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#31 |
Join Date: Jul 2018
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Well it indeed looks like I have my work cut out for me.
Last question while I am digesting all these rules. Im looking over Hex movement. Comeing from DnD im used to squares, or in wargames gridless. I would like to do Gridless, but I do not know if it would be worse than Hex. |
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#32 | |
Join Date: Nov 2008
Location: Yukon, OK
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Looking for group in my area My GURPS official contributions Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#33 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#34 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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One last recommendation to "digesting" the rules: Do not eat too much at once! ;) ...many people made the experience that too many rules at once can overwhelm and confuse new players and new GM's. All the optional rules really can be used at will, <optional>, use that to your advantage and only include more addons/rules after some time, when you are familiar with what you already got! And most important: Have fun... :) Last edited by OldSam; 08-05-2018 at 05:47 PM. |
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#35 | |||
Join Date: Feb 2009
Location: Central Texas, north of Austin
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In fact, you may want to get an introductory adventure started with just the two Basic Set books. For example, with Campaigns you can get:
Another good resource PDF that is an easy read to delve into is, of course, How to Be a GURPS GM. Besides conveying enthusiasm for GURPS, its a great instructional on how to adjust complexity to your needs. Furthermore, the author seems to be an advocate of running sample combats for fun. This is a great way to engage your group early. Throw some zombies at your player characters on a hex grid to test out and learn the core combat encounters. Find out what you all like about an actual engagement. Quote:
GURPS for Dummies came out just following the introduction of the 4th Edition rules. It is interesting for the sections in which the authors tried to address one way to cope with the administration of play using custom spreadsheets for example. Quote:
But I have been curious how the seasoned players here like to portray ranged shooting combat. Obviously, you can do it abstractly by narration, but does anyone prefer to use hexes at different scales than 1 yard? Last edited by Tom H.; 08-05-2018 at 08:08 PM. Reason: Formatting |
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#36 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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There are different solutions anyway. E.g. you could use the more action style/narrative solution from GURPS Action 2, where the distances are only roughly classified like Short, Medium etc., no hex grids. ...or use the "range ruler" with just some miniatures and obstacles on the table even without grid, it's a nice and very fast measurement tool letting you just "see" the skill modifiers immediately. http://www.warehouse23.com/products/gurps-range-ruler -- For new player usually the "combat cards" are a valuable aid to learn the basics of tactical combat in the beginning. Last edited by OldSam; 08-06-2018 at 03:16 PM. |
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introductions to gurps, zombies |
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