, so none of you get blindsided. This is starting off as a generic fantasy world - no guns, gunpowder or any sort of industrial processes. There is no electricity and very limited running water (think aqueducts and primitive water towers, but only for the wealthy). That said, I will try and subvert tropes - so not all orcs are mindless savages and not all elves are wise.
What your characters know is very powerful and it gives you the chance to change the world (if that's something you want to do). There are going to be a number of different factions that have their own goals and ambitions and they may try to rope you in and pull you to them.
I don't really have an overarching plot, but I will provide various hooks if you're feeling a bit lost. There is no single world-ending plot like a bigwig necromancer threatening the world or some cult trying to summon the Endbringer. Rather, there is a whole lot of factions and groups trying to achieve their goals and ambitions - which will all happen in the background regardless of what the PC's do.
You are also not the only group of "totally normal Earthlings" that have been teleported. You won't know about them unless news gets out and those folk's actions will be played out in the background.
Also, do not be alarmed if you see tropes/ideas from other media. I will shamelessly steal anything I think is cool. :)
Actual Play
Ok. Here is where things can get a little bit weird (and this is also where you get to hold up your fist and yell, "I object!"). I fully admit that I've read far too many "other world" piece of media that feature a level/skills system, so I want to try and implement something similar. This means that outside of character creation, progression is handed out by me based off of character actions.
This is intended to be a collaborative process though. I would like to know what direction your character would like to head towards (ie: super archmage or crazy berserker), and I will do everything in my best efforts to push your character towards that direction. If you have some super weird or super strange idea - let me know, I will try to make your dreams come true. If you object or have issue with what characters get, I can work with you to make things right. Since this is all encompassed within GURPS, I'm going to make sure everything is balanced (ie: everybody has the same point total).
Character creation has two "phases."
The first step is an initial 100 points to flesh out your character before they get transported into this magical world (I can help you if you're new). This represents the poor schmuck you're playing before they get transported - they could be anybody: student, accountant, or soldier. I'd prefer if we keep super high profile people as not an option (ie: no President of the US, for example). Since they're from earth, they have no magical powers, but will remember everything they knew before they were transported - so a doctor would know everything they knew from before, something super useful in a medieval setting.
The second step is another 50 points. You get to allocate this into anything you want - this represents the first level of a class that your PC gets when they enter the world.
For example: "Ding ding ding, yer a wizard Larry."
Larry would then get 50 points to spend on wizard-y stuff, like magic powers, getting smarter, and never being early nor late.
Things to Discuss + Next Steps
I'd like to get people to start talking a little bit and toss around ideas. This game is very much a sandbox, so I'm not looking for a balanced party in any way (though as players, you are free to try and organize to create that).
Can everybody please answer the following questions?
1. What split of combat vs. narrative do you enjoy (ie: 50/50 or 70/30..)?
2. Are you ok with proceeding with a game where very little is explained at the beginning?
3. Are you looking for a more light-hearted or more gritty game?
4. What kind of poor sod from earth do you want to play? Give me a quick background story!