Tinker Titan Rebel Spy - Session 2: The Plot Thickens

Wow, it's been two months since I've wrote anything. I've been busy with stuff and things and things and stuff, but you're not here for any of that. You're here for what happened! Well, if you want to know, it was a fun session and we're likely to see things going very wrong very soon. If you want to find out more. it's after the break.

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Tinker Titan Rebel Spy - Session 1: Arrival at Grist

I was lucky enough to be allowed to play in the Tinker Titan Rebel Spy playtest run by Mailanka. It was a lot of fun and my first realtime GURPS game. Mailanka did a great job running things painting the scene for us. There were some technical issues and we've found some issues with the space combat rules, but overall, it was a great session. To make it easier to navigate, I've included an index after the break.

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Building a Sci-Fi setting- Part 4: Start your engines!

Now that we've established the core of our setting, it's time to talk game mechanics. We'll be discussing templates and technology available as well as what our core books will be.

The idea is to fail faster, so I want to get something playable, not perfect. This means that I'll be using things as is for the most part and then tweaking things later.

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Bits and Bytes: Psi-Wars 1 - Ships and Houses

Given the collaborative nature of GURPS and TTRPGs in general, I wanted to share what I've come up with for Mailanka's Psi-Wars. While I hope it gets used, I mainly want to share because others may be inspired by somethng I've come up with.

Most of this is going to be ships and fighters, but I've got ideas for a civilization separate from the Alexian Empire and the governments that came after and some organizations and factions within the current Empire. Both of which may or may not fit into what people have in mind. That's okay though. One of the amazing things about TTRPGs is that you aren't stuck with what a mod author or game developers give you. It's perfectly okay to grab stuff and make it your own.

Now, if you haven't heard of Mailanka's Psi-Wars, then allow me to give a brief overview. It's like Star Wars. It has a rebellious Alliance fighting an evil Empire and mystic knights that belong to forgotten orders and is just loaded with awesome! There are some differences. The Emperor is the son of a popular war hero that the leaders of the Federation, which is the Old Republic for all intents and purposes, had assassinated. There was a civil war and now you have the noble houses that led the Federation leading the Alliance and hoping to restore their prestige and previlege.

Wait. What?!

Yeeeeeeeup. Our plucky rebels are lead by a bunch of bluebloods. Did I forget to mention things in Psi-Wars aren't as cut and dried, black and white as they are in Star Wars? There's also a lot more depth than you ever got out of the movies. In fact, the whole project is essentially a master class in campaign building and well worth reading. I was using his process, in a much more amatuerish and messy fashion, to build the sci-fi campaign I'm planning on running a Play-by-Post campaign with. (Sadly that fell through due to players not really being that interested.)

But enough about that, let's get to the good stuff!

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Building a Sci-Fi setting- Part 3: Inspiration Before Persperation

I remember seeing somewhere that creativity is 10% inspiration and 90% persperation.

This post is the inspiration part of creativity.

If we go back to our campaign's main idea:

"Smugglers/Free traders/Tramps trying to make a living while dodging the Cartels/Oppressive Government™ and trying not to get fried by progenitor tech/eldritch powers."

Then we can see that there are somethings that we can draw inspiration from. Star Wars is full of all those things, and we'll certianly be taking some inspiration from there, but not all of it. The Homeworld games are also chock full of progenitor tech and a major theme in the games is rediscovering what was lost after the progenitors destroyed themselves. Firefly and Cowboy Bebop also make for some good inspiration, if not for setting, then certainly antics and tone. I would also like to throw in a little bit of Guardians of the Galaxy for the same reasons, and because there's some good stuff for alien races, factions, and eldritch powers.

I guess I should also mention that this campaign is probably going to be a might bit silly. :P

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