Tales of Noa Prim - Anthology Adventure Series

GURPS Fantasy Anthology Open For Players!

Of course, Roleplay- as well as System-Newbies are welcome.

“Tales of Noa Prim” is a GURPS game set in Noa Prim (homebrew setting of high fantasy and wild magic), but it’s not run as a single continuous campaign with one fixed core party. Instead, it’s an adventure anthology: distinct, clearly scoped Adventures that each tell their own story, while still allowing recurring characters and long-term character progression if you want it. You can join for a single Adventure with no long-term commitment, or keep playing the same character across multiple Adventures over time.

If you want, you can start and join a short “Session 0.1” to build a character together and immediately play a quick improvised intro scene; alternatively, you can join with a pre-cleared self-built character or pick from a set of premade characters.

Adventures are offered as short runs of sessions, sometimes with two storylines running in parallel. You decide per Adventure what you want to join, with flexible participation rather than a single locked-in schedule. All the specifics - sign-ups, scheduling, player counts, language handling, continuity, and fairness rules - can be found below.

If you are interested, you can reply here, send me a PM, or better yet, join MetaControl’s GURPS Server

This is (for now) an ongoing and open ended invitation.

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The Rules:

1. Core format

  • The game runs as an adventure anthology (“Tales of Noa Prim”), not as a classic long-form campaign with a fixed core party.

  • Each “Adventure” is self-contained, but recurring characters are allowed.

  • Tone/scope: more grounded than high-epic; lower power level (“lower-range heroes”) and simplified races.

2. Entry / character creation (Session 0.1)

  • Session 0.1 is optional but recommended.

  • Session 0.1 is run with 1 to a maximum of 3 players.

  • Content: build a character together, then immediately play a short improvised “trial scene.”

  • Alternatives: you may bring a finished character, but clear it with the GM beforehand; premade characters are available (a pool/assortment).

3. Adventures / structure

  • An Adventure runs for 1 to several sessions, typically 3–5.

  • Usually, two storylines run in parallel in a loose 2–3 week pattern.

  • Participation: you can play in one storyline or both.

  • Character choice: you may use the same character in both storylines or different characters.

  • Consistency expectation: within an Adventure, try to keep the same players and characters; between Adventures, changes are fine.

  • Premade note: premades may be swapped between Adventures; it can happen that the same premade character is played by someone else in the other storyline.

4. Sign-up / participation flow

  • Each Adventure gets a post + a calendar entry for “Session 1.”

  • Participation is by signing up for a specific Adventure.

  • For Session 1 you bring either: (a) a Session 0.1 character, (b) a pre-cleared self-built character, or (c) you pick a premade.

5. Scheduling rules

  • Session 1 date is set by the GM.

  • Follow-up dates and frequency are set by the group of that Adventure.

  • Day/date requests are considered; polls may be used to find preferred weekdays.

  • GM baseline requirement: play at least once per month and get 6+ hours of playtime (as a block / within the scheduling cadence).

  • GM veto: the GM reserves veto rights on time/date; if the GM can’t make it, there is no game.

6. Player count / slots

  • Minimum players per Adventure: 3 (unless an Adventure is explicitly designed for fewer).

  • Typical maximum: 6 (may vary by Adventure).

  • Slots are first come, first served.

7. Cancellations / fairness / strikes

  • Cancellation expectation: free up your slot in good time; one week before is a sensible deadline.

  • Strike rule: if you are signed up after the deadline and do not show up, you get 1 strike.

  • Strike rule (follow-up sessions): no-showing a follow-up session without prior notice = 1 strike.

  • Consequence: 3 strikes = you’re out and can’t join Adventures for a while.

  • Cooldown: a strike cools off after 3 months.

8. Dropping out mid-Adventure

  • If someone can’t make one or more sessions, the Adventure continues without them as long as the minimum of 3 players is maintained.
  1. Character continuity / progression
  • Recurring characters are allowed and encouraged.

  • Transfer rule: experience points and equipment gained in previous Adventures can carry into a new Adventure if you keep playing the same character.

  • Time logic: Adventures are usually not set at the same in-game time to avoid “meeting your other self”; exceptions are possible if there is no character overlap.

10. Language rule (German/English)

  • If, by the signup deadline, more than one English speaker is signed up, the game will be run in English.

  • Discord preference tag: set your nickname to [X/Y], where X is your preferred language (D or E) and Y is the other language you’re also comfortable with; if you only have one, use that.

11. Discord

  • While joining discord is not a prerequisite to play, it is highly recommended, as much of the game talk, house rules and world details can be found there. So make sure you join MetaControl’s GURPS Server
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