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#51 |
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Join Date: Mar 2006
Location: Delta, BC
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I agree entirely, and not just for GURPS. Two of the best games I've ever run used pre-gens, one Call of Cthulhu one Star Wars D20. Both times I made more characters than I had players, just to make sure everyone got a choice, and I gave out pictures and descriptions and made everyone choose before they got character sheets. Next GURPS game I run that doesn't use templates, I think I'll do the same thing, either that or get the players to give me pictures and write-ups and I'll make the characters if they're intimidated by the process.
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#52 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Depends on the game. For GURPS, sure. For D&D, walking into the dungeon with the guy you just rolled up and fighting a goblin is part of the thrill. For Call of Cthulhu, who cares since the character will be dead or insane in about four hours anyways?
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#53 |
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Join Date: Feb 2005
Location: Austin Texas
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I considered playing GURPS lite and creating new advantages for a few specific magic type things. In other words handwaving anything else.
I once created a setting for GURPS lite with magic similar to World of Darkness disciplines. with a cost for each level. there was a standard warning at the beginning that GURPS proper did it differently and the whole system was far superior but that I wanted them to get used to the general system first. I never actually got a chance to run it but I still think the idea has merit and in my old gaming group when I had ready relatively experimental gamers I would have tried it.
__________________
He stared out in the distance to see the awesome might of the Meerkat war party. |
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#54 | |
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Join Date: Apr 2005
Location: France
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They are extremely careful and don't hesitate to flee away as soon as possible! ;-) Without kidding anymore, even with Chaosium's Call of Cthulhu, pre-generated characters sounds to be the best choice for a very first game. Choosing the character's skills can take a lot of time when you don't know at all what will be important during the game. And an adventure can completely fail if nobody think to take a good score in Library Use and Spot Hidden. |
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#55 |
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Join Date: Nov 2008
Location: Pennsylvania
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I've actually found GURPS to work pretty well when I've been teaching new players; for one specific reason: the vast majority of the rules work the same way.
"How do I swing my sword?" "Roll 3d6" "I want to cast a spell." "Roll 3d6" "How can I weave a basket on the moon while fighting aliens?" "Roll 3d6" In general, there's not an issue with one set of mechanics interacting with the game, and then needing to know a completely different scheme (offhand, I am thinking of the turning rules for clerics in D&D 3.5) depending on what I'm trying to do. Obviously, that is a little bit of an oversimplification, but it's been my experience that it's pretty easy to convey the idea that you need to roll the dice and compare the result to your skill number. Once I've gotten that idea across, I then introduce the idea of modifiers. It seems to make sense to most people that good conditions (i.e. having a master weaving kit for the basket) would make things easier, and having bad conditions (i.e. low mana for the spell) would make things harder. There are people who knock GURPS for the grittiness and the lean toward realism. I find it to be beneficial when first teaching someone the game because I can relate concepts to them by using real world examples they might be familiar with. In my experiences, this helps*. One thing I've found is that creating a GURPS character is usually faster if you don't look at the rules first. What I mean is that I find it better to come up with the fluff and background concept and then fit the rules to the concept. Paging through the entire book like some sort of menu works, and that's a perfectly valid way to do it. However, I find that ordering at a resteraunt goes more smoothly when I have at least a vague idea of what I want. In addition; just like at a resteraunt, I'm not required to order everything. If I don't want to add an appetizer or a dessert to my meal, that's perfectly fine. I can still eat. Likewise, I don't need to use every rule for GURPS to play. *Though I have found that I have an easier time using this method with someone who is not familiar with rpgs than I do when trying to bring someone from a different game into GURPS. Mainly because some players have an idea about what is 'realistic' based upon the way those games work. |
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#56 | |
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Join Date: Apr 2009
Location: Not here
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#57 |
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Join Date: Nov 2008
Location: Rome, Italy
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I had a lot of games with newbie GURPS players that were seasoned in D&D and I found more difficult introducing the game to them than to totally RPG Newbies; D&D "archetypes" are like superhero comics: the worst that everyone knows.
The main problem with GURPS is that it doesn't have a strong "Immaginary Mechanism" that can dig fast in players minds (Mage got magic, D&D got fantasy combats, CoC got Chtulhu and so on...). It's "genericness" it's both its greater strength and its greater flaw: everything is in the hand of the GM: a poor GM could give a good D&D or WoD game (all is very aimed and simplified) but this is impossible with GURPS that needs an experienced GM to work right. I tried every trick in the book: premade and converted characters, campaigns from movies and TV shows, simplified rules, "Real" one shots (the most funny part is letting your friend Gurps-statting you) but everytime i take a break i got the same response: the group shifts to some other system. In a catchphrase: "GURPS is phisically tiring for GM!"
__________________
“A strange game. The only winning move is not to play. How about a nice game of chess?” |
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#58 | |
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Join Date: Jun 2006
Location: Spain —Europe
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· Players get GURPS Lite (freely downloaded from e23, and printed), along with Basic Set: Characters for themselves. · You prepare a cool, attractive, and Player Friendly campaign conspectus. Putting there some images is helpful, too. Think about it like a pamphlet containing all the basic guidelines about how is the setting and the feeling of your campaign and what is expected from the players, along with suggested Player Character roles. Then, print it too.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ Last edited by demonsbane; 01-19-2011 at 06:03 AM. Reason: High Tech Weapon Tables isn't free ( http://e23.sjgames.com/item.html?id=SJG37-0205 ) |
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#59 | |
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Join Date: Jun 2006
Location: Spain —Europe
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Printing it and giving copies to the Players is indeed very Player Friendly :-)
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#60 | |||
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Join Date: Oct 2004
Location: Yorkshire, UK
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| Tags |
| gm advice, gurps 4e, gurps lite |
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