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10-30-2009, 09:56 AM | #41 |
Join Date: Jul 2008
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Re: With a game like GURPS, where are the guidelines for designing adventures?
But...it is already in print. With a specifically combat bent, but all the basic ideas are there IIRC.
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10-30-2009, 10:04 AM | #42 | |
Join Date: Nov 2008
Location: Pennsylvania
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Re: With a game like GURPS, where are the guidelines for designing adventures?
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This is pretty much exactly what happened in both a game I was running and a game in which I was player where a similar thing happened. In the game in which I was a player, I witnessed an Ogre PC get trapped in a chamber he was too big to get out of while the kobolds pelted him to death with slings. |
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10-30-2009, 10:11 AM | #43 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: With a game like GURPS, where are the guidelines for designing adventures?
I ask Kromm about this in one of the now deceased fnordcasts... he said much of what has been said here. He also added that there are two kinds of monsters - the Mighty Glacier and the Fragile Speedster (although he didn't call them that).
The Mighty Glacier has high ST, DR and HP, low DX, Move and Dodge and low-to-average combat skills. He doesn't hit often but what he hits, he kills. A T-Rex is an excellent example of this, but note that their is nothing to say that a Mighty Glacier has to be stupid. The Fragile Speedster has low ST, DR, and HP, high DX, Move and Dodge and high combat skills. His trick is to attack many times, and from awkward positions, bypassing his enemies defences with sheer skill and speed. On the other hand, he doesn't do much damage - he wears down his enemies. Someone like the Flash is an example of this. Combining the strengths of the two, like in a traditional dragon, is an excellent way to kill an entire party.
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10-30-2009, 10:22 AM | #44 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: With a game like GURPS, where are the guidelines for designing adventures?
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Bill Stoddard |
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10-30-2009, 01:06 PM | #45 | ||
Join Date: Apr 2006
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Re: With a game like GURPS, where are the guidelines for designing adventures?
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Combat in D&D is considerably more predictable. Character and creature design are both guided by the idea that as things become more powerful they should do so in a well-rounded way; thus, not only does the 8HD monster have more HP than the 2HD monster, it also has better armor, more special abilities, a higher chance to hit, does more damage when it hits, resists things like magic and poison better, and so on. Also, the game is geared toward combat, with a minor emphasis on things like sneaking, spying, and exploration. Consider the examples people have offered where the 100-point sniper with the high Guns skill kills the 1000-point emperor. That kind of thing doesn't happen in D&D: a low level chracter would be incapable of having a really good chance to hit, and the emperor would have enough HP to render the sniper an irritant rather than a deadly assassin. GURPS doesn't, and can't, rely on the sorts of broad assumptions that D&D makes with ECL and Challenge Ratings. Even even D&D gets it wrong (see: sneaky kobolds). Quote:
None of this is to suggest that GURPS is intended to be "off-limits" to new GMs. However, it would explain why there's less GMing advice in Campaigns than you wanted, and why most of the people in this thread are basically okay with that. I think a lot of the posts in this thread saying "you can't do that" (including mine) are based on the idea that you already have a basic understanding of encounter design in an RPG, and that you want something more specific like D&D's ECL and CR that you can use to slap together foolproof encounters. Yes, you can't do that. But as you've noted, it's possible to apply more general guidelines, and I think if more people had realized that was the kind of thing you were looking for, they'd have been less negative in their responses. I'll stop trying to speak for everyone now ;p |
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10-30-2009, 08:50 PM | #46 |
Join Date: Apr 2009
Location: South Shore-ish, MA
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Re: With a game like GURPS, where are the guidelines for designing adventures?
I'll just toss in that, having whipped through this thread, maybe there is a place on e23 for the "GURPS Dungeon Master's Guide", if you take my meaning.
A LOT of it would be in the form of the advice that has been given here. Basic (Campaigns) isn't it. Campaigns really is the perfect GM counterpoint to the Characters book, but it presumes you understand a LOT about GURPS that you may or may not understand. A perfect example is the whole "screw CP after you make the PC's" concept. That threw me for a loop when I read in the forums and, while it makes complete sense, I'm left with the feeling that it should be printed in 72pt type on the first page of Campaigns. :) As people have noted, balancing the game is about skill levels, etc. It's also important to remember that the advice that works in my 6B.C. Mayan CyberMage campaign may not work in your Victorian Pixie Zombie campaign, but there are definitely basic concepts that could be compiled into a whole. Personally I think someone could scavenge through the forums here and create such a document. Notice I'm not volunteering, although it's a tempting idea, I suspect someone else could do it better than I. |
10-30-2009, 09:18 PM | #47 | |
Join Date: Sep 2007
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Re: With a game like GURPS, where are the guidelines for designing adventures?
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There's no substitute for experience, judgement, playtest if you've got the time, and adjustments on-the-fly in any system. |
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10-30-2009, 10:03 PM | #48 | |
Join Date: Aug 2004
Location: Pittsburgh PA USA
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Re: With a game like GURPS, where are the guidelines for designing adventures?
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I'm not sure how much help it will be to inexperienced GMs, but there's a somewhat intimidating adventure submissions outline (101K .doc file) linked from the Wish List that lists a lot of things that could be considered when designing an adventure.
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Cap'n Q When we remember we are all mad, the mysteries disappear and life stands explained. -- Mark Twain |
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10-30-2009, 10:13 PM | #49 | ||
Join Date: Aug 2004
Location: Pittsburgh PA USA
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Re: With a game like GURPS, where are the guidelines for designing adventures?
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Cap'n Q When we remember we are all mad, the mysteries disappear and life stands explained. -- Mark Twain |
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10-31-2009, 03:12 PM | #50 | |
Join Date: Jul 2006
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Re: With a game like GURPS, where are the guidelines for designing adventures?
Except it could, in the Eberron setting. One of the strengths of the setting (as far as I was concerned) was the idea that player characters were pretty much the only "heroes" on the world. NPCs are almost always incapable of taking PC class levels, and often don't rise very high even in NPC classes (like warrior, aristocrat, etc.) So, instead of every barkeep being a retired 15th level fighter or the King being a 20th level Paladin (or even a 20th level Warrior), the King is instead a 4th level Aristocrat/1st level Warrior.
Of course, that was in 3.5 and 4th edition has taken this good idea away from the setting. Quote:
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adventure design, gming |
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