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Old 08-28-2015, 02:14 PM   #27
Gnomasz
 
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Join Date: Aug 2009
Location: Poland
Default Re: How to tell players what they can do?

Quote:
Originally Posted by whswhs View Post
I always start off campaigns by sitting the players down together, in the same room, talking with them about the campaign, and asking them to come up with character concepts and to agree that the different concepts fit together.
I've had one bad experience with that while trying to assemble a group out of my non-gaming friends. After figuring out who wants to play what I've focused on making characters for everyone, essentially talking only with one person at a time. The rest was then sitting idle, having no clue what I'm talking about trying to flesh out all the traits for character. That was a rather bad introduction to role-playing. But I guess I just have been rushing too much and could have called it a day with just the general concepts in mind – now I've got a lot of ideas of how I could have done it better and it shouldn't be an issue now as most of my players run GURPS themselves, but it is there in the back of my head.
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