Tell us about your most recent gurps game

Tell us about your most recent gurps game

Nobody actually plays GURPS, they just shitpost about it.

>tfw no one wants to play GURPS with you

>be post apoc paramilitary group
>real freakshow
>newly requited a lot of new members, especially outcasts and prisoners from other factions
>run large scale military exercises for the new blood
>to no one's surprise, some of the new recruits are hostile infiltrators
>some of them try to escape with info
>get drawn away from our base, following their truck
>manage to stop them
>find out that they've planted explosives on our airship
>oh shit
>fastest characters rush back to camp
>cancel training, ground the airship
>manage to disarm explosives just in time
>apprehend remaining infiltrators
It went fairly well. Luckily we had several characters with fairly good Explosives skills.

Dis!! How about I instea tell you about the epicness of D&D game????
>be le me!!!
>player: LET ME LE THROW LE DICE FOR PUNCHING THE KING IN THE FACE!!1
>le dice are le rolled....
>LE NATURAL 20!!! EPIC 20!!!! LOOOOL XD!!!!
>DM: IS NATURAL 20000!!!!! ZOOOOOOOOOOOMGGGGG"!!!!!! EPICNESS INFINITEEEEE YOU LE PUNCH LE REALITY XDDDDDDDD
>WHOLE LE TABLE: EPIC FOR TEH WIIIIN XD!!!!!! JUST LIKE IN MY lE Veeky Forums STORIES!!!! AND LE CRIT ROLE!!!

What an angry little man.

If you ever actually played GURPS it'd be more cutting if you responded with an actual anecdote from your gameplay

But instead you did that. Pretty telling.

My space engineer exploded a planet.

After taking everyone's genes with robots, as you do

I've wanted to run a post apoc game as well, not like fallout but more like cowboy beebop
after a rampant AI apocolypse

What was this engineer's name?

Engineer Lawrence

Our post apoc setting was supposed to be inspired by Fallout and Mad Max, but it tuned into some weird kind of "green" post-post apoc kitchen sink setting with mutants, mages, and extreme anachronisms. Set in France, for some reason.
It was fun, in its own way.

I remember GURPS.
I mostly remember someone cutting up a bunch of dead bodies with a force sword to spell "Eat at Joes".

Was the DM a frenchie?

Why the hell would you do that?

>Was the DM a frenchie?
No.

Pretty cool, desu, landing on something you weren't expecting.

>Tell us about your most recent gurps game

ERROR DIVIDE BY 0

It was a combination of Stargate and STALKER. Psionics were allowed, so I took that one power that makes you think in bullet-time and I just walked over the enemies.

How long did it last?

Two sessions, our GM got tired of it for some reason. It didn't help that some party members were triggered by having to aim their guns.

>Tell us about your most recent gurps game

It was in 2008.

It was great.
I was expecting scavenging, deserts, fighting over water, wasteland politics and fighting bandits. And while I got some of that, the more memorable moments were stuff like killing an archmage with grenades, accidentally flooding a pocket dimension with golem blood, buying cocaine, assassinating a radioactive AI, and generally trying to solve all our problems with a giant drill.

>Stargate and STALKER
That sounds great. How were the two mixed?

>most recent
In high school (that is, about ten years ago) I played a three-session adventure with some friends where we were goofy action anime characters attending the prestigious Anime Cliche Preparatory Academy.

I played a combat android created by Nintendo as a bizarre promotion for their new console (a literal Nintendrone) inspired by Wren from Phantasy Star IV.
He used a combat rifle that was technically considered a first-party peripheral, and had laser eyes that would burn the Nintendo logo into targets.

So humanity finds some run down warp gates around the world that then get seized by major power blocs. The scientists figure out how to turn them on and the gates open to another planet somewhere. Humanity explores this other world, but it's complicated by all these different nations competing with one another. The nations realize that they can exploit the other planets resource without warfare because the stakes are just too high and the formal military areas through the gates end up independent. So the world is locked in a kind of stalemate where different Earth nations jockey for position over their informal claims on the other world.

>It didn't help that some party members were triggered by having to aim their guns.
EEverytime.

That and whining about not being able to move and attack without penalty.

WW2 in Stalingrad. Players were Germans with the mission to reinforce the Romanians at the fringe of the Kessel together with some old czech 38(t)s... First player died by sniperfire, one by a stalin organ and the last one froze to death whilst trying to sneak out of the city by night. everything went just as planned by me

The World War 2 line of gurps is really good and the Shooting rules are pretty fast paced. Tbh i never got the criticism against gurps, personelly i found most d20 systems especially Star Wars Saga edition much more complex with its talents traits and whatnots. Gurps feels much more organic for me...

We use GURPS for everything in my group. Just finished going to socialist TL 10 Mars, and am about to be the world's worst team of ambassadors to a sky island country
having a warring states period with more elves and necromancers.

>Carmack was the DM for id's DnD games
>said that "story in games is like story in porn. it's expected to be there but it's not really important"
>supposedly was the one who wanted quake to be a FPS instead of an RPG

i can only imagine how much of THAT GUYs romero and the rest of the id team at the time were or vice versa

Year and a half or so of weekly gameplay, dark fantasy at TL 4 (on Earth, about equivalent to the 15th century).

