Here's something you learn in school and kinda forget until it happens: you can get rubella even if you were vaccinated. It's not nearly as bad as I thought it would be, but my GP insisted on an additional week of bedrest after seeing my results. I'm OK with that, thankful for feeling well enough to enjoy three weeks of medical leave.
For the foreseeable future, my time is divided between reading up on Traveller and GURPS and porting my thunderstorm simulation project from C++ to Rust. The latter is extremely tedious and the result is going to be less efficient performance-wise, but I'm doing it in hopes of making the long-term maintenance less of a pain in the arse. Though, honestly, it's worth the effort purely for memory safety reasons.
The abovementioned game idea with GURPS is something that I'd like to pick your brains about, Hubski. I want it to start as a slow-burning campaign in a hard sci-fi setting. It's the year 2170, humanity slowly colonises both the Earth's seabed and the solar system alike (unmanned travel at up to 0.01c speeds, fusion power and second-generation Martians are a thing), and all the other details. No aliens, though. In terms of general tone, humankind is somewhat enlightened but ultimately pragmatic rather than unwaveringly idealistic (in Star Trek terms, leans more toward DS9 or ENT than to TNG). I could write you a 10k design document about the setting, but let's keep it minimal. The player characters start their four-year tour of duty as workers/officers on the Titan's first mining colony. They can pick almost any roles in any section, from second in command all the way down to Dave Lister.
For a first session or two, there will be almost no action, as I want the players to get familiar with the station and mingle. Afterwards, month or two after the end of the events of the last session, they'd witness a series of malfunctions that should hint them the possibility of mission sabotage, possibly even injuring one of the characters a bit in the process. Most of the game will depend on how they'd like to go from there, but it's likely to gradually escalate from "it's important to maintain peace and put stop to rumours" to general unrest to panic over the span of 10-15 sessions. You get the idea, hopefully. While all that happens, players will notice that various things are missing or being misplaced, hydroponics develops problems bordering on unsustainability, the number of malfunctions in their department(s) rises in both frequency and severity until at some point someone will disable the communications array, effectively cutting them off for weeks. And it's not only off-world communication, but the local comms are almost guaranteed to go down as well. That's my setup for the second half of the campaign when I'll whip out Call of Cthulhu rules and mythos.
It doesn't need to end there and I'd gladly make a continuation. Either for new characters trying to piece together what happened or let the survivors figure out how to deal with this new threat to reality in a world that's supposedly ruled by science with mankind on top of its game. Regardless, that's a very high-level idea with some unlikely to change details mixed in. I usually don't do that much planning as a GM and tend to play it by the ear with only general notes/guidelines.
Now, do you think it's viable or should I stop writing campaigns while sick and medicated? It sounds great in my head, but I'm afraid it would be, for lack of better word, too subversive. Opinions? Suggestions?