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Old 07-20-2016, 10:28 AM   #15
Zoomfarg
 
Join Date: May 2012
Default Re: GURPS as a convention game

I haven't run GURPS at a convention, but I do have experience introducing new players to the system in short, con-game length sessions (including folks entirely new to RPGs).

For setting, I would say run what you're comfortable with, even if that's generic medieval ish fantasy. If you decide to run generic fanatasy, maybe try to show what GURPS can do that D&D doesn't, like maybe some stuff with status, allies, enemies, etc.

When I introduce new players, I emphasize two things: GURPS can do anything, and playing is straightforward (roll 3d6). I try to hide the fiddly bits. I hide most environmental skill modifiers, except for things super obvious in a scene. So, I might give a penalty for darkness, but not for attacking someone standing on a table. I don't explain anything about character points except that things that make you better cost character points, and things that make you worse give you character points.

For example, when I introduce new players to GURPS with fantasy, I always use verb/noun flexible magic from Thaumatology, especially with totally new players. It highlights flexibility, it's intuitive, and it's really different from D&D or video games. Sometimes I even totally ignore spell energy costs (if everyone plays a magic user).
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