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Old 04-05-2017, 07:42 PM   #3
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: Naruto like campaign, beginner needs help

Quote:
Originally Posted by InLaNoche View Post
I use the term Naruto, but I am more looking for the feel than actually mimicking the show. My Daughter wants to try out an anmie like ninja martial arts type RPG (as her first real RPG).
So to clarify terms, you are using the GURPS RPG system, to run an adventure in the 'anime ninja/martial arts fantasy' genre, in a Naruto like setting. Sounds good.

Quote:
Originally Posted by InLaNoche View Post
I have played quite a few RPGs in my past, but I have never GMed. I have started by going over 4e Basic, and setting aside the Skills and Advantages I feel would fit the setting. Still working on that, and working out some of the 'CHI powers'. To differ from actual Naruto, my world has 4 elemental schools (I guess like Avatar). These schools don't exactly go against each other (Water, Air, Fire Earth), thought the directions of their training do differ.
If you are world building from scratch, in a Fantasy like setting, GURPS Fantasy might be helpful.

Quote:
Originally Posted by InLaNoche View Post
I am also new-ish to the GURPS rules, and am starting at 4e. Lots to go over. I was looking at a few other posts with similar ideas, but I guess I am trying to get this as ready as possible. I was thinking of using FP as the CHI power source, but would it be better to create a separate stat?
Mook's book might be helpful to you (GURPS GMing). General advice: start small, add gradually, don't try to turn on all the advanced rule knobs on at once (this leads to rule/option overload and wasting game time looking up rules), don't try to stat out everything (the mantra is points are for players), and make the rule of fun your rule 0. Specific item, FP and Energy Reserve(Chi) are good options.

Quote:
Originally Posted by InLaNoche View Post
Some of the things I am struggling is with the school based powers, and trying to make them game relevant. For instance the schools:
Water - Knowledge, Understanding, Compassion, Healing.
Air - Playful, evasion, trickery, movement
Fire - Passion, Aggression, Strength, decision
Earth - Sturdy, protection, defense, order
Lots of options here. Powers as advantages (GURPS Powers), Powers as spells (GURPS Magic), Chi Powers done similar to Psionic Powers (GURPS Psionic Powers)

Quote:
Originally Posted by InLaNoche View Post
They all still need combat type skills, and possibly elemental control (and innate attack) skills. Fire and Air seem to be the easiest to create for, but Earth and Water are a bit more complicated..
Each school can teach an elemental based Innate attack, customized as you like, costing FP/ER(Chi). If you need ideas, or how to translate an idea you have, just ask. Most will correspond to some of the spells from GURPS Magic (Lightning Bolt, Fireball, Stone Missile, Ice Dagger, etc.)

Quote:
Originally Posted by InLaNoche View Post
Water would be more on the lines of containing (possibly FP damage attacks) and healing type stuff. Earth would fall under the umbrella of defense (area blocks?) and protection, possibly powers that boost DR?
Best advice is list what you think you want, and folks can help you translate it into the GURPS Powers.

Quote:
Originally Posted by InLaNoche View Post
I know this seems a bit slapped together as a post, but I'm still working out the minor details. Lastly, I have the main story line and flow for at least 2-3 sessions pretty well worked out, but as I am new to GM stuff, any tips on situations and pop up events (good for kids) would be great too. Thanks.
A new student to a school is an ideal setup, for both GM and player to learn the ropes (see the first Harry Potter Book).

-Dan
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