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GURPS Supers Campaign, could use feedback.
So I've been tossing around a GURPS Atomic Horror/Supers/Space kind of game, the sort of thing where the players make 100-pointers in GURPS Lite to start out then add 350 points in advantages and such after a session or two.
Set in 1950, flying saucers, shooting for a classic appearance, using some updated versions of the species from GURPS Aliens.
I'm tempted to use yet another classic (Nazis on the Moon) as a sort of tutorial once the PCs get their super-abilities, but.. is that too cliched?
Nothing is too cliched but as a system Gurps scares me because of its complexity. Regardless, Delta Green (Cthulhu + X Files), ticks all your boxes and you should definitely use it at least as inspiration.
Good idea, mrbig.. I've heard good things about Delta Green and incorporating elements from there could do a lot to emphasize the mind-boggling alien-ness of it all.
I did a Delta Green campaign. It was weird, X-Filesque and deeply unsettling. All kinds of awesome.