So, I finally managed to run some GURPS. Not the Travelleresque campaign that’s taking so long to prep I’ll leave it in my will, but the good old Flight 13 adventure!
Running this fortnightly, and have done 3 sessions so far. I got the players to make 100 point “everyman” characters suitable for a Dan Air flight from Newcastle to Amstedam Schiphol airport. Naturally the flight leaves on the evening of Friday May 13th 1988, and is called DA-13.
I started a FB chat group and fed lots of factoids about the time period to refresh everyone’s memories (we’re mostly in our 40’s and 50’s) before the session zero chargen.
After session zero I’ve managed to end up with some ‘interesting’ characters from my players, to whit 2 Doncaster miners on a stag do to Amsterdam (luggage was interesting), a female violinist who’s dad has a dodgy past travelling to New York for an audition, and a young woman who is going to Katmandu to climb Everest with one of the first commercial companies.
I’ve been dropping hints that this isn’t going to be a standard flight (where would be the fun in that?)
For session one, we’ve had the usual minor airport encounters (the nuns and lost child being memorable encounters) and some shenanigans in the flight (one of the miners is a smoker and couldn’t wait for the no smoking light to go out).
For session two things go wierd, with an unexpected storm, bright actinic type lights in the cabin, a pilot with a heart attack, and a delusional co-pilot. All standard parts of the adventure! After the players reluctantly stepped in and got control of the aircraft, they managed to get in contact with air traffic control, and landed it with the aid of an NPC (dual rolls for piloting, both had to fail for something serious to go wrong, but if one failed a minor incident happened). Problem is they’re in Austin, Texas and they already have the feeling all is not what it seems . . .
Even better, next session is on Monday 31st.
I’m still trying to find my feet with GMing, after a life of being a player. The best thing I’ve done - and best advice I can give so far - is be relaxed with pacing. Players can always move the action on, but starting at a slow, relaxed pace has been great for my anxieties, and its allowed the party to have a lot of interactions with NPCs. Having a published adventure also stopped my natural tendancy to massively over prepare (though I did go onto the weeds of British airlines in the '80s, created lists of news stories and chart hits, and did research on the aeroplane the PCs were in - a BAC 1-11 series 200 if anyone’s interested)