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Originally Posted by deanjday
1. Where do I start? I have a lot of material beyond the core books (Magic, Fantasy, Martial Arts, Powers etc).
I want the campaign to be tailored perfectly, but I must admit I am a bit overwhelmed by all the options, how do you practically narrow it all down?
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Just because you have a lot of material beyond the core books doesn't mean you have to use it. You could keep things simple and stick to the Basic Set.
A good first step for paring the content is to figure out what feel you're going for. That will make it a lot easier to figure out what rules you need for the game. Since this is the first time your group is playing GURPS, I'd recommend a minimalist approach.
Quote:
Originally Posted by deanjday
2. How do I present this all to my players? I have a diverse group and some will love all the character building options the game brings, others will glaze over and sigh and still others will become frustrated unless I present it to them in a way they can understand. I only have one set of books so a character generation session I feel is going to be a long stressful time.
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My advice would be to use optional templates. That way, the players can build their characters without having to dive into the full rules of the game.
For example, for a fantasy setting a player could build a character by choosing a racial, occupational template, and social background template. Using this approach, they can build their character in only 3 choices.
I'd highly recommend Template Toolkit 1: Characters for an entire book of advice on this topic.
Quote:
Originally Posted by deanjday
4. Are there any practical tips you can give on getting your campaign off to a good start with your players generally?
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Use templates. That will make it easier for first time players to get into the game. Also, if a new player drops into the game it makes it possible to add them quickly.