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Old 05-17-2012, 05:01 PM   #45
RyanW
 
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Join Date: Sep 2004
Location: Southeast NC
Default Re: Novice GM running GURP fantasy odyssey

Quote:
Originally Posted by Grouchy Chris View Post
I would also suggest making this a risk-free, commitment-free activity for your players, so they can try things without worrying that it's going to be the death of their character. They can also learn about what works and what doesn't when they're picking traits and equipment. It's no fun for the player if they learn that dual-wielding quarterstaves isn't, in fact, practical, and then have you tell them that they're stuck with it.
I've mentioned this before but it bears repeating: I have a house rule when I GM of treating the character sheet as a rough draft through the first few sessions. Massive changes (switching from a knight in shining armor to a magically enhanced thief) require explicit approval, but switching weapon skills or deciding that disadvantage isn't as interesting for your character as this one as this one are fine.
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