Random
GURPS Ideas
4:11 am, 22 Aug. 2004:
I was thinking about the differences between steampunk and
"clockpunk" settings and an episode of Scientific American
Frontiers about hydrogen-powered cars. On the program, they kept
pointing out that hydrogen wasn't a power sourceit's a method
of storing power. Clockwork is the same way; it only acts
like a battery. Well, for clockpunk, that means that everything
will be ultimately powered by steam anyway (though I suppose it
could be powered by human effort, but there's something... lame
about making thousands of people spend most of their time winding
or pedaling things to do cool stuff). Anyway, what if you dropped
perpetual motion into the setting? It wouldn't necessarily mean
free energy; you could say that complicated clockwork machines
just amplify force and perhaps come up with a reason why recursive
feedback (i.e. feeding an amplifier's output back into itself)
is impossible. Then you could have, for example, two-seater airplanes
powered by a single guy pedaling, or cars that only require a
few minutes of winding to run for hours. The "black box"
amplifiers could be called "antirecursive kinetic augmentation
dynamos" or something, as long as it's technobabbly and vaguely
Victorian.
7:29 pm, 2 Apr. 2003:
A small change to the ever-popular dimension-hopping campaign.
A group of PCs (and maybe 1 NPC for variety) can world-jump, but
only when they're together (say, holding hands in a circle or
some-such thing). The upside would be that it'd enhance group-togetherness...
everyone would be determined to save their party members; in-party
fighting would be minimal and lethal only if one of the characters
becomes suicidal. Ooh, that's another idea: the catch for their
whole "adventure" is that they can't stay in one dimension
for more than X days, or they'll lose atomic cohesion due to slightly
weaker nuclear forces (or some other kind of appropriate techno-babble).
So maybe a long-term goal for the campaign could be to find a
world with physical laws close enough to their original home that
they can stop jumping to save their lives.
12:23 am, 8 Jun. 2002:
I'm sure this isn't a new idea, but I don't remember
seeing it anywhere before. Here's the skinny: the hallucinations
and irrational behavior of a schizophrenic is an effect of that
person being a World Jumper who cannot fully control his/her power.
The person is basically rooted in the world the observers are
in, but at the same time, he or she exists on a totally different
Earth. If the schizo has hallucinations of purple butterflies
40-feet across and can't seem to understand why the gravitational
pull here is so high, it's because he/she is simultaneously living
on some alternate Earth with very strange native insect life and
0.4 Gs because of an absence of heavy metals in the core. A catatonic
schizophrenic could be an Uncontrollable or 'stuck' World Jumper
having a particularly difficult time coping with the disparities
in basic physics or cause and effect (e.g. a World Jumper from
some dimension where time moves backwards and the sun only radiates
energy in non-visible spectra). This might require the World Jumper
ability to be psionic, like allowing the person to move their
mind into the body of someone already occupying that world (like
the psionic time travel in GURPS: TT). The PCs could be schizos
trying to figure stuff out (to eventually gain full control of
their power) or FBI agents (or some-such) just learning the truth
about ppl with this 'psychosis' and, later, trying to harness
their ability. Oh, here's
a page I found that describes schizophrenia fairly well, IMHO.
IANAP (I am not a Psychologist).
12:0 3am, 14 Apr. 2002:
Okay, another campaign idea: The PCs stumble upon a
newsletter aimed at a group of people simply called "The
Changeless." It contains headlines like "1987: Huaxing
Zhou Assassinated by Jump Team, Present Population of Japan Triples
with Death of Former Ruler of Two-Thirds of the Eastern Hemisphere"
and "1928: Amelia Earhart Prevented From Spreading Infamous
Pancreatic-Rot Plague." Basically, events that (to the best
of the player character's knowledge) never happened. Eventually
they figure out that there are time-travellers out there trying
to fix the world and a small number of people are immune to the
changes in the time-line (they may form some sort of world-controlling
illuminati). Presumably, the PCs want to figure out how to stop
the next 'past event fix' so they don't disappear/change forever.
