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Old 08-04-2009, 05:36 PM   #1
D10
 
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
Default Planning to GM to my cousins! HELP!

Longstory short, I introduced my cousins to D&D way back then when they were like 14 years old, now im moving back into their city (the oldest is like 17) and I wish to introduce them to gurps.

I have some question for more experienced GMs.

1 - Whats your experience DMing to varied age players (such as 13 13 17), any advice ?

2 - What setting do you recommend to get people started into gurps (medieval fantasy is something i frequently hear from them, but im tired of my world and I wish something simple but awesome at the same time) ?

Thanks in advance.

ps: they dont know gurps at all
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Old 08-04-2009, 05:49 PM   #2
Nemi3e
 
Join Date: Feb 2009
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Default Re: Planning to GM to my cousins! HELP!

I'm not an experienced GM, but I am easing a DnDer into GURPS. He's a bit confused about skill defaults and how damage is done/weapons are wielded.

Hand them the first few pages of Lite, explain the rolling under mechanism, and describe a weapon skill as "Kinda like the AC, only reverse, you want to roll under it."

Bring out the pretty books and characteristic lists, Character Builder/Assistant if you have it. Find out their obsessions, let them play that: For instance the DnDer I mentioned was fond of a whirling dervish character so he remade her. Then we talking later about how GURPS can do anything, and he responded, "I could be, like a magic bunny?" (He loves bunnies, has all the card sets for Killer Bunnies) And then I made it for him, and rearranged a bit of the world to make it possible. Needless to say that's his character for the campaign now.

Don't be afraid to bump up the initial CP.
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Old 08-04-2009, 06:20 PM   #3
Mgellis
 
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Default Re: Planning to GM to my cousins! HELP!

Some observations from working with my current group (mostly d20 players but we rotate GMs and the GM gets to choose the setting and system...I'm the lone GURPS GM)...

* The biggest challenge in GURPS, I think, is character design. And that is mostly because you have so many options. It's easy to get lost.

* Actually playing GURPS is pretty simple...roll low to do something well; after you hit something, roll high to hurt it badly. That's pretty much the whole game.

* One solution...if you don't mind taking the time to do it, just walk them through the character creation process, explaining things at each step until they start saying things like, "Okay...so Mechanic (Clockwork) is an Average skill and my IQ is 12, so for 2 points, I get it at 12-" at which point you know your job is mostly done.

* Or you could just ask them what kind of characters they want and then design the characters for them.

* The standard spellcasting system can be confusing and a disappointment for some d20 players. I've found the ordering of the spells in Magic and the prerequisite system can really throw people. Also, the fact that so many spells are "touch or very close range only" is annoying to people who were used to a system where more spells could be used at greater range.

* If people want to play a magic user, go over the spells with them carefully so they understand what the spells do, what they don't do, etc.

I hope this helps.

Mark
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Old 08-04-2009, 06:43 PM   #4
pawsplay
 
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Default Re: Planning to GM to my cousins! HELP!

I started playing GURPS when I was 12, and we started with GURPS Fantasy (that is, Yrth). Whatever setting you decide on, make sure you have at least two or three good templates, whether prepublished or ones you make.
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Old 08-04-2009, 11:45 PM   #5
Nymdok
 
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Default Re: Planning to GM to my cousins! HELP!

I GM for teen son/daughter and their friends/cousins all the time. Blow stuff up. Make them feel that their actions affect the world. Grand stories in broad strokes with clear cut villans are almost always a sure fire winner.


If you decide on:

Fantasy
Spring for the First Two Dungeon Fantasy Books and search these fora for conversions of D&D classic modules like White Plume Mountain by Collective Restraint.You have templates and a module in under 15 minutes. Note that there are a couple of modules translated on these fora each worth your time to look at.

Heres a beginners module done quite well by Kmunoz.

http://forums.sjgames.com/showthread.php?t=61260


DF1 and 2 cost 16 dollars total.



Modern Day 1
Get a copy of Cops and Zombietown USA.
Zombie Town - 3 dollars
Cops - 8 dollars
If you have extra time or access to a 3e special ops book, use it for tempaltes also.

BAM! Your off and running for less than 15$

Modern Day 2
Get
Espionage 3e 8 $
Operation EndGame 8$.

For 16 dollars and a little effort, you have 4 ready made Spy guy adventures!

Modern Day 3
Tectuctitlay has some nice stuff pre written for Horror
http://sites.google.com/site/tectuct...e/gurps-horror and as near as I can remember, it doest require anything beyond the core books.

Science Fiction/Future
Go google the Star Frontiers modules. That will get you story and maps. From there Google the Gurps Starfrontier conversion. Its rough, but it will do in a pinch. VOILA!

