Don't Forget Your Boots

Meandering aimlessly around the GURPS landscape

Reflections After Six Sessions of the GURPS Psi-Wars Campaign

I have this notion that a year-long campaign can be considered a success. We play once a month (since adult responsibilities have long since eliminated the days of 18 hour games every single weekend) so that works out to 12 sessions, nominally. Thus, after six sessions, we’re halfway there, making this a good time to look back and reflect.

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GURPS Psi-Wars #6: “A Political Collision”

A visit to Great-Aunt Mothra and some unexpected advice. Heightening tensions on Sirocco. A pleasant interlude, with lessons. “‘Infamous’ is like ‘famous’, but better!” Playing the Baron. A trip to the deep desert, lessons on the ecology of the gheap, and a reunion. Surprise appearances. Fly by night.

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GURPS Psi-Wars #5: “The Great Escape”

The Oracle knows. Shadows of the past. A long trip with lessons in improv. Making friends with the warden. An old commander. Into the pit. “We were expected?” Introductions and subterfuge. Never leave an alien behind. Bad news on line one.

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GURPS Psi-Wars #4: “Many Hands Make Light Work”

A decent proposal. Confessions and inducements. Whose nightmare is this, anyway? A boop. Approached by a religious fanatic. Day jobs and mail call. Bad news from home. Gheap rustling never pays. An incomplete report. The hunters become the hunted. Two captives for the price of one. Star power and the popularity of synth-pop. Double vision.

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GURPS Psi-Wars #3: “Enemies of the Empire”

Nightmares and hauntings. Religious disputes among the crew. Local law enforcement. Questioning the suspect. Tabasco. A psionic criminal and Imperial agents. Big bada boom. A gig at the Mangled Puppy. Messages through a MMO game.

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GURPS Psi-Wars #2: “Ghost Stories”

Riot Racers and fans. Pancakes and pickpockets. Standoff with the Parson Boys. A Shepherd. Games and diplomacy. The creamed corn incident. Midnight at the haunted rocks. Ghost stories. The battle of Mesa Verde.

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Pondering On The PC’s Starships

In the current game, two of the player characters own starships. I’ve been pondering on the implications and logistics of this situation.

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GURPS Psi-Wars #1: “Prologue”

Dinner with the boss. The mission. You call that sleepwalking? Unpleasant social encounters. The snake. Three planets in two days, finally back home again. Old friends and zombies. The scene of the crime. We’re being watched. Gheap, parlay, and taboo. Nobody believes in ghosts. Another scene, of an ancient crime. Checking the word on the street. Spooky insights. An invitation to a ball.

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GURPS Psi-Wars Session 0: Harket

Quite a departure from the PCs we’ve seen thus far, Harket is suave rock star and infiltrator with a mysterious past.

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GURPS Psi-Wars Session 0: Noin Dal

An exotic alien from a backwater planet of the Umbral Rim, Noin Dal was born a slave, raised a space pirate, and grown up to be a freedom fighter.

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