, his was proud to trace his lineage back to the first elves of Middle-Earth. Mine served Arioch and promoted Chaos, his was dedicated to thwarting the demonic servants of Morgoth in all their forms. I was Moorcock, he was Tolkien. Then we met.
Our characters were meant to work as a team, uniting to survive against the multitude of the Planes. Instead, we were natural enemies, and it took the GM desperately invoking divine intervention from our respective deities to get us to stop trying to kill each other. And even then we were quite willing to watch the other get beaten to a bloody pulp, tortured, etc.
So what, you ask, is the point of this diatribe? Well, GURPS is a very flexible system. The GM had Compendium 1, which only added to this. By creating our characters independently using these rules, we ended up with natural foes who could not work together, and all hopes of the intended campaign were dashed (sorry Shadowmage). The moral therefore is; be careful with this game, and always keep a watch on the players. On the other hand, it was also one of the most fun games I've ever played, and the tension between the characters was great fun to act out. So in this way, the lack of co-ordination worked. The question for you, M. GM, is ... which is more important to you; trying to run a serious plotted game, or letting the players run wild? Neither of these is better than the other, but you really should decide on one before getting started, or you might just end up wasting a lot of time. That's it. You can keep surfing now.
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Vanyar - The Vanyar were the first creatures to be created, elves, in J.R.R. Tolkiens' The Silmarillion. They were pure, noble, virtuous, etc., and generally make me want to retch.
Cambion - Cambions are, for those of you who do not know but may care, a form of Tanar'ri (Chaotic Evil demons) in the AD&D Planescape setting.