Various members of the Whartson Hall crew have had life happening and been unavailable for games, so @Shimmin and I put together a game explicitly designed to be episodic and played when some of us aren’t available.
As a complementary aside to the character generation episode, back in the white wolf days, we took to calling it the “overconfident merit” rather than flaw because was so common and seemed to work in character’s favor.
“Why are you two still on shore, rather than aboard this cool ship?”
“We’re the members of the party who aren’t Unlucky.”
“Are you kidding? Of course we’re lucky, we just won a contest! We got exclusive tickets to this luxury passenger liner that’s about to set off on her maiden voyage!”
Very enjoying this. Not that I understand what is going on at all! I’m sure it’ll be all explained soon, though. . By the way, is it a truism that all GURPS players tend towards creating the most Outre characters, or is that a Whartson Hall thing?
I know I have some vague ideas about bigger plots. I assume @Shimmin does too. But we haven’t colluded on them.
In the vast majority of GURPS games I’ve run or played in, there have been pretty specific restrictions on what you can play: you’re all 1940s magicians, or modern-day monster hunters, or whatever. I think this is the only one I’ve been involved with where I’ve actively invited the players to get inventive.
We’ve sort of consciously avoided planning a backplot, because the idea for Stroboscope was that any of us can drop in and out as players and as GMs, with whatever short-form adventures we come up with. Something may evolve over time, but a rigid metaplot wouldn’t have been the right fit.
Strictly speaking I think your original suggestion was for us to hail from various Infinite Worlds settings, but that went by the wayside somewhere around the point I said “dinosaur occultist”.