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Old 05-14-2012, 09:18 PM   #28
Jovus
 
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Join Date: Sep 2008
Default Re: Novice GM running GURP fantasy odyssey

Quote:
Originally Posted by Mister Negative View Post
This is very good advice. It's a good source of protection for novice players, and it's a good source of 'narrative control' for those with experience ("Whaddaya mean Legolas misses?").

In addition, the one thing separating "adventurers" from "travelers who got 'et" is luck. They might as well have it on their sheet.
Also, if you want to wean them off of it, I'd recommend giving them X tokens for the length of the campaign, where X is a number suited to your tastes. (Off the top of my head, I'd say about as much luck as they'd be able to use through the first fourth or third of the campaign, as planned.) If you do this, don't charge them for it, or charge them a cut-rate.

This has the effect that they can use their luck when they need it, but it isn't unlimited by any means. Also, they'll probably keep one or two tokens for later on, and use them in an awesome fashion.
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