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Join Date: Dec 2010
Location: Australia
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Hi all,
I have had a plan to run a Fantasy campaign set in a world of my own creation for some time now. After a bit of thought, I've decided to run this using the GURPS system, but I am almost a complete newbie to it (recently I partook in a 3-part Star Wars mini-campaign as a player, using the GURPS rules), and I'd like a bit of advice from seasoned folk. In addition to my newbieness, a have a group with not much experience of the system. The decision to use GURPS was made after some nice chat on another gaming forum, and I have been given copious amounts of "start small, add more as you go" types of tips. I have the core books, and will use Fantasy, Low Tech, Magic and Thaumatology (and maybe Martial Arts) as the campaign progresses. But for now, I'm thinking small, and thus just the core. My main problem, though, is I'm used to gaming systems with clear structure and levels when it comes to characters. I'm finding it hard to wrap my mind around how powerful a character feels using a certain amount of character points. Originally, I had planned on running a D&D campaign, beginning at level 1. Essentially, I guess, I'm asking how many character points in GURPS would give an approximate feel of similar power levels as 1st level D&D characters? I was thinking of using either 75 or 100 points, with a max of 25 or 50 points of disadvantages. Does that sound about right? Secondly, I would also like some advice on nice amounts of point rewards to keep the characters slowly but steadily improving over time? Many thanks for any and all advice thrown my way! |
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| Tags |
| advice, fantasy, game mastering, gamemaster, newbie |
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