10-31-2020, 08:27 AM | #11 |
Join Date: Jul 2005
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Re: What do you include in a GURPS campaign prospectus?
As others have said there are two documents needed before you get them around the table.
The first is the prospectus which has to sell the idea to the players. From a couple of sentences up to a couple of paragraphs. The second is the briefing: enough background to give them a flavour and establish the setting in their minds and then directions and suggestions for building their characters. Points total. Any free/compulsory advantages or disadvantages. Any forbidden ads and disads. Any templates they might find useful. Any optional rules allowed or forbidden. I'm currently writing one for my Megalos-After-The-Demon-Emperor game (Now called LICTORS for Roman resonance.) There's a one-page letter from the Imperial Minister of Justice to the Emperor setting out why he recommends the setting up of the Imperial Magistracy and giving them Lictors to do the dirty work. There's the Legal Enforcement Powers and the accompanying Duty. There's (going to be) a list of suitable templates from BANESTORM and some suggestions as to unusual backgrounds and abilities that they might want to consider. There's going to be a requirement for them to come up with a reason why they ended up doing this job. It will probaably come out to about two to three pages.
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
Tags |
campaign, campaign briefing, prospectus |
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