10-18-2011, 12:05 PM | #41 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: New here and new to GURPS
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10-18-2011, 12:09 PM | #42 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New here and new to GURPS
It can be worth dropping hints to focus that a bit. For example, I played in a THS campaign where the GM decided to explore Talents, and requested that every PC should have at least one. It worked pretty well.
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10-18-2011, 12:11 PM | #43 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: New here and new to GURPS
Talents can go on shopping lists (in fact they often do). I think you may be thinking of something different from what I am (and I think aesir23 is).
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10-18-2011, 12:16 PM | #44 | |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: New here and new to GURPS
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Online Campaign Planning |
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10-18-2011, 12:20 PM | #45 | |
Join Date: Aug 2007
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Re: New here and new to GURPS
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Probably more useful though are a description of the _boundaries_ that the character should function in and the direction t6hat the game will progress in. Gurps as a whole is practically infinite in its' potential complexities. Reduce the number of the books I need to look through. Reduce the rules sub-sets I need to consider. Set goals "Your characters will need to have professional level Skills in area X and the ability to leave their homes for an extended period of time". I can lay a personality on top of the bones of any sort of character but at least knowing what that skeleton should look like is a big help. Infinite possibilities can lead to infinite indecision. As an example, one of my favorite all time characters was for a relatively recent D&D2e game. the system didn't really do much to help me but it didn't really get in my way of characterization either. However, I really did need to know "make a 1st level Fighter" to get started on a character sheet and let the game go forward.
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Fred Brackin |
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10-18-2011, 12:24 PM | #46 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: New here and new to GURPS
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_____ Worminghall. Historical fantasy. GURPS. In 1300 A.D., students from all over Europe come to western England to study magic. A group of such students will encounter the magical arts, town and gown conflicts, and each other. Play will emphasize student life and its rivalries, and the growth of magical knowledge, but will also include real dangers and mysteries. The setting will be authentically medieval, with medieval conflicts over nationality, faith, and social roles—but expressed through fantasy themes. We’ll probably try the experiment of an initial prologue where the characters are newly arrived students, followed by a fast forward to several years on. The default character will be young, male, and Catholic, but there will be room for exceptional people to overstep their normal social roles. You may enjoy this campaign if you want some actual history in your historical fantasy; you love schools of magic as settings; you’re interested in your character’s personality and the social texture of their life; you’re willing to start small and build up your character. Bill Stoddard |
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10-18-2011, 12:38 PM | #47 | |
Join Date: Nov 2009
Location: GMT-5
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Re: New here and new to GURPS
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I generally find that when I include a sentence like the above, I'm almost certain that the PCs will not be young, male, and Catholic. Every player I game with these days tends to want their character to be the exceptional guy. I find myself including sentences like yours in a prospectus so that the players have a cleared idea of what the game will be like. But it rarely, if ever, has the primary intended effect of getting them to make characters close to those lines. |
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10-18-2011, 12:53 PM | #48 | ||
Join Date: Jun 2006
Location: The Great White North
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Re: New here and new to GURPS
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10-18-2011, 12:59 PM | #49 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: New here and new to GURPS
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2) Star-Trader games seem to appeal to a very small minority. Lots of people might want to play a space adventure game with the action bits of Firefly (which is what your description implies) and not bean-counters. I'm not really sure from your description which it actually is. 3)"You can play whatever alien you want" means that you can't have put much thought into how the setting actually works. I personally prefer settings with some decent hooks for character origins. |
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10-18-2011, 01:03 PM | #50 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: New here and new to GURPS
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I would say how many points it is and if its cinematic or not. I would call firefly cinematic so probably your setting is but make it clear. Also is the setting inspired by or using the Firefly setting? Based on could mean either but implies more strongly the latter, however your allowing aliens. though the online reference to aliens is a bit confusing to me. Unless you mean the firefly setting and they have to be aliens from there. I like to include what books we will be using, even if its just to say all the core books, all the books for that kind of setting or all except the following. Especially if you want to emphasize something. Also any house rules or options I would not necessarily spell out in the prospectus but would be nice if there short or a link to them. |
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new gm, new guy |
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