GURPS 4th Edition Online Game Thread

If we are going with the classics (as we are)...might I inquire as to the make up of the party?

I'm willing to play anything. Seriously, if you need me to be the koan-filled monk, the trademark infringing barbarian, or the long suffering healer I'll fill any holes in the ranks.

The only Dungeon Fantasy volume I do not have is the final one on Clerics.

There have actually been three additional entries published since clerics. I have the clerics volume on pdf if you would like to borrow it (I'm not advocating piracy, just offering to lending my GM a source book).
 

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OK here are the relevant GURPS books I currently can access:

Core (natch)
Fantasy
Magic
Dungeon Fantasy 1-4

Should I pursue more Dungeon Fantasy books or are those sufficient?
 



As far as the players will be concerned.....they will begin with no prior knowledge of ANY of the other players or npc's (except outside of a reputory fashion, if chosen as an advantage)
Background stories will not effect the metaplot in a signifigant way but aspects of them may become apart of the narrative WITHOUT warning...so choose your origins "carefully".
You can create ANY character you wish.
(No template restrictions outside of extra-planar existances...i.e.: no undead or demons....though demonic hertitage may be permitted via Unusual Background.)
There is NO classical choice of alignment per-se....the advantages or disadvantages you select will determine that for you!
The races available should be such that they could be "reasonably" found in any desert surrounding.....i.e.: no polymorphed or shapechanged white dragons amongst the players......no penguin farmiliars, etc...
Even though the arrival of a 4th player to the thread MIGHT have the effect of creating an impass to game setting...(i.e.: The new player wants to play Horror and the count becomes 2 vs 2 for setting of choice)...the assembled players, so far, should begin to formulate the approximate type of character or personae they wish to portray and throw the ideas out there in the thread for the benefit of the others.
Some of you may have prefered templates or lens'.....some of you may not have a preference at all but if we are aware of the base composition of the party it will make design a LOT easier and less cumbersome with respect to covering skills or areas of expertise.

(1) "Healer" type is a must
(1) "Ranged" attack master
(1) "Close" attack master
(1) "Thief" type is pretty much essential.

Any ONE or more of those above mentioned MUST have competant desert survival skills....(this is a non-negociable aspect)....preferably MORE than one....i.e.: avoiding the "If the guide dies we ALL die" situation.
This is a pretty good breakdown of a decent party dynamic but that is not to say there can be no other.
Its all about YOU guys.....so run with it!
Also after looking at Dungeon Fantasy volume 1, I think characters should be created on a minimum budget of 300....but I defer to your choices.
In my past experience with converting TSR or WotC source material that the leveling mechanic of D20 systems approximately works out to 50 character points per level of experience as a good guideline for PC survival...i.e.: a module for levels 4-6 means 200-300 charcater points....while this is still a "guesstimation" it has yet to serve me wrong in the past.
I may or may not be lurking so responce time may vary.

Peace & Light
 
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I'm leaning towards a thief or maybe a bard character. More likely thief at this point.

EDIT: Errrrr.... scout. Yeah, that's the ticket.
 
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EDIT: Errrrr.... scout. Yeah, that's the ticket.

Ranged attack master covered AND outdoorsman/survival ability....taken at high enough at least that a default survival;desert roll won't be too difficult to achieve.

A good, sound choice.

(Bounty Hunter, Ranger or Sharpshooter....or perhaps your own creation?)

Peace & Light
 

Ranged attack master covered AND outdoorsman/survival ability....taken at high enough at least that a default survival;desert roll won't be too difficult to achieve.

A good, sound choice.

(Bounty Hunter, Ranger or Sharpshooter....or perhaps your own creation?)

Peace & Light

Desert Elf Ranger-type. Good ranged combat, good at survival stuff, decent at sneaking and traps. Even has a few magic spells.

I built @ 300pts + 75 disads. I hope that's OK.

I might tinker a lil bit with the default Elf template because it has some stuff I'm not sure is important to a desert denizen.
 

Unless someone else really wants to play the role, I've got a good bit of experience playing mages (i.e. "healer" types). I have not looked at the Dungeon stuff / resources so don't have a clue there yet. But I could just as easily play the "fighter" or melee specialist. We could also use a hybrid route where more than one player can cast spells.

Are there any special rules about magic? I'm thinking of the alternate U-mana rules, clerical rules, "something I don't know about yet" rules?
 

Sorry to multi-task us, but we also need to hash out the day/time/frequency of play. I'm on Mountain time and have little kids I put to bed. Ideally for me would be a start time that is later. I also work a week on, week off schedule night shift, so that presents its own challenges. A Saturday night could be good and if timed right might allow me to play weekly, though every other week is the safer bet.
 

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