Quote:
Originally Posted by JP42
First and foremost - pre-gens. As you well know, GURPS is very heavily front-loaded for investment of time, so removing that impediment to getting into the play of the game is key.
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Agreed, endorsed, etc.
Quote:
Is your FLGS primarily D&D or Pathfinder players? If so, Dungeon Fantasy might well be your best entry vehicle. Of course, that may be counter-productive, as those who are already in love with fantasy gaming might wonder why they should change it up, and find a Monster Hunters game serves you better.
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If you switch to
GURPS but stick with players' usual genre then all your dependence is on
GURPS' mechanics being better than their usual game's — which they are, but that isn't always apparent to a newcomer who might be struggling with unfamiliarity. That's why I recommend offering an instant pay-off with a switch to a genre that the players' usual game won't do. Go with a Western, thriller, hard-boiled mystery, urban horror, spy action, caper, sci-fi, etc. Do something the other game can't.
And I suggest keeping it simple. Give each character one schtick.