05-15-2012, 08:03 AM | #31 | |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Re: Novice GM running GURP fantasy odyssey
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Now, my players are certainly not the best roleplayers around but this lead to characters being more heroic because failure is not the first thing on their mind when trying something difficult. And that, quite frankly, I like a lot! But at always, your mileage may vary. |
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05-15-2012, 08:52 AM | #32 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Novice GM running GURP fantasy odyssey
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Bill Stoddard |
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05-16-2012, 03:45 PM | #33 | ||||
Join Date: Apr 2011
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Re: Novice GM running GURP fantasy odyssey
First off, thank all of you for your wonderful advice and compliments.
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Luck; that's a good idea. I wonder if it would also work if I had a caravan peddler sell a token of luck to each PC before they leave town. I wouldn't give any knowledge of the game mechanics behind it. Instead of luck, I could make it a one use extra life. When they die, it will crumble and their HP will move to 0 and they'll be unconscious. When/if they investigate it, I'll be sure to mention (through a knowledgeable NPC) that the extent and life of the the charm is uncertain. “Jumping into a volcano maybe beyond its power as well as using it a months from now.” On top of that, I want a sparring match. Not sure if I'll do it out of game or in, but it will be with their characters. In game could be a rivalry gone too far followed by a skilled magical healer arriving in the nick of time to save the fallen from Death's hands. I could tell them the purpose of this little exercise is so they know that healer will not be there next time. What does everyone think? Quote:
It seems harsh that some players get these adv/dis and some don't. Then again, good role-playing has it's rewards. And the players still have a great deal of control over their character through advancement. I would like to reward the player who approaches me with the idea that his character has seen too much and, over a 4-6 month gap, wants his PC to become an alcoholic. That takes initiative and should be rewarded. Maybe not with -15cp but what else can I do? Quote:
Last edited by DwarvenHeart; 05-16-2012 at 03:53 PM. |
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05-16-2012, 05:02 PM | #34 | |
Join Date: Sep 2008
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Re: Novice GM running GURP fantasy odyssey
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Last edited by Jovus; 05-16-2012 at 05:08 PM. |
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05-16-2012, 08:08 PM | #35 | |
Join Date: Apr 2011
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Re: Novice GM running GURP fantasy odyssey
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I hadn't, yet, thought of a patron. They were starting as craftsmen or fisherman from a small coastal village. |
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05-16-2012, 09:25 PM | #36 | |
Join Date: Aug 2004
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Re: Novice GM running GURP fantasy odyssey
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I like to start some campaigns by giving each character an opportunity to make a memorable entrance. This often means introducing the characters one by one, or two by two, during the first half of the first session, rather than doing the traditional "You all meet in a tavern" handshaking process. You start the story with just one or two of the characters, give some intriguing elements of plot right up front, and then have them try to unravel the mystery, introducing each further character in turn as another person they meet and fall in with along the way. I mention all this because having some of the tough-guy PCs meet and instantly have a reason to fight each other can be a really fun way of introducing new characters - particular warrior types. Just make sure the rest of the group has something to do during the combat, or ensure it won't last too long - you don't want it to drag on if not everyone is involved; particularly in the first session. Anyway, that's a thought, to add to your great idea. |
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05-16-2012, 09:47 PM | #37 | |
Join Date: Apr 2011
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Re: Novice GM running GURP fantasy odyssey
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I'm also fond of coming up with interesting ideas as to why a character is out of commission when the player can't come to game day. Many of my DM friends just write it off as too annoying to come up with a creative idea each time. |
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05-16-2012, 11:18 PM | #38 | |
Join Date: Nov 2007
Location: The City of Subdued Excitement
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Re: Novice GM running GURP fantasy odyssey
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I would also suggest making this a risk-free, commitment-free activity for your players, so they can try things without worrying that it's going to be the death of their character. They can also learn about what works and what doesn't when they're picking traits and equipment. It's no fun for the player if they learn that dual-wielding quarterstaves isn't, in fact, practical, and then have you tell them that they're stuck with it. Let them try out any kind of build they want, without trying to lock them into anything before they even know their Rapid Strike from their Flurry of Blows. You'll have more confident, more satisfied players for it. |
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05-16-2012, 11:28 PM | #39 | |
Join Date: Mar 2010
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Re: Novice GM running GURP fantasy odyssey
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Gives you the ability to do a staggered/memorable entrance for each, and for them to test out the combat system (and whatnot) in a risk-free environment that the players know isn't going to happen again. Highlight things that happened and people they met and things they fought in the nightmare when they show up during the game (something that happens occasionally but not too often). Leave it a mystery in-character though. Or so I'd suggest. |
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05-17-2012, 08:03 AM | #40 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: What I’m looking for...
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Tags |
fantasy, gritty, gurps, novice gm, odyseey |
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