Happy Thurpsday, GURPSophiles and geeks of all flavors, and welcome to 2016! I hope you had a lovely end to the old year and kick-off to the new. After a few weeks of unplugging and recharging (video games and movies — and I saw “The Force Awakens”!), I’m back and looking forward to a whole slew of fun new posts.
The first post of 2016 is the table of contents for the “Locus: Center of the Infiniverse” setting I’ve been gestating a good long while. I think this covers all of the important points to hit, but if you notice anything missing that you’d like to know about, please let me know in the comments below (or elsewhere).
The plan is to post and link sections as I write them up, ultimately turning the city of Locus from a theoretical exercise in multi-dimensional world building into a concrete game setting that GURPS groups can use to tell some epic and crazy tales of adventure. Once all the sections have been posted and it has gone from “This is what a setting like this could look like” to “This is what Locus looks like,” I’ll collect them all together into a single PDF and post for download.
Here’s what I’ll be covering about Locus in the months to come.
Locus, Center of the Infiniverse
Nature of the City
- What is a Zone?
- Traveling Across Zones
- What Does That Look Like?
- Types of Zones (Permanent, Regular, Irregular, Zone Quakes)
Life in Locus
- Government
- Laws
- Trade and Commerce
- Entertainment
- Travel
- Gear and Weapons
- Daily Life
Magic, Powers, and Technology
Places
- Zone Stats (Name, Summary, Major Civilizations, Great Powers, Type, Class, TL, Mana Level; based on Infinite Worlds, p. 108)
- Notable Zones and Places
Factions
- Megacorps
- Religions
History of the City
- Creation
- Notable Periods
Gaming in Locus
Character Creation
GMing in Locus
Adventure Seeds
Campaigns in Locus
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Being the map lover that I am, I think every city should have a map, even if it is one that is changing all the time — Lankhmar City of Adventure had those giant blank squares that you could then fill with randomly placed city squares which could be rotated so that even when players found their way through one time, the next time they were there, it could be entirely different. Thinking about the zones shifting in and out would be that idea on steroids!
Somewhere (I hope!) I still have measurement notes for the small Dyson sphere required to give me the internal surface area of New York City, roughly. 🙂