05-05-2021, 06:10 AM | #71 | |
Join Date: Aug 2004
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Re: How to Be a GURPS GM: Managing Expectations
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However, I think Kromm's point may have been that new players don't even get that far, because the old players keep saying things like "to really play, you need these 5 books and do all the cross-referencing yourself" and "to really do it right you need these 8 books and these 10 or so old Pyramid articles, and..." I could go on a rant about that just as easily as I could go on a rant about "what I would improve if I were in charge of GURPS and had infinite time/cash." But neither rant will help new players get into it; in fact, either rant will probably drive new players away. |
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05-05-2021, 07:23 AM | #72 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: How to Be a GURPS GM: Managing Expectations
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Toward the end of the third edition, it was basically impossible to write a supplement that didn't tell you to use half a dozen other supplements to get all the rules the supplement expected you to have, not to mention the fact that the revised Basic Set and at least one of the Compendia were required. In the fourth edition, you mostly don't have that problem. Books like Powers and Martial Arts are not required to play the game. Supplements like the Power-Ups series are not required. Rules found in Dungeon Fantasy are not required. The stuff you get in Pyramid is all very optional. So when people say things like they have to search through fifteen years' worth of supplements to get all the rules they need, and this is therefore not newbie-friendly, they're wrong. No one needs to collect all the supplements to get all the rules. That was a third-edition problem, not a fourth-edition one. All you need is the Basic Set. Honestly. A supplement dealing with your desired campaign can be a great help, but no one outside of the scope of the supplement needs those rules. Even someone running a campaign covered by a supplement doesn't actually NEED that supplement most of the time. There are some exceptions to the fourth-edition structure, of course. Powers got some basic rules that there just wasn't enough room for in the Basic Set. The spell selection in the Basic Set isn't really comprehensive for a standard fantasy campaign — the third-edition Basic Set's selection was better — so Magic is usually really important for a campaign regularly featuring wizards. Bestiary never got made, so people feel compelled to collect animals and creatures from various supplements and fan sites. So I'm not saying the fourth edition is perfect, not by a longshot. But an overwhelming number of required supplements just isn't a fourth-edition problem. It's when newbies ask what books they should get, and GURPS forumites start listing twenty-eleven supplements at them, that the problems arise. |
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05-05-2021, 03:50 PM | #73 |
Join Date: Dec 2012
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Re: How to Be a GURPS GM: Managing Expectations
I sort of wonder if the company might be able to boost interest (and thus sales) by publishing or licensing fiction set in worlds SJGames already owns the rights to, like Yrth, or the Infinite Worlds oversetting. Of course, there may be logistical problems with this that I'm not considering (other than 'Who is going to write it?').
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
05-05-2021, 03:55 PM | #74 | |
Join Date: Dec 2020
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Re: How to Be a GURPS GM: Managing Expectations
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05-05-2021, 09:09 PM | #75 |
Join Date: Apr 2020
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Re: How to Be a GURPS GM: Managing Expectations
I think the "Powered by GURPS" idea is a marvelous way to go. Pack up all the rules for one particular game type and that's what you need. There's a bunch of extras, but you only need - insert powered buy GURPS book - to play.
This is far less confusing to new players than the basic set - where you get a sampling of everything including lots of stuff you aren't going to use. I mean, the core books have rules for bulletproof nudity and and also for bleeding. It has Magic, Psi and superpowers. It has cinematic and mundane mixed together with no clear lines as to which is which. Most campaigns I run there are whole big sections I'll never touch. Not a problem for an experienced GURPS GM, but overwhelming for new players. The Powered by GURPS, in contrast has everything you need and nothing you don't. I'm hoping they can become an entry to GURPS for new players. - Shane |
05-05-2021, 10:07 PM | #76 |
Join Date: Jan 2011
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Re: How to Be a GURPS GM: Managing Expectations
Honestly, the best entry for new GURPS players is a GM who knows when to use a rule and when to keep the action rolling. If it's fun to play the game, and you only add the complexity you need to keep things moving (so no detailed martial arts unless you have wuxia fans for players, or no Gun-fu unless you're playing an appropriate genre, as examples), it really isn't complicated, especially next to, say, Pathfinder 1st edition or Hero System or D&D. I've played Supers, fantasy, horror, monster hunters, and Gods reborn, all with GURPS, and often with new players. I haven't yet had a complaint of "it's too complicated" (though I did have one of "it's too lethal", which it can be). The problem is players on the forums who insist it HAS TO BE complicated - what's realistic strength for a "normal" human; what are "realistic" limits on skills; how hard should it really be to hit location 'x'. Honestly, most players will never need to know or use that level of detail. And it puts people off (and not just new players...). It's supposed to be fun, not work.
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05-06-2021, 04:11 AM | #77 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: How to Be a GURPS GM: Managing Expectations
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On a personal note, and from a GMing perspective, I feel blessed that I've got such lazy players. In our playing group, there's only one other person that owns GURPS rule books and extras, and the rest can keep in mind the absolute basics, faux GURPS Light, if you will. The end result is I may have to do more prep work, and par down the amount of information the players need to take on board prior to play during a session, but fun is still had. Which for me, is the whole point of the exercise.
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It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 05-06-2021 at 04:12 AM. Reason: Grammar? |
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05-06-2021, 04:32 AM | #78 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: How to Be a GURPS GM: Managing Expectations
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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05-06-2021, 05:19 AM | #79 | |
Join Date: Mar 2008
Location: The Kingdom of Insignificance
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Re: How to Be a GURPS GM: Managing Expectations
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<Rolls 18 for a dramatic exit. Ends up in a broom closet>
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It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 05-06-2021 at 05:22 AM. Reason: Nomenclature |
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05-06-2021, 05:26 AM | #80 | |
Join Date: Mar 2006
Location: Iceland*
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Re: How to Be a GURPS GM: Managing Expectations
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The players just make decisions based on what they'd do if they were really the character whose role they are taking on. They don't have to know any gamist terms, exploits that give bonuses or optimized DPS builds. They just describe what they do and because GURPS rules are meant to reflect reality, not be a game-mechanical construct unconnected to anything else, the GM can simply translate that into GURPS without the players ever needing to care about the mechanics. That never worked too well in D&D or, indeed, any other RPG I've tried, because the mechanics were the whole point of the game and didn't really support making decisions based on what a person would really do in the situation.
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how to be a gurps gm, managing expectations |
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