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campaign basics - a short overview of the campaign

mission statement of the adventure/campaign

books you may or may not want to get

PDF files and forms for your use

rules and style of play - house rules and other such sundries

character generation

character casting

campaign topics - basic BASIC info on some sci-fi and space-related things you might be wondering about

character templates - some basic templates you can use directly or tweak as much as you like

equipment and weapons/armor

GURPS links

Get in the Mood - movies, books and websites to check out, if you have time

Campaign basics

It will be set in the far-future outer space in the Traveller "universe", with all the types of things you might expect. Think of Titan A.E., Aliens (from the aspect of planetary/asteroidal mining and huge corporations at least), the computer game Privateer, etc. Things like Imperial Space Marines (Warhammer 40K obviously) and traders/smugglers (think of Han Solo and Chewbacca) do exist quite openly and near the close of the first adventure the group will be able to decide what direction they would like to go.

I will leave the Traveller setting basically as-is. It is a sci-fi, far-future, galaxy-spanning setting, using some "safe science" (limited genetic engineering, cybernetics, etc.) mixed with some "space opera" style technologies (jump drives, aliens, etc.).

The playing group will be starting somewhere on the fringes of Imperium-controlled space in a region that is dominated by humans.

There are alien races in the Traveller universe, but for the time being we will play in a human-dominated area. At least, the first group of characters will be all human. Assume that you are able to choose your archetype freely, see below for Traveller templates, but feel free to mix and match or create your own. Characters will start at the 85-point level (think of a star athelete or seasoned SAS officer), with a maximum of 40 points of disadvantages. I would suggest not putting too many points into your status or wealth, because NPC reactions will vary from world to world (unless you're the equivalent of David Beckham, and your status points must reflect that) and who knows if your monetary credits will be any good! :)

As much as possible I'll use metric measurements for the game, to give it more spacey feel. Here is a link for GURPS speeds converted into metric units: http://www.dangermouse.net/gurps/srtable.html

Mission Statement for the campaign

The key words I want to use for the game are:

MYSTERIOUS - every character should have some sort of secret...whether a hidden motive, an enemy hunting them, working for some uber-corporation, etc. We'll come up with something for everybody! Basically I want lots of sub-plot ideas ;)
ADVENTUROUS - naturally the adventures should be "big" but not "epic" - you're not going to be asked to save the universe from galaxy-sized monsters, hopefully you'll be needing to save your skins often enough!
QUICK TO PLAY - even the basic GURPS combat rules can get bogged down in a big fight, and the advanced rules are VERY advanced if you use all of them (one-second rounds, to-hit rolls for each bullet). I plan to use a mix of very basic and some advanced rules to make it a semi-realistic game when combat does come into play. The Angel game has some nice ideas the way Corey does it.
FUN - Naturally, the game needs to be fun for everyone. I have read and re-read The Hitchhiker's Guide to the Galaxy and while I don't plan to use ideas directly from the books (like the Heart of Gold) I want to keep it light and fun all the same, like the books, even if there are serious bits. Shouldn't be hard with this group.

In addition to these key words, I want to have a balance between cinematic (like a TV show or movie) and realistic (a few "crunchy" bits of real science, like travel times from jump point to planet, but not so crunchy that we have to do the equations for planetary escape velocity). Think of Stargate, Alien, etc. Heroes can be heroes but people will still die if they're dumped out of an airlock. Or if you go up against 10 heavily armed guards with nothing but a marker pen, don't expect to come out unscathed.

Books

You don't actually need to buy anything at this point.

Here is a list of books that I have:

I plan to get these books:

There are a couple of other Traveller source books I'd like to get but those can basically wait.

PDF files and forms

Time Use form - this one is actually legal to download, and you'll use this to show what your character does when not adventuring and you WILL have to fill this out during game time to show what skills you are

3rd Edition Skills, Advantages and Disadvantages

GURPS Lite for 3rd Edition - designed to explain the system to new players, and help you make your first character

Instant Characters - handy for fast "hand" creation of characters after you get used to the system

Character Sheet Front and Character Sheet Back

Rules and Style of Play

Obviously we will use the GURPS rules for this game. Third Edition, Revised. Fourth edition will be out very soon and while I plan to buy it as soon as it is available, I can't say yet how soon we will upgrade to the fourth edition. Click here for a basic rundown of the GURPS system, from the official GURPS site.

I'll have a separate page up soon for the house rules to speed up combat and things, but for now I'll point you to Matt's GURPS Page, a pretty good and comprehensive listing of rules that one GURPS GM uses to make gameplay fast and simple. I plan to use many of his rules and once you understand how the skills and die rolls work you'll see how simple many of Matt's house rules are.

