Quote:
Originally Posted by Corlock Striker
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.
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I would (actually, I did) buy a copy of
Robin's Laws of Good Game Mastering. It an excellent resource in learning the fine craft of adventure design. As the third most downloaded item on e23, I think several folk agree with me.
Quote:
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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. . .
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Once again, Robin's laws is awesome for the first part, the second part is
much more difficult to determine, primarily because points totals don't translate into combat prowess. And it's not like D&D's CR system was very accurate. I remeber in one game I ran a CR 1/4 spider almost TPK'd my party of level 1 heroes, by itself. I've heard other stories of CR wonkiness as well.
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