Re: New to GURPS my head hurts
First, take a deep breath. Relax. The first rule for people new to GURPS is that you don't have to use everything. Start with the simple stuff. Remember that GURPS is a very big tool box, and right now, you just need to learn how to use a hammer and a wrench. Socket sets and rotary tools can wait.
I'm not familiar with the Fallout setting or the conversion stuff, but I would imagine any fan-based adaptation of Fallout (or readaptation? I understand that the game was originally built on the GURPS engine...) would include a bunch of books. You won't need them to have a good time, and trying to include them at this point will only leave you more frustrated. Also note that any conversion or whatever may be based on GURPS 3rd Edition, and if you're reading GURPS Characters, then you're looking at 4th Edition. Just check and make sure, since there are some important changes between editions.
So, where do you start? Folks more familiar with Fallout can probably give you more specific tips, but generally, you should write down all of the advantages, disadvantages, and skills that would be applicable to your game. Eliminate any that you don't understand and think will never come up. You would be surprised at how many you don't write down. Stat out a few example characters for yourself to learn how character building works. When you play, just keep the combat system simple at first. Don't use hit locations or anything else like that, until and unless you are ready for them. A new GM for GURPS should start simple and gradually add optional rules until they feel that the balance is right for them.
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