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#20 |
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Join Date: Jan 2010
Location: New York
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Being a first time GM and relatively new to GURPS, all I really want is a starting adventure to work from. Granted, I've stolen the first level adventure from D&D 4e and am running with that, but it's sort of annoying to use since the maps I got with it are all square grid rather than hex grid, but we make due. Anyway, my real point, is that I'd just like a worked example of how to create an adventure.
Maybe something to help me figure out what are appropriate challenges for certain points levels so that when I start creating my own adventures I'm not throwing too much or too little at the players. I don't necessarily want a challenge rating on each monster or anything like that, just some sort of guide line for use with GURPS. I switched to GURPS not so much for the genericness of it, although that was an awesome plus when I found out about it, but more for the freedom in provided compared to D&D, especially in skills. I always found class skills and cross-class skills in D&D to be irritating. I mean, why isn't rope or knots a class skill for a fighter? Wouldn't that sort of be an essential skill for a soldier? I just sort of found that that small list of skills was kinda annoying. I like the lack of class and cross-class skills in GURPS, I like the fact that I'm not restricted to the abilities of one class, but rather by what I want my character to be able to do. In essence, I love that I can create the character I want to create. I've bought GURPS Banestorm, would I buy a DF setting book? Yes, mostly to see what one needs to create a setting. I might not use the setting, or maybe I'd tweak it to work for the setting I want, if it was close to that, but I'd treat it as a worked example, sort of like Banestorm. Though I think I need to go back and re-read that, same with Fantasy, which I own. Anyway, point here, is that there aren't a lot of worked examples of adventures to look at in GURPS. Yeah, I could take one from D&D or some other system, but I still wouldn't know if it's at the right challenge level for my players, since I'm still new to GURPS and being a GM. Ein Arris is nice, but it wasn't quite the kind of setting I wanted to run in, nor that my players would want, since one of them wanted to be a mage, and it strongly suggests not having magic in the campaign. Maybe in fact what we need is not adventures for GURPS, but keeping in line with the Generic aspect of the system, a book that helps first time GMs learn how to create good adventures, and figure out what are appropriate challenges for the points level of his PCs. That could be very useful. A book that gives more system specific advice on this sort of thing. I've read plenty of system neutral stuff on creating adventures, but something that helps me to understand what are appropriate challenges for specific points ranges in GURPS would be awesome.
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"I'm all lost in the supermarket, I can no longer shop happily. I came in here for a special offer, a guaranteed personality." Last edited by Corlock Striker; 04-06-2011 at 12:10 PM. |
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| Tags |
| dungeon fantasy, worldbuilding |
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