Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
IMHO for attracting new players GURPS would really benefit from a more "worked-out" exemplary introduction. Lite is more "a short-version of the rules" but not "making it really easy and interesting" at first contact.
I am talking about something like a written demo-game for new players using a specific setting with fluff description, pictures etc. to transmit the feeling of a whole game session/scene using the GURPS-System.
In a short and bad version something in that direction:
GI Joe is running over an old wooden bridge, being chased by a bunch of angry werewolves. An hour ago it has rained and the ground is slippery, so he has to be careful not to fall, though he just wants to get out of this hell as soon as possible. { The GM calls for a Dexterity roll to avoid falling. Joe`s player makes a roll against his DX-Attribute of 12... It's an 11, so he succeeds. } Joe manages to get over the bridge quickly, where he finds his parked Jeep. He jumps in, starts the engine and drives the car on the road through the Forest. A quick glance in the mirror shows him that meanwhile three Werewolves are very close after him, so Joe tries to reach top-speed immediately. About 50 Yards later Joe gets some trouble driving through a difficult curve. { Under the given circumstances at top-speed on a bad road the GM decides that Joe needs to make a driving roll with a penalty of -3 to succeed. Joe has Driving (Automobile) at 13, his Player rolls a 12, not good enough in that case... } He can't handle it, the Jeep gets off the track and he risks losing control over his vehicle. Now Joe has some real problems...
Last edited by OldSam; 01-13-2011 at 11:59 AM.
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