Re: Keeping you players alive for dummies
My group used to allow the players to spend available character points as luck rolls. You could allow this and the players could spend them on critical roles to keep their characters alive.
The thing is, death in Gurps has to be a real possibility or the players will play out of character, going up against challenges they don't have a chance of succeeding (because they do because the GM is protecting their characters from dying).
"Occasionally, characters will fall, and the fear of that occurring is essential to maintaining suspense during the game. If the players are not afraid of their character's taking damage from a fall, they will take all sorts of out-of-character risks." Think of this message figuratively.
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