A couple of bad-ass dwarves, one a young idealist and one a raciest older drunk that likes to blow shit up, armed with guns, glave and disspointment in how short sighted and stupid most humans are.

A huge fucking wolf-like beast-man that smashes things and heals fast and an elven archer, and a human noblemen round out the group now.

They've traveled south to investigate a mysterious plauage and recapture a keep overrun by monsters, recovered a terreble and powerful artifact, accidentally blown up a huge area and maybe fucked with the barrier between the world and the world of spirits by using the artifact, and now they are trying to fix things.

See
Good times run on Roll20

I'm preparing a GURPS-WARHAMMER adventure. because a friend of mine is into warhammer and i'm into GURPS

Didn't they knew that a round is a second and that there is a fucking wait manouver for ambushes?

It was a neat ruined kingdom exploration thing, and then the game died due to splitting the party and a part of it losing interest. A shame, I ended up getting a fairly tight grasp on the system, but now I feel rusty. It worked well for puzzling out technical combat with unfair odds. Staves (and polearms in general) can be stupidly good in GURPS, as they should be.

>We used gurps until the midpoint of our campaign. After switching to a better system the game became easier to run, and much more enjoyable.

Gurps, making other systems look better comparison since 1986.

My current campaign is a pair of modern day wizard operators travelling the globe hunting down a conspiracy to bring about Ragnarok while seeking out magical beasts and artifacts for fun and profit.

I'm also working on a fantasy campaign where the group is tasked to map out uncharted territory far from civilization using a newly built tower as a base, with gold only being good for purchasing supplies to upgrade their base with

The problem is that people think EVERY rule has to be, and in most player's case, can be used. That is bullshit. But too many people accept it as truth and it bogs down the system.

Most people are brain damaged and think "Not movin and full attack" is a "dps loss" and should never be done.
They only play a system that starts with D and ends with S.

The game I'm about to start is based on Veeky Forums's podfall power armor cyoa. Basically alien pods fall from the sky one night all over the world. Someone who gets too close gets pulled in and transformed.

When the pod opens up, the person comes out wearing a sealed power suit. Each suit is different. You can't take it off, but it provides full continuous life support and is form fitting so it doesn't impede your movement.

You also get a mental "ping" on your minimap. When you get to that place, you see a seemingly mundane vehicle that opens for you. It is a transforming mecha that you can pilot.

The suits give you special abilities, and you can use mods and experimentation to add or discover more.

So basically depending on where the players take it, this could be sci fi, supers, or apocalyptic. Or a little bit of all three.

The motivation for why the pods fell is unknown. I wrote it up on Veeky Forums last year, though, and the players CAN discover the truth if they really try.

Yeah it's a mental adjustment. In D&D you've got monsters with triple digit hit points and you're constantly hitting. So DPS rules the day.

In GURPS, especially with bleeding/shock, what matters is hitting at all. A good hit can get a vicious cycle started that wins the encounter. It's a different way to play.

My Bureau 13 agents were sent to Illuminati O. University (don't ask, you're not cleared for that) for remedial classes, especially A41 - Things Man Was Not Meant To Know, B72 - Music and you and why The Dogs Howl, and A14 - Men Things Were Not Meant to Know.

They had some issues with their Tuition money being rotoscoped into another dimension when the front desk staff were checking in a 4th dimensional student via prism lenses and a paradox wrench (left handed only), so they had to try and find the paperwork for extensions in the Archives without getting cleaned up by The Janitor.

My players said is was the most fun they've ever had playing Delta Lime Green.

A party of cowboy-samurai were hunting down a pair of wedding bands stolen from one of the PC's clan members after a night of drunken pre-marriage revelry. The party managed to find and subdue the thief and quickly beat who he sold it to out of him. They were pointed to a yakuza gang hiding out in an old abandoned church a few miles outside of town. After wiping up the welcoming party in a surprisingly nonlethal fashion (the duelist cut the lieutenant's hands off and critted his follow-up Intimidation roll against the mooks, sending them fleeing), the party was able to negotiate with the oyabun to get some info on the buyer. Sadly, it was 1 a.m. by this point, so that last fight had to be put off.

All in all, it went fairly smoothly. We had a new character since the climax of the last adventure saw the "big game hunter" lose his head to a madman's experiments with reanimation, but I finally got a chance to bust out the rules for dueling. The current party setup is
>Huge guy with a love of equally huge weaponry and a hatred of most things supernatural. He's both the party investigator and the main muscle.
>Magical kung-fu monk that's freaking lethal with his staff. His knowledge of chi lets him pull off impressive feats in combat, but he's also the party doctor.
>Silver-tongued drunk with Native "American" blood and the ability to interact with spirits. Has a small void elemental assistant and is a terrible shot with his revolver.
>High-and-mighty duelist from Back East. Newest party member and has yet to establish her personality because being elitist as fuck and extremely unlucky.

They also have a couple NPC followers with them, including a reformed bandit-turned-sharpshooter and an extremely lucky donkey.