05-31-2011, 07:54 PM | #1 |
Join Date: May 2008
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Advice needed for new fantasy campaign
Hi, um, GURPers.
I'm ramping up to run a fantasy campaign using GURPS rules and could use some advice. I'm a pretty experienced (since 1985 or so) role-player in a lot of games, and have been a PC in GURPS campaigns in the past. Running a GURPS campaign, however, seems like it will be a trifle challenging. Here are some specific questions I have, feel free to criticize the questions as well- I'm not necessarily sure I'm asking the right ones (or point me at the post I missed when I was trying to search these forums). Anyway. I'm trying to build a campaign in a TL2-5 world. Specifically, it will be a fairly long large time-spanning campaign that starts during a dark age after an empire falls and eventually culminates in a roughly magical/alternative TL5 storyline (that I originally wrote for the Eberron campaign setting back in the D&D 3.5 days). Characters will change over time, I intend the overall campaign arc to last about five hundred years and to have the PCs bouncing around in the timeline a bit as the story demands. One thing I'm happy about (which is why I feel optimistic about this endeavor) is that I have a pretty clear idea in my head (and on paper) about the campaign setting, the basic events that should form the story arc, and the overall "feel" of the game. I'm shooting for somewhere between high- and low- fantasy. I'm a big fan of the Fafhrd stories and want to capture a bit of that feel in the play. Not really Tolkien-esque high fantasy, but not pox-ridden, malnutrition-prone low fantasy either. I'd say more high than low, with a gritty combat feel that still can turn a touch cinematic at times. I have purchased the basic Characters and Campaigns books and want to make sure I spend my money wisely on other books.
It may sound like I'm writing a heavy-combat campaign, but that's not really true. It's just to me that combat is where a lot of my design choices will be tested, as that's the place where a lot of PC and NPC death will occur based on mechanistic die rolls. The interaction, puzzling, and role-playing I've got a handle on. Anyway, thanks for reading this long post and for any help you can give. |
05-31-2011, 08:15 PM | #2 | ||
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Join Date: Sep 2004
Location: Southeast NC
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Re: Advice needed for new fantasy campaign
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An attack that hits the body is better than an attack that misses the head.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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05-31-2011, 09:16 PM | #3 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Advice needed for new fantasy campaign
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2) GURPS Fantasy has a decent bestiary. GURPS Dungeon Fantasy: Allies and GDF: Summoners have more natural monsters and summonable creatures like elementals and spirits. I'd recommend them as good toolkit starting points. 3) In my experience, PCs don't go around head-shotting monsters unless there's a huge skill disparity. A successful headshot requires skill 16+ and some advanced Techniques, and and that level fails to a Skill-14 mook with a medium shield. For headshots to be routinely successful, there needs to be a 4-6 point skill gap between PC and enemy, and at that point the PC can probably kill the enemy by hitting him in the chest repeatedly. I've seen a PC able to make routine eye shots with a bow, but that was a 350 point dedicated archer with a magical bow, and even that didn't work if the other side had shields to block his shots. 4) I try to throw up a large enough variety of challenges that the PCs always need more skills at low levels, because otherwise the temptation to throw 20 points into a primary weapon skill gets pretty high. It's very helpful to level set every as to what skill levels should be expected: a warrior with weapon skills in the 14 range is perfectly reasonable if the opposition has skills in the 10-12 range, but is rather terrible against skill 18+ foes. |
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05-31-2011, 09:32 PM | #4 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Advice needed for new fantasy campaign
The must-have books for you are going to be Fantasy and Magic. Fantasy is full of cool and useful character templates that mesh well with traditional expectations for bold fantasy adventures were swashes are buckled and maidens saved/ravaged (depends on the ebb and flow of the tide which one you choose).