There! Thats 5 ideas, 4 of which can be ready in less than 8 hours and 2 of which are totally free and the others cost less than 20$

Nymdok
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Old 08-05-2009, 12:10 PM   #6
Agramer
 
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Default Re: Planning to GM to my cousins! HELP!

Quote:
Originally Posted by D10 View Post

1 - Whats your experience DMing to varied age players (such as 13 13 17), any advice ?

2 - What setting do you recommend to get people started into gurps (medieval fantasy is something i frequently hear from them, but im tired of my world and I wish something simple but awesome at the same time) ?
1: Things they want:
-to affect world
-to be heroic
-to kick bullies butts
-things that go KaBoOOm
-things that are cool (swords...pedigree horses....rare magic item...)

2: If they want Fantasy..give them Fantasy.
Consider Alternate Earth History setting
-new players have trouble identifying with characters/world very often

If youre from USA ,try this:
(if from another Country just modify history similar to below as appropriate /country and set it earlier in history to have "plausible" reason for lack of commonly available firearms)

American War of Independence,1775+
-kids know USA history = bonus::>can identify with major NPCs

Setting:
Alternate Earth Fantasy:

Magic is real,though very rare with Magery 1 in million.(Magic items are very very rare and should be given to PCs for flavour...never drying tankard(create water bottle)... blanket that gives extra heat(for snow advantures) and such...if usable for combat make it still rarer and weak ...+1 sword +1 dr armour...etc)

-magic and magic items in abundance can complicate things

Aztecs Empire is thriving ,American Indian tribes roam continent.

Wiki info(commanders/some numbers listed)

British Imperial Army(with dreaded Imperial Mages) is holding Aztec Empire in check in south.

Boston Tee party .... small clashes with British mainland detachments..
British crown decides,after first year of war(start session there) that it simply aint worth trouble to have such force in America and pulls out.

Hell breaks lose....Tribes are restless,pioneers slaughtered.
-talks about shamanic rituals/shapeshifters

Aztec Empire is starting with "probes" to North.

Notes:

Very rare magic:
-mages are rare,world is actually normal and you dont have to wary about how magic is influencing it.
-magic encounters are also very rare,world is as it was in history

Things that go KaBoom:
-you have rifles(one shoot only/30ish sec to reload) = Bows are actually better due rate of fire,people use swords
-you have handguns(same as above)
-you have cannons(they are shooting balls of iron and not explosive) ... wont affect battlefield by much OR PCs who are always skirmishing and not advancing in Blocks of troops(who are very vulnerable to grazing shoots)

You have sailing ships:
-piracy,naval battles ...etc (Caribeeans with canibals and spirit comanding shamans)

Tone down availability of firearms due magic(make them 10 times as expensive) and youll see pikeman units ...etc

Aztecs:
-make their magic Blood related instead fatigue related(they have to sacrifice to cast spells...or victims or hurting themselves)

-plenty of info on internet....


- have galleys/bireme/trireme
-catapults,scorpions...etc effectively TL 2/3
-obsidian weapons (colorful and stich)...
-spears.....shapeshifters(Jaguars lycantrops....)
-can make Vampires as their nobility(can explain all that blood...dont let PC know...make them found out hard way....in assasination mission)

American indians:
-make them as Fantasy Elves (but cut down on High art..and stuff)

Wood Indians:(superiour in woodland....whities have probs spotting them)
- plant,animal magic
-stealth,camouflage ....etc in woods

Prairie Indians:
-mould them upon real tribes and Mongols

....etc


In such world, players will have strong connection and understanding of world.
they will interact with Grand people from History.

USA ideas:
-imagine adrenaline rush and satisfaction upon saving George Washington from British assassination attempt....
-escorting,and being responsible,for Benjamin Franklins safety on trip to secret meeting through dangerous territory.
-doing dangerous mission for General Clark and "deciding" Battle of Kettle Creek due their accomplishments ...
- saving Abigail Adams from ship/British frigate) that will head for england in morning
-send young Napoleon with French brigade to kick Brits Army butt spectacularly(PCs are liaison with Frenchies),than send him back to Europe(hes needed there...) (hehe Id LOVE to shake hand with Napoleon in rpg).


American Indian ideas:
-take any Historical conflict and modify it with shapeshifters(only real animals),mighty shamans lycantropes(actual wearwolfes very strong),sneaking through forests where indians are almost invisible/impossible to track and ambushes(high camouflage,stealth,tracking)



Endless possibilities and you actually only need to check real history for next session ideas.

