05-14-2012, 04:37 PM | #21 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Novice GM running GURP fantasy odyssey
I'd recommend not messing with this at all. As sir_pudding noted, there are already ways written into the system by which disadvantages can be acquired. Give those a shot first before you start creating new ones of your own.
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05-14-2012, 04:40 PM | #22 |
Join Date: Aug 2004
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Re: Novice GM running GURP fantasy odyssey
So it sounds as if we've now covered what I take to be the three biggest pitfalls awaiting a beginning GURPS GM:
1) Getting distracted by the rules instead of having a good time. Clearly, you're on top of this - no problems here. 2) The players getting so excited by the amazing, amazing range of options in GURPS that they all create characters that are completely whacky. Clearly, you've dealt with this before, so maybe my thoughts about solutions won't be very helpful. But here are some thoughts anyway:
3) The players, who are used to less realistic systems, starting off very combat-happy and then being surprised and upset when the realism of the system leaves them maimed and bleeding after their first fight. I like your idea of using 'luck tokens' to solve this. But since no-one has mentioned it so far, I thought I'd add that in GURPS this kind of issue is often solved simply by mandating that everyone take the "Lucky" advantage. I've found this a good way to model slightly less deadly, slightly more cinematic genres like fantasy (or at least, fantasy as it's usually run). Or just as a way to give everyone a bit of protagonist protection, if you get my drift. Right! That's quite enough from me. Dunno if any of that will be anything but obvious, but never mind. Hope the campaign goes well! Last edited by Joe; 05-14-2012 at 04:45 PM. |
05-14-2012, 04:48 PM | #23 | |
Join Date: Aug 2004
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Re: Stripe
Quote:
That being said, if you wanted to give each character a talisman that did the same thing but only had so many uses then you could get them used to the lethality and keep that all important fear of death as the uses on their fate altering talimans counts down.
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05-14-2012, 06:39 PM | #24 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Novice GM running GURP fantasy odyssey
Seriously, you need to read the box on B p. 291. Is there something about Chapter 9 that everybody skips it?
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05-14-2012, 07:16 PM | #25 | |
Join Date: Oct 2007
Location: Vermont
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Re: Novice GM running GURP fantasy odyssey
Quote:
I basically wrote some "background" lenses for Rural Poor, Urban Poor, Merchant, Barbarian, Noble, etc... with the skills, advantages, and disadvantages you'd have to take if you were raised in that setting.
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My ongoing thread of GURPS versions of DC Comics characters. |
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05-14-2012, 09:05 PM | #26 |
Join Date: Sep 2008
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Re: Novice GM running GURP fantasy odyssey
Where are you?
(Some of us might like to join, if you have open seats!) |
05-14-2012, 09:09 PM | #27 | |
Join Date: Jan 2006
Location: Most definitely alone
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Re: Novice GM running GURP fantasy odyssey
Quote:
In addition, the one thing separating "adventurers" from "travelers who got 'et" is luck. They might as well have it on their sheet.
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05-14-2012, 09:18 PM | #28 | |
Join Date: Sep 2008
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Re: Novice GM running GURP fantasy odyssey
Quote:
This has the effect that they can use their luck when they need it, but it isn't unlimited by any means. Also, they'll probably keep one or two tokens for later on, and use them in an awesome fashion. |
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05-14-2012, 09:24 PM | #29 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Novice GM running GURP fantasy odyssey
I've never gone in for the use of Luck, except in a supers game where Luck can be an actual power. I commonly start out a campaign with an encounter with a foe who (a) is not going to be a major threat to the PCs, so the players can gain familiarity with combat, or (b) will be interrupted before he kills them by some friendly NPC. I think if I used Luck I would worry that the players might not be sufficiently frightened of losing their characters for real, and thus might not pay close attention to the details of combat mechanics, because they would count on that get out of jail free effect.
I don't actually know that this would happen, because I don't normally allow Luck, though. Bill Stoddard |
05-14-2012, 10:52 PM | #30 |
Join Date: Nov 2007
Location: The City of Subdued Excitement
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Re: Novice GM running GURP fantasy odyssey
I had problems with my players showing up late, so I started offering a "good for one reroll, this game only" chit for those who get to the game on time. It has led to a great improvement in their punctuality, and I don't think it unbalances things. I'm just a little more cavalier about throwing dangerous things at them now.
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Tags |
fantasy, gritty, gurps, novice gm, odyseey |
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