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#13 |
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Join Date: Jan 2021
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Thank you so much everyone for all your very helpful advice and time. It's really appreciated.
I suppose my first steps then are to really go on a deep read of just the core set so I am very familiar with the rules, as much as I can be before play. Then start to define my setting in practical rule terms as that will automatically help me cut down the options for players and also help me bring the setting into focus. I know the kind of fantasy setting I want I think, which is why I chose Gurps. 1. Very gritty, especially combat (game of thrones gritty) 2. A very unique magic system, maybe different magics depending on race/culture (wheel of time unique) 3. Religion to be deep and complicated (Glorantha/Warhammer) 4. Not D&D - I want adventures/conflicts to flow from the setting/culture and be at least semi realistic, not a group of murder hobos. 5. Have good solid reasons to be adventurers (earthdawn) 6. I am unsure on how traditional the fantasy i want (lord of the rings against something more untypical such as Talislantia) its a big project to be sure, but I am not working due to Covid so have lots of time, so a good chance to get a lot of good work done on it! I would like to post mechanic stuff (magic, templates, monsters) when I complete them for review, is this thread a good place to do that or should I start another? Last edited by deanjday; 02-08-2021 at 04:37 AM. |
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| Tags |
| campaign design, new gm |
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