As far as my GMing style goes, you tell me what you want to do and I'll tell you how many times to roll :) I try to limit how many rolls there are, but obivously if you want to jump over a counter, pull out your pistol in the air, aim while landing, roll safely behind a dead person and shoot, there's going to be a few rolls involved. I definitely want to keep a cinematic style of play so I won't be keeping track of the cubic meters in your cargo hold, how many G's you must thrust in the ship to reach the planet, etc., as long as everything is kept within reason.

I'm not a killer GM (but I don't mind killing players, either) and I don't hand out loot like it's Christmas. I'm actually kind of stingy but I don't usually notice it unless someone points it out. I don't volunteer clues normally so if you guys are in the dark about something your characters will have to figure out something or wait until the "clue bat" bonks one of you on the head.

Character Generation

85 points to start with

40 points of disadvantages

at least 2 quirks must be filled in, up to 3 may be left "open" to fill in as we play the first adventure.... here's a list of quirks to look over, maybe you can get some ideas

maximum skill level of 18, a 15 or 16 maximum is recommended (so you have character points to spend on other things)

Luck advantage is required to enable a cinematic feel to the game - this takes all characters up to 100 pts, which is the standard starting level for GURPS characters

GURPS Lite for 3rd Edition - designed to explain the system to new players, and help you make your first character

Instant Characters - handy for fast "hand" creation of characters after you get used to the system

Some things to think about for your character:

Character "Casting"

If you want to base your characters in part or whole on a character from a book, show or movie, please do so. It makes it easier for the rest of us to know sort of who and what we're dealing with if you say "I'm going to be like Stallone in Demolition Man". It's also easy to build up any type of character with the ads/disads that are in the basic rules.

Be sure to look for some cool pictures of who will "play" your character online. :)

The flip side to having a character straight out of a movie is that he/she can be easy to "read" (predictable), so feel free to change any motives, looks, skills, etc. to fit exactly what you want to do with the character.

Campaign Topics

Here are some topics you guys may want to skim over. These are are just the basics, and the situation may change from world to world, depending on where you travel.

Character Templates

Just a list of 'official' templates in the Traveller main book, feel free to take ideas (or not)

Here's a link to a medium PDF file (maybe 15 pages) of the Traveller character templates:
http://www.sixpak.net/gurps/files/Gurps_Traveller_Character_Templates_Jobs.pdf

athelete,
attorney,
barbarian (you come from or live on a low-tech world),
belter (space miner),
bounty hunter,
bureaucrat,
computer tech,
corsair (pirate),
diplomat,
engineer (engine crew on a ship),
entertainer,
farmer (Luke Skywalker!),
hunter/guide,
journalist/reporter,
law enforcer,
manager (office worker),
martial artist,
mechanic/technician (different than engineer),
doctor,
medical tech,
merchant,
professor,
rogue,
scientist,
scout,
undercover agent,
wealthy traveller,
army (enlisted),
army (officer),
army
aviation (enlisted),
army aviation (officer),
marine (enlisted),
marine (officer),
marine special ops (enlisted),
marine special ops (officer),
navy (enlisted),
navy (officer),
navy aviation (officer)

Equipment and Weapons/Armor

Much of the stuff in the Ultra Tech and Ultra Tech 2 books are available, with some exceptions (nanomachines and that sort of thing). Ultra Tech basically covers most sci-fi type weapons and equipment. The High Tech book, which covers modern-day equipment, includes stuff available just about anywhere in the Traveller universe. Stuff like really old-tech stuff is in the Low Tech book. I have all of these books except for Low Tech, which I don't anticipate us needing. :)

Here's a link to an 11-page PDF file of Traveller equipment and weapons:
http://www.sixpak.net/gurps/files/Gurps_Traveller_Equipment.pdf

More links to PDF files related to GURPS Space characters (including Space-specific characters, jobs, gadgets, medicine, weapons and skills, etc.) are here - scroll to the bottom: http://www.sixpak.net/gurps/index.php

Don't assume that because something is in these books that it's automatically included in the Traveller setting. If you have specific questions I'll look them up as I get time.

GURPS Links

http://www.sjgames.com/ Official Steve Jackson Games site (they also do Munchkin, Illuminati and dozens of other games)

http://www.sjgames.com/gurps/ Official GURPS site, with links to information for 4th edition, resources, articles, play aids, and all the sourcebooks

http://www.sjgames.com/gurps/traveller/ Official GURPS Traveller site

http://www.hunterandlori.com/GURPSLinks.html Hunter Johnson's GURPS links

http://www.geocities.com/TimesSquare/Lair/7940/gurps-links.html (Massive) List of unofficial GURPS links

http://www.sjgames.com//gurps/fanpages.html Official list of unofficial GURPS links

Get in the Mood

Movies:

Books:

websites:

 

Note also that I didn't copy the books into PDF form :) but some are generic handouts anyway, so no harm done.

living in England :: my blog :: photo galleries :: Yahoo! Photos page :: current stuff and updates :: random bits :: links

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