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#2 |
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Join Date: Jul 2008
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How much setting concept have you got that you're invested in at this point?
Because for a fantasy campaign one of the most obvious steps and prospective stumbling blocks is picking your magic rules. The easy thing to do is pick one (or maybe two or three) of the prefabricated systems (standard GURPS Magic or one of its main variations, Sorcery, Divine Favor, Ritual Path Magic, Psi, etc.). And assuming you haven't already set your heart on supernatural concepts that you can't fit to one of those, that's probably a good choice. If you can't, you may have some interesting times there...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| Tags |
| campaign design, new gm |
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