Brings up some interesting philosophical issues. Probably too
'thinky' for my players.
12:01am, 22 Nov. 2001:
A campaign where the PCs get to play pseudo mythical
'fallen angels,' based primarily on the ideas surrounding the
nephilim (check it out here).
They appear in a modern day setting, TL7/8, as human looking people,
but they get some Supers advantages and the like, along with Handsome/Beautiful
and Hard to Kill +5 or so. I'm thinking about 300 point characters,
possibly designed by the GM with some minor player input (relates
to this other notion I had of making the players write a single
paragraph about their character using no GURPS terms whatsoever
and the GM building it). Maybe these nephilim could have about
30 points in powers that they don't know about that slowly reveal
themselves. Ooh, or the game could start with some "mundane"
characters going on their first adventure and discovering their
hidden heritage. For the first half-dozen sessions, it'd just
be mundane stories featuring these slightly supernatural PCs,
but then it would start incorporating hints that other angels/demons
are here on earth too. It'd be vaguely In Nomine, but I'd change
a lot of the world story and properties of angels/demons (relying
more on GURPS Spirits). Optimally, I'd like to begin the game
as a GURPS Cops campaign with the PCs as partnered detectives
(of course, I still have to wait for Cops to come out... till
then, I'll just get my fix from the three Law & Order series
that are on right now).
8:28 pm, 29 Sep. 2001:
Quick idea for a time travel campaign: All the players are allowed
to build 75 point characters who mysteriously appeared in various
cities around the world at the same time on a particular date,
15 years ago, naked and with total amnesia. Since then, each has
picked up his or her life and perhaps started a family or gotten
a career. Now, one of them has started getting his/her memory
back, maybe along with flash-backs or unusual dreams. He/she has
remembered their original purpose, to explore the past. Da da
DAAH! The first member to get his memory back starts looking up
the other people in his group (should be easy, considering the
number of ppl that suddenly appear naked with amnesia and no records
at the same time). Maybe he/she knows of a scar they all share
where some kind of homing device had been implanted or something.
Anyway, they are able to get their memories back and decide to
look up one of the other time-agents that was planted in this
era before them; he was a time-travel expert and knows how to
build a device (or perform whatever action is needed) to return
them home. Of course, when they find his lab, they also discover
that he was murdered a few days before they got there. But anyway,
the rest is up to the GM. The GM can grant them an extra 25 points
in skills (if he chooses) as per the rules for Amnesia when they
remember.
10:33 pm, 25 Sep. 2001:
While reading the textbook for one of my computer classes, I noticed
an info box that said the QWERTY keyboard design was made to slow
down typists on mechanical typewrites to keep from jamming it.
Also, at the end of the 1800s, it was believed type input devices
would be chordal in nature; that is, you might have 6 letter/number
keys and 6 selection keys, different combinations producing different
characters, like the chords on a pipe organ producing different
sounds. So, I imagine a more 'authentic' Steampunk campaign would
feature 6-lever analytical engines using chordal input, or even
10-key wireless telegraphs. This reminds me of the GURPSnet discussion
on Steampunk output devices (ticker-tape printers and screens
made of rows of metal pins that move outwards)... but anyway.
6:42 pm, 19 Jun. 2001:
A typical fantasy setting/world complete with mages and spells
and so forth. Here's the hook: all magic (mana?) is actually TL14
nanotechnology. When a wizard casts a spell, he's reciting the
ancient, intricate command codes. The nanobots are programmed
with hundreds of distinct commands and they get their energy for
performing these tasks from the controller (mage) himself--this
could be a process whereby the caster is robbed of body heat,
plasma of the blood, or some such thing, but the net effect is
that it results in fatigue loss (unless you know the really high
level commands, say Fireball at skill level 25, in which case
you can order the nanobots to retrieve their energy from other
nearby life forms or something). Alternately, the nanobots could
be powered by solar cells and power cells, thereby requiring time
to recharge; many spells cast in one area could drop it to a no-mana
zone for a few days.