Oh and dont bother them with everyday things like caring for horse(PC ties horse for tree..horse eats grass = all is good) ....food(ofc PC carry food or they hunt it down w/o slowing their travel time) ....desert( tshhh ofc PC have map,knowkledge of secret water spring)....
-dont bother them with travelling(3 weeks later you arrived to Boston)

Use only GURPS lite rules for PCs(if someone is mage add few spells from magic).
When they get comfortable with lite rules start slowly expanding.

Last edited by Agramer; 08-05-2009 at 12:25 PM.
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Old 08-05-2009, 01:34 PM   #7
D10
 
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
Default Re: Planning to GM to my cousins! HELP!

Im from Brazil and altho I agree with what you said in what they want, I think Brazilian independance is not such an interesting scenario.

And it would be semi impossible to get them interested into american civil war.

Ill prolly do high powered fantasy in my own world, until they know the system enough to be able to play something more realistic.
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Old 08-05-2009, 01:56 PM   #8
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Default Re: Planning to GM to my cousins! HELP!

Quote:
Originally Posted by Mgellis View Post
Some observations from working with my current group (mostly d20 players but we rotate GMs and the GM gets to choose the setting and system...I'm the lone GURPS GM)...

* The biggest challenge in GURPS, I think, is character design. And that is mostly because you have so many options. It's easy to get lost.

* Actually playing GURPS is pretty simple...roll low to do something well; after you hit something, roll high to hurt it badly. That's pretty much the whole game.

* One solution...if you don't mind taking the time to do it, just walk them through the character creation process, explaining things at each step until they start saying things like, "Okay...so Mechanic (Clockwork) is an Average skill and my IQ is 12, so for 2 points, I get it at 12-" at which point you know your job is mostly done.

* Or you could just ask them what kind of characters they want and then design the characters for them.

* The standard spellcasting system can be confusing and a disappointment for some d20 players. I've found the ordering of the spells in Magic and the prerequisite system can really throw people. Also, the fact that so many spells are "touch or very close range only" is annoying to people who were used to a system where more spells could be used at greater range.

* If people want to play a magic user, go over the spells with them carefully so they understand what the spells do, what they don't do, etc.

I hope this helps.

Mark
the spell "Throw Spell' will take care of range problems for the most part. of course it adds to casting time costs fatigue and range penalties in GURPs are viscious compared to D20.
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Old 08-05-2009, 02:48 PM   #9
Nymdok
 
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Default Re: Planning to GM to my cousins! HELP!

Quote:
Originally Posted by D10 View Post
Im from Brazil and altho I agree with what you said in what they want, I think Brazilian independance is not such an interesting scenario.

And it would be semi impossible to get them interested into american civil war.

Ill prolly do high powered fantasy in my own world, until they know the system enough to be able to play something more realistic.
Fantasy is of course always an option and there is plenty of useful stuff on the forums to use.

However, it often times easier to do whats right in your own backyard. I love the IDea of an Operation Condor type game

http://en.wikipedia.org/wiki/Operation_Condor

http://pt.wikipedia.org/wiki/Opera%C3%A7%C3%A3o_Condor

Either as james bond type spies trying to stop communist influence, or freedom fighters for a Brazillian Revolution, I think there are good stories to be told there.

TO start with, you could write what REALLY happened to Juscelino Kubitschek:

The rebellion took him into hiding by faking his death in a car wreck to protect him from foreign assasins.

OR

Brezhnev, after removing Kruschev from power, promises Kubitschek All of South America if Brazil houses Soviet spies and Missles. Kubitschek therefore must be eliminated, but it must look like an accident or there might be open warfare.


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Old 08-05-2009, 04:34 PM   #10
Agramer
 
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Default Re: Planning to GM to my cousins! HELP!

Quote:
Originally Posted by D10 View Post
Im from Brazil and altho I agree with what you said in what they want, I think Brazilian independance is not such an interesting scenario.

And it would be semi impossible to get them interested into american civil war.

Ill prolly do high powered fantasy in my own world, until they know the system enough to be able to play something more realistic.

Well there is plenty interesting stuff in Brazils history,you could shuffle that a tad.

If not,than try with some Fantasy ,movie/book, setting which they all love.Meeting main characters can achieve same goal as historical personas.

Lord of the Rings:
-most southern outposts of Gondor...you have king,knights,fabulous city of kings Minas Tirit,high adventure,very very very very rare magic(NPCs only,or minor magic of some lowend elves) and most important Familiarity with setting.

Problem with people today is that they want map of empire and map of wolrld to egt their barrings in a setting.In middle ages and below most of them didnt ever seen any map and had fammiliarity with 1 days walk in each direction of their birth place.Hence "fammiliar setting" so players can get their bearings.
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