Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-30-2015, 09:58 AM   #19
robertsconley
 
robertsconley's Avatar
 
Join Date: Jul 2006
Default Re: Old-School D&D style game

I have lot of experience with this due to running my Majestic Wilderlands under GURPS since 1988.

Quote:
Originally Posted by soulnafein View Post
Hello there,
1) 250 points characters are complex for beginners
Well template do help. However I use 100 to 150 as my starting point.

Quote:
Originally Posted by soulnafein View Post
2) Old school 1st level characters aren't that complex
The key to make a set of template and explain the option. For example this for a Myrmidon of Set.

http://www.batintheattic.com/downloa...20Template.pdf

I typically go to the 4e Historical Folk netbook that is floating around as a starting point.

http://www.mygurps.com/historical_folks_4e.pdf


Quote:
Originally Posted by soulnafein View Post
1) Progression (what's a good progression rate for such a game?
2 Points plus 2 or more point for achieving a character or group goal.

Quote:
Originally Posted by soulnafein View Post
2) Adventure: can you suggest an old published D&D adventure that doesn't involve too many different type of creatures (lots of conversion work) and that they would enjoy?
My own Scourge of the Demon Wolf. It actually a GURPS adventure I ran converted and playtested to use classic D&D in the form of Swords & Wizardry. Just swap out the stats for GURPS equivalents, There is a roster in the back of the book. Pretty all you will need for certain are bandits, wolves, a demon wolf, and a demon.

http://www.batintheattic.com/scourge_demon_wolf.html

As for TSR or Wizards, I find using the the basic dungeons found in core books like the Porttown Dungeon in Holmes Basic D&D to be well suited for an initial foray for GURPS dungeon crawling.

As that may hard to find, I recommend the dungeon in Swords & Wizardry quick start. http://www.black-blade-publishing.co...tart-pdf-.aspx



Quote:
Originally Posted by soulnafein View Post
3) Anything else I should think about and I'm not?
My campaign have magic shops including healing potion. They are not cheap about $120 each, but a typical party in my campaign will have 2 to 6 of them as they are one of the first things they invest in.

Even with healing potions, forays into well-populated dungeon tend to be hit and run affairs. The group will scout out an area, pick a target, and hit it. If injured enough they will run and recuperate. Scouting and understanding the situation in the locale or dungeon becomes very important.

Because of this the dungeon tend to be more background heavy in my campaign. So that doing this has a clear payoff.

I stress that the key to make GURPS work for novices is clear, well written templates. Start out with the traditional set of Fighter, Priest, Thief, and Mage and go from there. I recommend Dungeon Fantasy Henchmen as a starting point for sub 250 point campaigns.

As for Dungeon Fantasy, what 250 points gets you is characters with endurance. They get injured, and badly. It is still GURPS after all. However they have just enough extra that they can last 3 or 4 encounters before recuperating. Similar to classic D&D except of course Combat takes longer to resolve most times. With my starting point of 100 to 150 points that number is one or two encounters.
robertsconley is offline   Reply With Quote
 

Tags
conversion, dungeons and dragons

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:28 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.