I vote for the Pulp campaign - it's the most straight-forward and is very much in the high action style of D&D fantasy. There isn't new campaign- or history-specific knowledge since there's no magic and it's set in something like the real world in a fairly recent era. Also, pulp is awesome :)
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Characters - I'd suggest 175-225 points for characters, and that you make them all yourself with player input.
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Seconded. I'd aim for the lower end of the scale to keep things from overwhelming, but if you're comfortable with the system, the upper range would be alright I should think.
Overall, the thing is to consider your players: for example, if they're the sorts of people who want to try new things, you'll want to differentiate GURPS and your campaign (make it less like D&D fantasy, emphasize the advantages of GURPS like "you can build whatever character you want!" [with GM guidance of course, as others have pointed out], etc.) and have them vote on the campaign. If they're "D&D for life! Anything else sucks!", well, obviously you're in a tough spot :) But if such they are, I would try to limit the changes, as the jarring of different expectations may cause them to curl up into a ball. Also, you can ask them, keeping in mind that what they say may have little to do with how they actually feel.