02-15-2019, 03:36 PM | #11 |
Join Date: Jan 2019
Location: Mordor, Germany
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Re: Banestorm adventures
a) I am new to GURPS and have been mostly a player and not a GM in the past, so I think it will be helpful to study how GURPS adventures are structured and b) if I want to win my group over for GURPS I prefer to rely on a premade adventure for security measures.
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02-15-2019, 10:45 PM | #12 | |
Banned
Join Date: Mar 2006
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Re: Banestorm adventures
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As for Banestorm-specific adventures, be sure to check out the old 3E supplements, I think they all include a premade adventure. As for being new to GURPS, you're in the best place here, keep asking questions. And remember, NPC's are NOT the same as player characters, they don't need anything close to a full workup in character points. If you can't fit them on an index card, or less, you're doing it wrong. ;) That's probably the best advice any new GURPS GM can get, just give NPC's a "challenge level" of 12 to 20, and any relevant roll that NPC needs to make is equal to that number. So, for example: Merchant CL-18/12 That means, for anything related to being a merchant, roll as if 18, otherwise it's 12... Simple. Ok, but no, I have to disagree. Winning your players over to GURPS simply requires giving them a good time. Make them feel awesome about their choices, not just in the sense of the actions they take, but also in the choices they made on their character sheets. Premade adventures will only hamper that process by encouraging you to railroad the players down your premade plot. |
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02-16-2019, 12:55 AM | #13 | |
Join Date: Jan 2019
Location: Mordor, Germany
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Re: Banestorm adventures
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And yes, I see your point, making up an own story will give me more control over the flow of the game. |
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02-16-2019, 12:58 AM | #14 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Banestorm adventures
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I mean, I don't even use item cards unless the NPC has a name... |
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