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Old 06-29-2011, 03:19 PM   #15
Turhan's Bey Company
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Default Re: New to GURPS: Zombie Apocalypse

Quote:
Originally Posted by Kromey View Post
That's totally fair. But how do you reconcile this with bringing pre-generated characters to the table so that all the players have to do is start rolling the dice? Don't I have to bring full characters to the table?
Well before running your game, talk to the players about what kind of characters they'd like to play (mechanic, kung-fu master, hobo with a shotgun, epic accountant, etc.), then build those characters. They get characters without having to get their hands dirty with the rules, but they also get what they want.

Quote:
Originally Posted by Kromey View Post
But the bigger reason is that, at least according to GURPS Lite, 25-50 is "average", and 50-100 is your star athletes and such. Which seems like where I'd want to put your run-of-the-mill survivor -- at least in the early days -- of a zombie apocalypse.
The problem with running "average" people in adventure scenarios is that adventures are difficult and dangerous, and average people caught up in them tend to fail and die. That's realistic, but it may not be the kind of fun you're after. If you want all sneaking and hiding all the time, average people are the ticket. If you want to see some zombie-splattering action, crank up the points. Also, consider metagame-ish advantages like Luck and Common Sense, which allow PCs to be apparently average but a little harder to kill.
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