06-22-2022, 05:13 PM | #11 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Compilation of source material for new players
I'd definitely put the Delvers to Grow books in as "character generation done quick and clean." DtGr also has support for automation in both GCS and GCA5.
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06-24-2022, 12:25 AM | #12 | |
Join Date: Apr 2005
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Re: Compilation of source material for new players
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You don't have to go into huge detail, but a section on "Making Friends and Influencing People" would be helpful. |
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06-24-2022, 01:45 AM | #13 |
Join Date: Jan 2019
Location: Mordor, Germany
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Re: Compilation of source material for new players
It will be added in due time. As I told him, this table is not complete and a work in progress. But I agree, social interactions are definitively an integral part in roleplaying and will be addressed.
Last edited by Belisar; 06-24-2022 at 03:49 AM. |
06-24-2022, 04:19 AM | #14 |
Join Date: Jan 2019
Location: Mordor, Germany
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Re: Compilation of source material for new players
Update: I'll be on vacation for 3 weeks, in case you wonder that this post won't change for a while. Nonetheless, keep the feedback coming, I'll work it up when I'm back.
Last edited by Belisar; 06-24-2022 at 05:02 PM. |
06-24-2022, 05:31 PM | #15 |
Join Date: Apr 2005
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Re: Compilation of source material for new players
With a project like this, there's going to be a tension between wanting to cover most situations and keeping it short and simple.
For new players, it might be helpful to explain what attribute and skill levels mean. (e.g., ST 8, "mediocre, elderly person or child", skill 12, "typical trained professional in a non-combat job, inexperienced fighters.") BAD modifiers should also point out bonuses for utterly trivial (+10) or routine non-combat (+4) tasks. They could explain that the GM should only require rolls for tasks which are important to game play or where a character could possibly fail with serious negative consequences (i.e., no Driving skill rolls required to get to work on a daily basis, even if it's raining or snowing, but skill rolls might be required to avoid going out of control if you're in a car chase or speeding in hazardous conditions). Include modifiers for Time Spent if not already included in BAD. Explain the concept of Default Skill, since that's a distinctive, highly useful GURPS concept. (i.e., defaults to a related skill at -3 to -7, useful for simple tasks which normally carry a skill bonus when used with the correct skill). A lot of information can be reduced to stats on a cheat sheet, like how fast you can climb or how far you can jump. |
06-24-2022, 09:37 PM | #16 | |||||
Join Date: Mar 2017
Location: Brazil
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Re: Compilation of source material for new players
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Or, even better, I think that for a Lite document ALL skills should just simply be "Average" (so dont even mention it), and thus ALL skills simply Default to Attribute-5 and that's it - super easy. Quote:
Instead, just add an entry while explaining skills - maybe after costs and whatnot - with the title "Dice Modifiers", and just say - apply those for skills: haste -1 for 10% less time; extra time, all the way to +5 to 30x longer; equipment - none -10, all the way to +2 for fine quality, and that's pretty much it. Quote:
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I guess the problem for begginers aint even the Advantages, Disadvantages and Modifiers. Those are easy actually. The problem is skills, a ton of skills, with each one being either Easy, Average, Hard or Very Hard, thus having different values, they have tons of unique modifiers and tons of unique Defaults, and there's familiarity, and then comes mandatory and optional specializations, and after all that comes the Techniques... And perks to add up to the mess... That's where I thing that the mess starts. With skills (a little with Quirks and Perks too). Then comes combat, and this is where it gets really messed up. So, so many rules. Those two areas need simplification for new players, beyond any doubt. |
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06-24-2022, 10:17 PM | #17 |
Join Date: Mar 2017
Location: Brazil
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Re: Compilation of source material for new players
So, my advice will be as it always is:
Advantages/Disadvantages: I honestly think that's the easiest part (aside from Attributes), so I would keep it. That's also the great seller of Gurps, making customizable abilities. Enhancements/Limitations: again, not complex, and where Gurps really shines. I would add however the considerations of Powers, with the many examples on how to use them for each Advantage (it could include examples on Disadvantages too) on how to create unique abilities with them - for example, just bellow "Visualization", include "with Reduced Time 7 (+140%) it becomes instantaneous, being usable during combat, albeit at 1/3 of MoS due to the changing nature of combat" and others. Perks and Quirks: drop it. Skills: simpler lists. No differences between skills, all are "Average" (no need to mention). Modifiers are the basic from BAD with speed and equip modifiers at most. Default is always a flat Attribute-5. Drop familiarity, drop specializations, drop Techniques. Combat: here is where my Gurps colleagues hate me, but my suggestions are: - damage: flat. Forget "thrust" or "swing" damage; each level of ST has ONE amount of damage. Muscular weapons add or deduce from that. For example: ST 20, 2d+1 damage (just random hypothetical value). Big 2 hands sword, +5 damage (therefore 20 ST deals 2d+6 with it). - Damage Resistance/Reduction: flat. RD reduces damage by it's value. No more to be said or added, drop anything besides that. - Bleeding, disease, poison, hunger or any other hazards: flat damage on either HP or FP (or even both). No further complications added. - Hit Locations: drop it. - Combat Maneuvers: drop it. Only maneuvers are "Attack" and "Defense" (dodge or parry) - Dodge: fine as is. - Parry/Block: flat number unrelated to skills. Each weapon offers a different bonus/penalty to Parry. Shields offer bigger bonuses. Instead of calling those as "parry" and "block" separetely, just call it "Defense". For example, "Basic Defense is 10; large shields give +5, longswords give +2 and rapier swords +3. No more. - Movement: up to moving speed. - Ranged Attacks: no 1/2 D, no aim no nothing. Flat damage, each weapon may give a bonus or penalty to use them; no distance modifiers. - No knockback or other special conditions and situations. |
06-25-2022, 11:20 AM | #18 | ||
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Compilation of source material for new players
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When I was a new player it would have driven me away to be given a list of volumes in addition to the basic set that I needed to buy to play. Quote:
Last edited by Donny Brook; 06-25-2022 at 11:28 AM. |
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06-25-2022, 02:39 PM | #19 |
Join Date: Apr 2005
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Re: Compilation of source material for new players
The simple solution to big skill lists, odd defaults, etc. is to just use Wildcard skills.
Wildcard skills are all VH x 5 CP, don't allow defaults from other skills, and are a much better fit for fast, rules-lite games. |
06-25-2022, 03:03 PM | #20 |
Join Date: Dec 2020
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Re: Compilation of source material for new players
Iīm the opinion that we can let out some parts for easier entry to the core game mechanics, but each part we take should be according to the rules in the Basic Set and / or specific supplements. That includes the needed points to learn them.
Because if we do something like all skills are just average difficulty, the newby getīs a easier entry, but once he will play "normal" GURPS he will stumble over that tripwires, same goes for other point costs. He had basically to learn 2 different games with closely related rules, which will lead to frustation. Anything we take should be a basic layer, which works in itself and the foundation for added complexity and the full rules. Like the combat system, you donīt start with the full system optional wounding rules and so on. You start with basic combat system, which is complex enough, and from there go further - if you want to! We should keep in mind that a new player will not have a experienced player as mentor more often than not. He should be able to grasp the system by himself. If he is pointed to the right sources. |
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