Campaign Overview

Mood

This is a campaign focused on a group of rabbits in a world full of predators. All of the non-human animals in our campaign are anthropomorphic, in the sense that they think in largely humanlike ways, with some limitations. Physically, they are all ordinary animals.

The GURPS Bunnies & Burrows sourcebook and, by proxy, the campaign materials on this site are all heavily inspired by Watership Down by Richard Adams, and the excellent animated adaptation directed by Martin Rosen. In formulating the setting and subset of rules I wanted to use, I skewed more toward Watership Down and the idea of a realistic world touched by the fantasy of talking, intelligent animals and light supernatural mysticism.

In this world, the supernatural exists, but the ability to harness it is limited, and not everyone believes such things are possible unless they see it with their own eyes. Human inventions fall into the same category: rabbits cannot comprehend the actions of humans and need special skills to understand the idea of simple machines and tools. Those who aren't versed in these skills will find the actions of mechanically- or creatively-inclined rabbits confusing or even illogical.

Danger is everywhere, and ordinary rabbits just try to stay within bolting distance of a burrow and live long enough to mate. But the players are extraordinary rabbits. Still, they should keep in mind that they are smaller than many other creatures in the world, and the primary mode of healing available is natural (rest and wait). If a wild rabbit is seriously injured, it will almost certainly die.

Gaming Style

This is intended to be a long-running string of adventures, in which the player characters grow into heroes and create bonds with each other. Rabbits love stories, and every rabbit dreams of doing something interesting enough to be in one.

Focus will be on role-playing and collaborative storytelling. It's good to be invested in your character, their past, and their motivations. Your character will grow over time as you get a feel for their personality. But make sure that your character makes sense in the game world. It's okay to be a little silly or play a quirky, funny character, but don't ruin the game for the other players.

We will generally go "rules-light." We will only roll dice when characters are testing some attribute or skill on their character sheet in a non-trivial way, or when true randomness is needed for some situation. That said, you are still expected to roleplay your disadvantages and quirks. Going against your character's stated nature qualifies as "non-trivial."

We probably won't be doing much combat, at least not to start with. That said, the players drive the direction of the story.