The longest, and I think the best, RPG campaign I've ever run has
reached its end.
Irresponsible and Right started off
because of Warehouse 23 – specifically, when GURPS 4th edition was
still fairly new new, they sold off hardcopies of many GURPS 3rd
edition books (which I didn't have, having not played all that much
GURPS 3rd). So in 2006 I picked up Transhuman Space and started
running that, and in 2007 GURPS WWII; both of these used versions of
GURPS Lite so that you could run them with just the core books, but
could be expanded into "full" GURPS relatively easily.
The Transhuman Space game ran for 13 roughly monthly sessions, as
had the I-Cops game before it; that's a length of game that usually
works well for me, with some room to explore most of the ideas I've
had. I rather assumed that a WWII game would be the same; certainly I
started with an idea of cinematic clichés I wanted to hit.
Given the desire to range fairly widely rather than being stuck in a
particular theatre, this would be an espionage game; and given my
desire to tweak things a bit, it would have magic. Thus Bureau 5(b) of
MI5, loosely based on the chapter The Dangerous Element from GURPS
WWII: Weird War II. The original introduction for the players:
September, 1939. An office in London.
"Are you prepared to serve Great Britain by means of unconventional
warfare?"
"Would you be willing to operate in enemy territory? Without benefit of
uniform, perhaps even wearing an enemy uniform?"
"Are you prepared to risk not only life and limb but your sanity, your
spiritual health and your immortal soul?"
"Irresponsible and Right" is a gritty campaign of occult espionage and
special operations in the Second World War. Characters will be civilians
and soldiers with magical talents, gathered by Bureau 5(b) of MI-5 to
form a specialised unit which will be travelling around Europe to
investigate occult activities and recruit, subvert or destroy the
causes. I will be borrowing John's concept of split character
generation: 150 points for normal skills and abilities and 75 points for
magical talents. (75 point disadvantage limit, which may be split
between the conventional and esoteric point pools. All numbers subject
to change.)
[etc.]
There will be no Cthulhu.
It got less gritty over time - not hurt by having 148 sessions with
three points awarded per session, so the characters became quite
powerful by the end. So did their opposition, though of course they
also exerted quite a strong selection pressure on German and Russian
magical operators, so the ones they met later were smarter as well as
more powerful. The plan was to have about one (monthly) session per
month of the war, but things slipped a bit; I never felt it lagged,
though. For any given month there was usually something in history
which would generate interesting adventure, with or without a magical
twist.
There are bottomless lakes of research to dive into for a WWII game
(actually easier than for a game set in the 1960s, because there's
less locked away under the cold dead hand of copyright). The players
helped a lot here.
The game started off pretty close to historical with hidden magic, and
while it deviated quite a bit by the end, the timeline was still
recognisable at least in the places the PCs were going. This was a
deliberate metagame choice: it meant research was still useful, and by
the time things started to drift I'd already absorbed enough actual
information about WWII that I found myself correcting common
misconceptions I met elsewhere.
The real trick, though, was to take NPC-running to extremes: I built
mental models of senior Nazi magicians, and indeed of senior Nazis
and various other important people, and tried always to determine how
the actual people would have acted had they found themselves in this
ahistorical world. (I'm quite glad not to have to have them taking up
space in my mind any more.)
And now, I suspect, I write the campaign bible, or rather two separate
parts of a campaign bible: how I went about picking and choosing
things to use as a response to the way my players were acting and what
they were enjoying, and separately from that a document of the choices
I did make, which German magical agencies are operating when, etc.;
there's certainly room in this setting for other stories to be told.
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