December 2nd, 2019: I've been designing another GURPS campaign, this time it's a GURPS Supers campaign centred around a villain who has a "buddy" relationship with the suburbanite family whose house is just above his underground lair's newest expansion (as they discover to their mutual annoyance). It's a complex story that spans continents and (later) times, and it made me realize a couple of things: A: I am incapable of roleplaying an evil character (they all end up redeemed somehow) and B: I don't think I really like designing RPG campaigns, I just like writing stories. Seriously, I started writing an outline of the main character (the villain), and got carried away - three hours later, what started out as a point-form list of traits and abilities became a twelve page origin story, and spoiler alerts for things I haven't built up to yet.. AND THIS IS JUST THE FIRST CHARACTER! But, that's how it is with me... if you'll remember last year, I wrote a campaign for Car Wars that was meant to be a simple exercise in vehicular combat in a busy urban setting, but ended days later with me having written city ordinances, a bus schedule, a "wandering monster" encounter list of stock cars to simulate traffic, traffic shaping and route planning, etc etc. What was supposed to be a simple "what happens if we got into a fight in rush hour" scenario became an entire virtual city with laws and emergency service response times that would be HELL to actually play (let alone GM). I think I need to step back and try to do something small-scale for a change.