Quote:
Originally Posted by Kromm
I'd never run a GURPS campaign on a budget smaller than 250 points just because I'd have no players . . . so I'd counsel ditching the implied zero-to-hero style of Harkwood and going with 250-point super-knights who can win 27 jousts and still have enough oomph left to hit the dungeon for some quick looting afterward.
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You wrote the book(s), so I had better listen to you, but I might still try to get by with 200 points and giving out 4-6 per session.