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#11 | ||
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Join Date: May 2006
Location: Seattle, Washington
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Quote:
Quote:
One of the great things about GURPS is that you can do just about anything, so using super generic templates is counter-evidence. Which means creating characters out of whole cloth is (currently) a necessity. But every second that passes in character creation is one more second where my players might wonder what they're going to be having for dinner, or whether they left the stove on, or why oh god why did they agree to this. Now if I were one of the players, I'd be having the time of my life. But I can't assume that I'm typical in that regard. As an advocate for the system I have to *assume* my new players are a hard sell, until I'm shown otherwise. I can run a one-off in GURPS using pre-gen characters, and sometimes I do, but that's not what I'm after. I'm not trying to evangelize GURPS more generally (i.e., by running a demo), I'm trying to evangelize the use of GURPS long-term for the group. The way around the problem that I used most recently was to do a one-off with mostly pre-gen characters, and then start over with a proper campaign and new, whole cloth characters. That sort of worked. But it begged the question: why should I have to do this in the first place? I run into this problem when players try to make *wizards.* Skill and spell selection becomes a slog. In fact, it's because of the wizards that I tend to start my groups at 100 points rather than a more comfortable 200. Because giving a wizard 200 points at the starting line is like throwing him into a sack full of bees.
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Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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