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#11 |
Join Date: Jan 2005
Location: Charlotte, NC, United States
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Oh, and one more thing...
Since your campaign will be using magic, find and download The Renegade Mage's Unofficial GURPS Magic Spell Errata by Steven E Ehrbar. It's a free PDF, and Ehrbar is a Forumite so it should be easy to find. If you find him, you've found it. :)
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Tim Harris The Seeker Time Lord Saving the universe one planet at a time. Occasionally from my own mistakes. Oops. |
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#12 | |
Join Date: Jun 2006
Location: Spain —Europe
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#13 |
Join Date: Jan 2005
Location: Charlotte, NC, United States
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And very useful. Must remember to thank him for it (can't remember if I already have or not). Sometimes I feel a bit unproductive because all I've ever contributed to the GURPS community is my smiling and somewhat daft presence here and a host of wild ideas.
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Tim Harris The Seeker Time Lord Saving the universe one planet at a time. Occasionally from my own mistakes. Oops. |
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#14 |
Join Date: Nov 2008
Location: Maryland
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There seems to be a lot of fans of the GURPS Character Assistant, though from my understanding it is not free, so I have not used it. The GURPS Character Sheet (first google link should have it) is an amazing piece of free software that is absolutely fantastic for keeping track of stats, skills, advantages and gear.
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#15 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Best advice I can give, is to use the search function on this here forum. Lots of advice has already been given to folks asking the same question, and if you plan to feature magic based on the standard system*, then you can find discussions on which spells can break campaigns. A couple of fairly recent threads may be worth a gander:
http://forums.sjgames.com/showthread.php?t=70238 general advice for a new GM (I know you're not new to GMing, just GURPS, but it's relevant) http://forums.sjgames.com/showthread.php?t=69954 advice on how to build a mage. It'll show some of what you're in for from you players *GURPS does not have a magic system, it has a "standard" magic system, and by standard, I mean reference standard. You tweak it beyond recognition to get the feel you want for your specific campaign, and when you ask a question on these forums, you tell us the ways your version differs from the standard. GURPS Thaumatology is a big book of ways to tweak or totally replace the standard system. (GURPS Fantasy is probably unnecessary if you are an experienced gamer.) Last edited by Gef; 09-12-2010 at 11:33 PM. |
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new gm, new guy |
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