06-25-2022, 03:59 PM | #21 | ||
Join Date: Mar 2017
Location: Brazil
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Re: Compilation of source material for new players
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Anything besides de Basic should be EXTRAS - ie those juicy abilities for the power hungry players to search for more and for the dedicated GMs to enrich their games. Quote:
Sure a "Mountain-climbing" RPG would want to make that distinction, but most of the time people wont be constantly pearl diving AND mountain climbing to make it so important; I firmly believe that less is more where it concerns newcomers. And, over time, they get to decide wether to introduce all the details from Basic - like Easy, Average, Hard and VH skills, techniques, unique defaults and the full range of specializations, or not, or if they stick to "Lite" for a more fast and loose game. I think that kind of option should be more evident for newplayers and veterans alike. |
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06-25-2022, 04:05 PM | #22 | |
Join Date: Mar 2017
Location: Brazil
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Re: Compilation of source material for new players
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Also, their costs are outrageous - which is why they offer additional advantages and Wildcard Points, to make them more palatable. That's not a simpler solution - unless you take them for their broader application and just treat them with the regular prices for standard skills at Average or Hard prices, and cut all the rest. |
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06-25-2022, 04:14 PM | #23 | |
Join Date: Mar 2017
Location: Brazil
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Re: Compilation of source material for new players
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After that, those who decide to stick with the flat hard prices and flat default-6, I see no problem with that - all rules are optional nonetheless in Gurps; the problem many have is into understanding which ones to use or not. |
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06-25-2022, 04:50 PM | #24 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Compilation of source material for new players
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06-25-2022, 07:29 PM | #25 | |
Join Date: Dec 2020
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Re: Compilation of source material for new players
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The reason is to get new players, not scaring them away by the fact they have to relearn the system if changing to the Basic Set. Everything we ( and itīs just a suggestion to SJG ) take into a this list must be according to the rules. We can just weed out the overhead and spare some unneccessary ( for the first start ) parts. We can reduce the number of skills, but this skills have to work the same way as in Basic Set. We can say we use no Talents, Powers, Perks whatsoever to make it more streamlined. But thatīs it. Once a player is fluent with the reduced rules, he should be able to use this to get a grip at the Basic Set. Because the other way we just create a alternate GURPS, with drastically reduced options. One of many other reasons, a lot of other reasons. |
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06-25-2022, 11:51 PM | #26 | |||||
Join Date: Sep 2019
Location: UK
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Re: Compilation of source material for new players
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Maybe add a note that not everyone agrees with the Basic Set's instructions to use them only for specific things in unrealistic games, and list some other things that some people use them for. For instance, making a character in a big hurry (themook.net's "The Seven-Minute GURPS Character" does this, giving an example character with four skills - Space Ranger!-12, Laser Pistol-15, Brawling-14 and Fast Talk-11). Or for skills that just won't come up often and are interesting to have just in case or for decoration but not worth the time to spell out skill by skill, like Science! in a war game. Or somebody on here (not sure who) says he/she uses it as a quick way to make NPC stat blocks - Thug!-11, meaning skill 11 for "anything a hired thug would need to know how to do".
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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06-26-2022, 07:52 PM | #27 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Compilation of source material for new players
I really don't get what omitting How to Learn GURPS and the Quick Start gets you. FWIW, I only expect new players to read the Quick Start.
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06-27-2022, 03:54 PM | #28 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Compilation of source material for new players
I just introduced two new-to-GURPS players to the game yesterday (6/26/22). I didn't use anything fancy (well, other than Tabletop Simulator that they were already familiar with--that's where I found them). I gave them some Pregen characters, gave them a once-over explanation of what the traits meant, and then we dove in to play.
We had a fun crashed space-ship-meets-Cthulhu-meets-Aliens fun with some combat, investigation and failed fright checks (thank you for the natural 18 on a Will check, that made everything better!). Cyclic Corrosion attacks dissolving a Space Biosuit, fart jokes, an engineer that couldn't hit a car-sized spider one yard away firing a laser pistol on full auto. It was a good session. Today, I got this message from one of the players in my Discord. I think the greatest asset for new players is a GM who wants them to enjoy themselves and not get lost in the intricacies and nuance of GURPS. There'll be time, later, to learn how to make a character on your own. Don't get caught in the weeds, go jump in and do something. Right or wrong, at least you did something. To teach people GURPS don't start by teaching them GURPS. Start by showing them what they can do with GURPS. If they know how to role-play, then they already know how to play GURPS, they just don't know the mechanics. Take what they already know and run with it. Roll some dice. Have fun. Play. |
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