I really recommend starting with a minimum of 150 points. That's about the level of Fafhrd and the Gray Mouser when we first meet them. They'll be tougher than average, but not forces of nature and not mistaken for super heroes. I've found it to be a fun and gritty starting point for adventure. They won't be heroes who contend with the gods, but guys who steal stuff and have to be on their toes to keep it. The most common pitfall for new GURPS players is to be overwhelmed by the options in character creation. The templates from Fantasy make life a lot easier. The other thing is to do a guided character creation. Rather than turning the players loose with Characters, you talk to them about the character they want and choose advantages, disadvantages and skills which match that character. Definitely play up the disadvantages side of things, too. I find that players have a lot of fun role-playing their characters' weaknesses, and they'll ask me how to pull off weaknesses that aren't necessarily spelled out in the book, but look like they might be fun. The complexity of the skill-based magic system worried me at first, but what I found was that players took to it very readily. A fairly small point investment still gives a player a lot of spells they know, and because spells work just like everything else, it's easy for them to manage. They know all they need to do is roll 3d6 to see if the spell worked or not, and that makes them comfortable with it. If you want variations, consider grabbing Thaumatology, which has good guidelines for making your own magic system, and a few worked examples of its own. You might also consider grabbing Monster Hunters 1, which has an excellent magic system that meshes quite well with a lot of popular fantasy. You can streamline your combat by using the styles from Martial Arts. Rather than confusing your characters with a bunch of options, choose a few definitive martial arts styles to represent your races/nationalities. That simplifies everything for your players and for you. We generally don't use the hit location system, but you can make it optional for called shots, and so far we haven't noticed any unbalancing effects. Shooting a guy in the face is very deadly, but in the heat of combat very hard.
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05-31-2011, 09:58 PM | #5 |
Join Date: May 2008
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Re: Advice needed for new fantasy campaign
Awesome, thanks for the advice. I'll definitely look at starting at 150, what I'm shooting for is a level where the PCs start with room to grow, but are definitely a head above commoners at the start.
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05-31-2011, 10:15 PM | #6 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Advice needed for new fantasy campaign
Completely forgot about the Beasties issue. As mentioned, there's a good selection in the basic set and Fantasy. If that's not enough, grab the Creatures of the Night line. The original 3e edition is awesome, and I based a whole campaign just on that book and some templates from the basic set. Best modern fantasy I've played.
I haven't used the newer Creatures of the Night material, but the 4e material shares an author with the older, so I don't have any reason to believe that it isn't awesome. The free samples in the previews certainly suggest that your money will be very well spent.
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Online Campaign Planning |
05-31-2011, 11:17 PM | #7 | ||||
Join Date: Nov 2007
Location: The City of Subdued Excitement
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Re: Advice needed for new fantasy campaign
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As for the PCs getting their feet crippled or whatnot, I don't use hit locations against them except in unusual circumstances. So far they enemies have been ordinary soldiers who fight in straightforward ways. That will likely change as the party grows in competence and they face more powerful enemies, and hopefully the gradual increase in difficulty will give them time to learn how to deal with the dangers. That said, GURPS combat is rather bloody, so there's a real chance of a character getting killed or maimed in every combat, no matter how skilled they are. |
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06-02-2011, 09:45 PM | #8 |
Join Date: May 2008
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Re: Advice needed for new fantasy campaign
Thanks for all the advice, everybody. I went a bit crazy at e23, not to mention picked up Thaumatology in hardback and a GM screen at my FLGS. Should be a nice bit of summer reading to prep all of this. After all that, my players dang well better show up. :P
One last question: are there any online sources (the GURPS wiki, for example, seems to only have one monster in it) for monsters? I was planning on banging together my own ones, but any help along those lines seems useful. I will be transitioning three of my players from classic 1st-3rd ed D&D into GURPS, so I figure having classic skeletons, zombies, orcs and goblins to fight would be handy. I'll just end up fudging together bad guys (and filing the serial numbers off of monsters from other sources), but I don't want to reinvent the wheel. I got a couple sources already (Fantasy, Creatures of the Night 1, Banestorm), but they are a bit unwieldy- the Fantasy book has some 1,200 point entities, but no 50-point mooks to fight. I've got a lot of ideas for the Big Bads, it's the supporting cast that I'll need a fair number of. Meh, it's easy enough to say something like st 12 dex 12 int 10 ht 10 brawling-14 1d cr 10 HP and call it a day. Add flavor to taste, use the 75-125 pt templates from Fantasy to make the tougher midlevel monsters. I'll probably do something with mooks dying at 0 HP instead of making a lot of HT rolls. Sound about right? |
06-02-2011, 10:09 PM | #9 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Advice needed for new fantasy campaign
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Otherwise your last paragraph about eyeballing is exactly right. |
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06-02-2011, 10:13 PM | #10 |
Join Date: May 2008
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Re: Advice needed for new fantasy campaign
Thanks. I just also noticed that there's a brand-new dungeon fantasy monsters supplement, so I got that one too. I just went from staring at lots of blank spaces to a huge number of inspirations.
Man, I remember GMing before the internet. It wasn't nearly as much fun. |
Tags |
fantasy, game mastering |
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