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Old 10-05-2013, 06:23 PM   #11
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: What would I need to run Fallout with GURPS?

The main thing you need is awesome old music. :D

Quote:
Originally Posted by StreetBushido View Post
I've also got a bit of a bonus question. I've heard that if you're going to GM GURPS you may want to create a list of skills specific to your game. For instance removing "Drive/Pilot" for a fantasy game or "Knowledge (Magic)" for a "realistic" modern game. When creating a skill list, what is a good number of skills? I can imagine that if there are too few skills, everybody will be good at everything. While if there are too many skills, everybody has to be very specialised, or everybody is sort of iffy at everything.
I personally only take a pretty vague look and think about what things wouldn't be suitable or important. I don't actually make a revised, cut-down list, per se; I'm just prepared to say "that skill doesn't exist in this setting", much like I'm ready to say "No, you can't have Magery, this is a no-magic setting".
Were I to make an actual list, I'd probably cut it down to about ... a hundred?
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