11-21-2018, 12:35 PM | #1 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Pyramid #3/121: Travels and Tribulations
While there are exceptions, most roleplaying adventures involve the heroes going somewhere cool, or at least dangerous, and then doing things that are . . . cool, or at least dangerous. This places a heavy burden on the GM, who's expected to come up with not only intriguing problems for the adventurers to solve, but also interesting destinations for them to visit and perhaps even things for them to do while they're traveling between hot spots. It's often necessary to motivate the players to accept the quest or mission, too.For adventurers Pyramid #3/121: Travels and Tribulations comes at these challenges from every angle, offering a variety of inspiration to the GM in need of ideas for the next battle, journey, adventure, setting, or campaign: The Department of Unconventional Philosophical Resolutions— Store Link: http://www.warehouse23.com/products/SJG37-2721
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-24-2018, 07:02 AM | #2 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Pyramid #3/121: Travels and Tribulations
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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11-24-2018, 04:49 PM | #3 | |
Join Date: Mar 2013
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Re: Pyramid #3/121: Travels and Tribulations
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Which reminds me, are we going to get anything on atompunk? |
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