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Worlds Enough and Time |
A GURPS 4th edition campaign, Worlds Enough and Time is set in the universe of GURPS Infinite Worlds, where the valiant agents of Infinity Unlimited protect their world, Homeline, from other parallel realities, and police the myriad timelines.
Thursday 12:00 pm at Gen Con 2007
Santa Fe/Lincoln room, Marriott Indianapolis Downtown
Someone has kidnapped the beautiful daughter of Roman trader M. Aemilius Drusus. Aemilia Drusilla's due to be married. If she doesn't show up at the wedding tomorrow, it's an insult to the groom's noble family. The engagement will be canceled. Distraught, Drusus hires freelance adventurers to find her. Unbeknownst to him, you are Infinity Patrol penetration agents with your own agenda. History shows that a very important meeting occurred at the party. If you can't rescue Aemilia, the timeline may well shift to another quantum, with dire consequences. Who's tampering with the fate of the empire - and reality itself?
Friday 9:00 am at Gen Con 2007
Room 139, Indianapolis Convention Center (Steve Jackson Games demo room)
A team of I-Cops rushes to a historical echo's Heian-period Japan to prevent one piece of a vast Centrum plot, tasked with identifying their foe. Immediately, they are embroiled in the insidious politics of feudal Japan; left outmaneuvered, double-crossed, confused, and confronting Centrum agents wielding technology unlike anything on record.
Saturday 12:00 pm at Gen Con 2007
Room 139, Indianapolis Convention Center (Steve Jackson Games demo room)
The enemy's reality-shifting plot threatens to ravage crucial parallel worlds. The one man who can stop them is an exile on the prison world Coventry, and Infinity is oddly silent to retrieval requests. Amid the chaotic Napoleonic Wars, an ISWAT team seeks the impossible-a way in & out of Coventry from outside Homeline!
By this point, the Patrol knows something of the enemy's nature and plans, but critical information is still lacking. This time, you'll be playing members of an ISWAT team - the special operations elite of the Infinity Patrol - charged with hunting down and stopping the foe. There's only one source for the crucial intel you'll need to succeed, though, an enemy agent that the Patrol has captured. Why won't anyone let you talk to him? For some reason, you can't get access to him, so you're going to have to break in to find him. Unfortunately, he's on Coventry. It's not called a prison world without good reason: only Homeline-based parachronic conveyors can get there. A Patrol rumor, though, offers you one chance. There might be someone who can help you reach Coventry, but to find him you'll need to visit E-215. It's a historical echo, local time June 1815, where Infinity's agents are trying to keep history on track, lest that world become Bonaparte-8, possibly shifting to another reality quantum. You'll just have to visit the field station at a little town called Waterloo...
Tournament Final - by advancement only. Sunday 9:00 am at Gen Con 2007
Room 139, Indianapolis Convention Center (Steve Jackson Games demo room)
With their foe's face is revealed at last, Infinity is compromised and unable to act. A ragtag assortment of off-world agents band together in ancient Egypt to do what must be done. But how do they succeed against a foe with years to prepare, where any misstep can set off reality quakes? Whose followers are utterly convinced that they perform the will of a god?
In answer to some questions we've recently gotten from players:
If you'd like to be in one or more of the games in August, register at the Gen Con website. More information will be posted here as event pre-registration approaches. Either way, get in touch. We'd like to gauge the level of interest in order to better prepare, and we're open to input from potential players as we design the campaign. We have a development wiki with information about the games' PCs, available to registered players.