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Old 08-13-2017, 03:29 PM   #11
Propjock
 
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Join Date: Mar 2012
Default Re: What GURPS needs... now

Quote:
Originally Posted by lordabdul View Post
GURPS *has* templates, and lots of them. They're just scattered in various books like Dungeon Fantasy, Action, After The End, etc. I would argue that this is more scalable and efficient than having one big book of templates for all kinds of genres, which I probably wouldn't like very much.
I'm not saying that GURPS doesn't have templates. But I entirely disagree that having them scattered amongst 3e, 4e, pyramid, adventures, and other core books is more efficient. As a GM, this type of running around is precisely what I don't want to have to do - even assuming I have bought all the necessary books (which I haven't). Book(s) of templates would help new GMs and PCs. You go on to further espouse how quickly templates can help in chargen and I don't disagree. I just don't find the current scatter helpful.

Quote:
Originally Posted by whswhs View Post
...I have them start putting numbers and words down on character sheets, or start asking them questions that will let me do this for them. Generally we get complete character sheets for most of the players by the end of four hours or so.

After that, I take the character sheets home and type them into the computer, checking that the arithmetic is right, that the costs are looked up, that all the points are spent, that the choices are consistent with my campaign decisions, and that the characters have the traits that are need for their roles. I also make suggestions about things that might fit their concepts and liven up their characters, though that's purely at the player's discretion. I aim to get that done, and finalized character sheets printed up, by the next session.
I have great respect for what you're doing as a GM, Bill, but this up there is exactly the tedium that I want to avoid. I suppose some of this has to do with how dedicated individual groups are to statting characters, but four hours (plus extra GM time after)? I get that some of this may not be GURPS specific, but having moved through a few GURPS campaign set ups it also frighteningly enough doesn't seem all that unusual.

FWIW, I personally enjoy chargen for myself. It just gets old fast when I have to GM by build/find templates, optionally convert from 3e as needed, reformat them (because the default blocks for some are hideously incomprehensible as already discussed, explain the skills to players as they use them, and help them customize with any spare points. This is aside from RP backstories (what are the fun parts), math checks, any light min/maxing, and rules explanations/refreshers. God help me if I have to then retype character sheets (which I have done in the past as well). Do this 4-6 times and you start to wonder if just running this in Cypher System, Ubiquity, or Savage Worlds might not be a better choice from a chargen perspective.

As the GURPS promotor for the game it's up to me to make, maintain, and impart that enthusiasm for the system (instead of doing something simpler or using a dedicated system in the eyes of the players). I've just struggled mightily to get there past the setup. The setup runs me down until I just reach for another game.
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