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#1 |
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Join Date: Dec 2008
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I'm looking to form a group of GURPS 4th at home.
But I'm with some difficulties:
Then friends, any tips for me about these points? Thank you! ;-) |
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#2 | |
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Join Date: Sep 2004
Location: Medford, MA
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2) Start simple. Don't worry. You'll be fine as a GM. 3) Your players are new? That's great. That means they won't have any bad habits. New players are great! Help them make their characters and have a great time. 4) I don't get this one. 5) So some stuff is in English. Since your players are new, you are going to have to guide the players through everything anyway. You are there guide. All they need is you. But back to #2) Stick to the basics. With passion you will be great! |
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#3 | |||||||
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Join Date: Feb 2009
Location: NYC
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I'm almost certain there's notes for doing a HP campaign floating around on the board, and everyone knows Harry Potter. Quote:
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Be flexable. Have faith. And remember, You're the GM, You're God. Last edited by Nemi3e; 09-14-2009 at 11:17 PM. |
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#4 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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I think he's afraid that he'll leave a bad impression with them, or that they'll dismiss it as no different from other RPGs, and/or that they will do stupid things (such as learn what they need to know from an NPC and kill them, rather than treating them as a person).
RPGs require a level of commitment on the part of players. If they come to the session with negative opinions, chances are, your game won't change their minds. Instead, look for players who really want to play. You won't need to spend your time persuading them that RPGs really are fun and something to take seriously, and the more skeptical players will have a chance to see what those players are doing and maybe come around. Pick your players carefully and patiently. Take your time and let your group form. Send out some feelers. You'd be surprised who is out there. Also, failure is an option. Putting together a good group takes time. Some of your first players won't make it and you'll likely need several tries to get it right. Stick with it, though, and it'll work. |
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#5 |
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Join Date: Jun 2005
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So far as picking something to run, I suggest giving your players a short list of options. Pick half a dozen published fictional sources you like, or fictional genres where you have an idea for an original setting, and hand out the list to your players, so that they can vote for the ones they like. Then run one that everybody likes.
For getting your players into roleplaying, you might like to start by drawing up enough characters for everybody, plus one or two extra, and let them pick. Give them a few character points to customize their characters, but do the design of the main adventuring skills and make sure they work well. Templates in 4/e books are your friends for this. Once they've had a taste of play, you can then invite them to build their own characters. In general, try to do things as collaboratively as possible. This is a shared storytelling activity; your job is not to tell a story to your players but to weave the stories they come up with into a unified story that they all find satisfactory. I hope this helps. Bill Stoddard |
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#6 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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If it beats sitting around flipping through channels, you've made it. |
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#7 | |
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Join Date: Jun 2009
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2.) i know what you mean. i havent played for a long time myself and only recently came back to mastering. the first few times were a rough ride, but it worked out. now i am back. :-D what helped me: i had some trouble managing combat situations. i wrote a list of combat sequence and effects of injury. for personal reference. so in the real situation i just had to look at my list. worked out fine. 3.) throw them right in. maybe use pregenerated characters for a first shot. translate them, hand them out and tell them what kind of abilities they have. then describe the general situation in which their characters are and just ask them: what are you going to do? this worked fine for my group, mostly first time players too. 4.) that will happen. for sure. almost everybody that got introduced to gurps wants to take disadvantages like sadism, bloodlust, impulsiveness, overconfidence. this is my experience. and the usual stuff that new players want to see what flies.. well, they will learn after one or two character deaths. no worries. just play it through. if they kill people, let them deal with the consequences. and if they are clever about it - then so be it. 5.) in my new group they dont understand english either. i wouldnt go to all the trouble of translating. do the characters yourself or use lenses. give them a narrow selection of available abilities. this helps. the sheer complexity of gurps is overwhelming for new players. good luck, and tell us how it works out, ok? |
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#8 |
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Join Date: Dec 2007
Location: Zagreb,Croatia
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Maybe try with only 2 players for start.Ones you think could be more interested.
-Things will evolve faster -they wont chat about last day on work,dippers..whatever,while another players turn is on(getting into character and world is very important) -you will have easier time and feel more comfortable -make a list of: *fantasy: few movies/boks/TV series *today/Crime : same *today/espionage: bond and similar *today: special forces,freedom fighters,terrorists ... *future: space operas,cyberpunk .... ...than ask them what movie/type do they like most ... and try to get as close as everyone wants it REMEMBER: PCs are main characters in GMs story. People want to "get away" from everyday frustrations with rpg...let them feel heroic. Theyre your friends....figure out what "ticks them"(as real people) ... use it in rpg to stimulate them. |
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#9 |
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Join Date: Nov 2006
Location: Arkansas, UARK
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#10 |
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Join Date: Sep 2004
Location: Medford, MA
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And sometimes experienced players are obnoxious. But generally prefer the ways in which new players can be obnoxious...which generally runs into needing to be hand held a bit...much more than the way in which experienced players can be obnoxious...which can run into argumentative, jaded, rules lawyerliness.
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