The players tak…

The players take the part of celestial beings – angels and demons – as they struggle for control of humanity and themselves. The celestials, powerful though they may be, are merely pawns in a much larger game being played by their Superiors, the Archangels and Demon Princes. The game is expansive, drawing on a number of timelines:

“The History of Things That Never Were”:http://www.mts.net/~arphaxad/history.html

“The Movie Timeline”:http://www.themovietimeline.com/

“Alternate History”:http://www.uchronia.net/bib.cgi/diverge.html

“The DC Universe”:http://www.dcutimeline.com/

“The Marvel Universe”:http://web.archive.org/web/20080312005441/http://www.geocities.com/jjnevins/wicks1.html

Star Trek

Star Wars

More background.

Here is the information from the Campaign Planning Form from the GURPS Basic Set, which I will fill in gradually:

CAMPAIGN PLANNING FORM

GM: Rob

Date: 04 Sep 09

Campaign name: Primal Gods

Starting year: 16,000,000,000 BC, before the creation of the universe.

Rate game time passes: In the beginning, the passage of time has less meaning for the characters. For instance, each “day” could be the equivalent of millions, or billions of years of human time. Later on, time passes in a more conventional way.

“Day” Years Events and Notes

1 16,000,000,000 BC to 15,500,000,000 BC First star shines at 15,900,000,000 BC.

2 15,499,999,999 BC to 13,500,000,000 BC Nucleosynthesis of an expanse of gases.

3 13,499,999,999 BC to 11,500,000,000 BC Formation of the solar system.

4 11,499,999,999 BC to 6,000,000,000 BC Formation of the moon.

5 5,999,999,999 BC to 150,000,000 BC The seas teem with living creatures. The first bird.

6 149,999,999 BC to 200,000 BC Crocodiles and other similar reptiles appear. Salamanders and other similar amphibians appear. Carnivoras and other similar wild beasts appear. Carniformias and other similar kinds of livestock appear. Mitochondrial Eve.

7 199,999 BC to 5600 BC Day of rest. The deluge.

Genre: This is Wikipedia’s list of genres; there are many sub-genres: Historical, Adventure, Action, Science Fiction, Fantasy, Romance, Crime Fiction, Comedy, Horror, Thriller, Western

In the course of eternity, games can take place in any of these genres. These genres and sub-genres are the same as, or similar to the “Theme” in the Dungeon Master’s Design Kit. Here is a list of those themes along with appropriate source materials:

  • Action/Adventure – GURPS Action 1: Heroes, GURPS Action 2: Exploits
  • Comedy – Perhaps the Divine Comedy?
  • Espionage (Spy Fiction is a sub-genre of “Action” in Wikipedia’s list) – GURPS Espionage
  • Horror – GURPS Horror
  • Mystery (Sub-genre of “Crime Fiction” in Wikipedia’s list) – GURPS Mysteries
  • Revenge
  • Romance – GURPS Sex, Book of Erotic Fantasy (Generate 1-100 for Adventure Idea on page 173.)

Roll Twice:

Horror/Mystery – GURPS Cabal

Horror/Comedy – Best summed up by a quote from Zoe in Firefly:

“If they take the ship, they’ll rape us to death, eat our flesh and sew our skins into their clothing. And if we’re very, very lucky, they’ll do it in that order.”

Realistic or cinematic?

Are there multiple planes of existence?

General theme of campaign:

Campaign Background

Campaign’s base city, nation, empire, or planet: (Suggestion: provide a map.)

Society/government type:

Control Rating:

Exceptions to general CR:

Tech level:

Exceptions to general TL:

Brief description of important neighboring powers, political/economic situation, etc.:

Suggested or required reading for players:

Information for PCs

Starting point value allowed for PCs:

Disadvantage limit:

Especially useful/useless character types: (Suggestion: provide character templates.)

Especially appropriate/inappropriate professions: (Suggestion: provide job descriptions.)

PC races allowed: (Suggestion: provide racial templates.)

Starting wealth:

Starting Wealth levels allowed:

Starting Status levels allowed:

Starting TLs allowed:

Languages available:

Cultural Familiarities available:

Required advantages, disadvantages, and skills:

Especially appropriate or inappropriate advantages, disadvantages, and skills:

Appropriate Patrons (and base value):

Appropriate Enemies (and base value):

Special Abilities Allowed for PCs

Exotic/supernatural traits:

Cinematic skills:

Are PC mages allowed?

General mana level:

Do areas of higher/lower mana exist?

Are any of the spells from Chapter 5 off limits?

Are PC psis allowed?

Are any of the powers from Chapter 6 off limits?

Are PC gadgeteers allowed?

Are there special limits on gadgeteering?

Unusual Background cost(s) for these abilities:

Legal or social restrictions on these abilities:

Other Notes

Book 1 optional rules or variants (advantages, disadvantages, skills, etc.):

Book 2 optional rules or variants (success rolls, combat, injury, etc.):

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