Happy GURPSDay, everybody! Revel in all the GURPS goodness from around the web!
This past weekend I was fortunate enough to run my “Rescue or Bug Hunt?” adventure at Gamex 2017, pitting a small squad of Colonial Marines against a horde of ravenous Xenomorphs and a possibly untrustworthy corporate executive. It played great at the table! I was blessed with fun, engaged players in every single slot, and it was really a joy to GM for them all.
Here is the complete adventure for download, in case you’d like to peek at the notes or run it yourself (please let me know how it goes if you do!)
Rescue or Bug Hunt? | Downloads: 2,144 | Size: 3.0 MB
The 58-page file contains:
As mentioned above, I GMed this three times over the weekend and it flew along very well. We all seemed to have a great time, myself most definitely included.
Friday night turned out to be the “Experienced with GURPS” group. One player hadn’t played since 3rd edition, but the other five were fairly well-versed in it and leveraged some of that rules knowledge to dominate their enemies most decidedly. This was the only time I ran with six characters because, while it was heaps o’ fun, I had to cut out quite a few encounters to make sure we finished on time. I also tended to lose focus on the two players to my immediate left and right, so I feel like they may have been shortchanged on spotlight time (sorry, Dmitri and Will!). For the other two games, I purposely stuck to the original four characters only.
Sunday morning was pretty much the opposite… all four players had either played GURPS only once or twice or never played at all. One had only experienced a single GURPS game, and said that it was so awful he had entirely written the system off! By the end of our game he had completely changed his mind, but when I hear things like that it drives me absolutely bonkers.
Monday morning was the usual “Oh, man, the con is nearly over and I am inhumanly exhausted, but let’s squeeze in one last bit of fun” game. Three of the four sign-ups showed up so we started with that; then, about a half hour in, one of the players from the Friday night game saw us playing and took the last seat so he could play it again, which I choose to take as a compliment. 🙂
After the usual quick GURPS tutorial and background for the setting, all three games started off something like this:
“You awake to the sound of a man screaming. As you open your eyes, you find yourself in a dark room, stuck to the wall in some kind of resin cocoon. The source of the screaming is Sergeant Rourke, also stuck to the wall… his chest heaves once, twice, then his screams fall silent as a creature bursts forth from his sternum. It is long, like a snake, pale-colored with razor sharp teeth, and it coils inside the flesh nest it just made and begins feeding, ravenously. It’s at that point you notice other creatures out in the darkness, larger crab-like things with long tails, scurrying in and out of the light. One leaps forward and scurries up [PC’s] leg, heading straight for his face…
The scene fades to black and reopens on deep space. Across the view comes the USS Decoud, a Conestoga-class Colonial Marine troop transport. Along the bottom of the scene appear the words, ‘Four hours earlier…'”
From there I described what they remembered — awaking from hypersleep, receiving a mission briefing, hitting atmosphere aboard a Cheyenne-class Dropship, crash landing on a moon and losing consciousness — then we returned to the wall and the skittering facehuggers so they could (hopefully) free themselves and kick off the game.
It’s a bit unusual to delay the beginning of player agency “that long” (really, it was barely 2-3 minutes), and I was nervous about how it would go over, but everyone seemed to love it (both when it was unfolding and when I asked them about it after the game). It wouldn’t fit most games, but it really set the tone for this one in spectacular fashion. My original thought was to actually play through the briefing and the crash landing, but thankfully someone suggested I simply narrate all that — I did, and it was definitely the right way to go.
With minor variations, all three groups followed roughly the same path through the adventure (this may make more sense if you read through the GM notes in the download):
In all three groups, they managed to keep Bishop alive until he ultimately betrayed them at the surface, at which point he always died messily (well, one group did strand him on the planet, but since all three groups convinced their superiors back aboard the Decoud to “nuke the site from orbit… it’s the only way to be sure,” we’ll assume he’s dead). All three groups were also sure Bishop was a synthetic, but nope — he was human, just a massive d-bag.
Not only was this a super fun convention and a super fun game to run, I feel like I learned a lot of really useful things from it.
So, that was my rockin’ weekend. I was proud of this game — I think the prep work really paid off, the adventure itself was sufficiently creepy and action-packed, and everyone seemed to enjoy themselves. I hope you find some of these random thoughts useful for your own games, and if you use the pre-gens or other download material for your own adventure I’d love to hear how things went!
“Nobody touch nothin’.” — Apone
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Excellent! Very cool scenario. One suggestion, do not include point costs. It’s been my experience that new players are confused by the point costs. This way they can concentrate on learning the game system. Or so I hope.
I ran two GURPS WWII events that had description. I changed the plot a little for each game. I tend to run my games on the fly, other than creating PCs and props.
Oh, yeah, I never include point costs on the basic sheets — I just didn’t have time to make the basic sheets. 🙂
My main prep is making the pre-gens, since without them there’s really no game. Once the characters are done and printed, the rest is just gravy (i.e., I *could* sit down and run it out of my head, I just prefer not to).
Me too. I adopted the highlighting feature you used on the phoenix sheets.
I REALLY have to put this stuff down on my blog…
that’s same description…
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I’d have no objection to the comment card, I wouldn’t find it weird at all. At the end of every session I run, I ask players for feedback about what they thought went well or could be better.
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