10-08-2020, 08:30 PM | #31 |
Join Date: Feb 2007
|
Re: How would you promote GURPS to RPG newbies?
GURPS lets you play the character you want in the universe you want, which operates by the rules you want, with the rules defaulting to reality. The basic system is simple and there is tons of optional detail if you want it.
__________________
GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
10-08-2020, 08:52 PM | #32 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: How would you promote GURPS to RPG newbies?
That's maybe a little too simple. "The character you want" is an appeal for the players; but "the universe you want," "the rules you want," and probably "optional detail if you want it" are appeals for the GM. The same person wouldn't benefit from all of these.
__________________
Bill Stoddard I don't think we're in Oz any more. |
10-09-2020, 04:01 AM | #33 |
Join Date: Aug 2004
Location: Helsinki, Finland
|
Re: How would you promote GURPS to RPG newbies?
"Unlike DnD, GURPS is not limited to semi-medieval dungeon fantasy."
__________________
[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
10-10-2020, 09:35 PM | #34 |
Join Date: Feb 2020
|
Re: How would you promote GURPS to RPG newbies?
For players completely new to RPGs, I agree about selling the game, not the system.
Helping with character creation is also important: while GURPS doesn't have "trap options" per se, the sheer number of skills makes it easy for new players to miss something essential to their concept. Kromm's list of skills helps here, and I expect wildcard skills and templates would too. For players coming from D&D, GURPS gives you both a better range of settings and more genres within them. Pathfinder etc. tend to break down once a game stops being about combat, but GURPS has well-designed mechanics for things like politics or inventing. (Grittier defalt combat also gives PCs a reason to avoid it!) |
10-11-2020, 07:49 AM | #35 |
Join Date: Oct 2010
Location: FL
|
Re: How would you promote GURPS to RPG newbies?
I've been running GURPS for RPG relative-newbies to an experienced D&D player/DM recently. Mostly I just said: I'll GM, here's the system, I'll help you out with mechanics.
I think the biggest selling point for them has been the degree to which, between setting and system, it allows me to say "yes" more easily than, say, D&D. It's a fantasy game: the PCs include a moth person and an uplifted rat (like, literal, 5" rat) wizard. Maybe I could say yes with D&D, but it would be more work than taking 15 minutes to stat up a moth person.
__________________
Formerly known as fighting_gumby. |
10-11-2020, 08:41 AM | #36 |
Join Date: Dec 2005
|
Re: How would you promote GURPS to RPG newbies?
Pitch the setting, not the system and use very cut down character creation or pregens. One way to go is use GURPS Lite and hand out 20 points to customize a 130 point template. But if the players have no rpg experience it's best to use pregens. Also, use a well known setting that appeals to your target audience. I find Harry Potter easier to sell than marsupials of ancient Rome for some reason.
__________________
http://www.neutralgroundgames.com |
10-11-2020, 08:51 AM | #37 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: How would you promote GURPS to RPG newbies?
You start them on the easy stuff, like a converted setting. Then, when they're hooked, you spring the Latin marsupials on them.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-11-2020, 10:07 AM | #38 |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
|
Re: How would you promote GURPS to RPG newbies?
Agreed on the "interactive storytelling" approach. My wife had played card games and board games, but never an RPG before. She wanted to play as a heroic squirrel saving her forest from various threats.
I handled the GURPS mechanics, and the game is mostly social interaction, with a bit of puzzle solving. Every so often, dice come up and it's just a simple 3D6 vs. the skill with a few modifiers. It's quick, it's clean, and it lets us focus on the story and characters and funny little voices as she likes. For RPG veterans, I've found that they're also happy to play GURPS if the GM is willing to do the heavy lifting on character generation and progression. I've had a player ask "can my PC discover she's a {whatever hybrid here}?" or "I'd like to try out spellcasting for my centurion, can we do that?" For players who like to explore other options, I'll share rulebooks and supplement books and ask them what they're interested in. One player was mostly a combat swordsman, so he took the Martial Arts book and worked a few pre-arranged combat maneuvers (with modifiers prepped) using Extra Effort rules and so forth. |
10-11-2020, 11:20 AM | #39 |
Join Date: Feb 2016
|
Re: How would you promote GURPS to RPG newbies?
As long as the GM is willing to do the heavy lifting, GURPS can actually be one of the simplest systems for new players (roll 3d6 against z, which is x +/- y, and you succeed if you do not exceed z).
|
10-11-2020, 04:55 PM | #40 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
|
Re: How would you promote GURPS to RPG newbies?
Yes. My mantra to new players at gaming conventions is: "If you can roll three six-sided dice, you can play GURPS."
__________________
GURPS Fantasy Folk: Elves My first GURPS supplement Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia |
|
|