07-28-2013, 08:04 AM | #11 |
Join Date: Sep 2004
|
Re: Hooking New Players at the FLGS?
So what I have so far:
Pre-gens: Not only accepted as read, but pretty much mandatory. I also had the idea of writing two or three paragraphs of character history to "introduce" the character to the player. For each character presented on the table, I'd have an index card behind the GM screen with their complications and plot hooks, for blending into the game du jour. Peter's "lens" idea is intriguing, and I may try something like that, only smaller. Say, 10% of the character left unspent and five optional builds (check one) under the character notes. Advertising: DAT, your link to the demo posters worked and I think those will come in handy. System Briefing: This isn't the first time I'd felt the GURPS demo bug, so I have a one-page system briefing written up. Given that I might actually go through with a demo, I need to fine-tune the crap out of that. Genre: Therein lies the rub. While the shop attempts to carry a wide swath of different games, out of necessity and demand it carries darn near every current D&D and Pathfinder product. I'm inclined to agree with some that the dungeon fantasy is not the way to go, but then again, I would have about 2-3 hours for each demo session (the window for this would be 6–9 PM), and that's not enough for a proper dungeon crawl anyway. If I run it as a demo series, then nothing's stopping me from running a different genre each trip. Pulp adventure one night, planet-hopping the next week, an ISS adventure the week after, a Banestorm set the week after that, blah blah blah yakkity schmakkity. GURPS, Smörgasbord-style. Yes, it's to showcase the richness and variety of the system, but also to keep them guessing. (I hate being predictable.) I also had the semi-devious idea to run a major alteration of the dungeon crawl fantasy game. Set it up as a GURPS Space game, but the mission is to regain contact with the fortified underground installation the survey team set up to monitor the medieval-tech-level locals, because something has gone Horribly Wrong™. |
07-28-2013, 08:23 AM | #12 | |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: Hooking New Players at the FLGS?
Quote:
150 CP characters 4 players Okay, you have 4 players. If you're a bit lazy, you'll make 2.5 characters per player, as an absolute minimum, for 10 characters. With more players, you might be able to go a bit lower than 2.5, while with fewer payers you need to go higher. The important thing is that no player ends up feeling like he's forced to choose between a list of character types none of which he wants to play. So go for many different character types, and if possible include two somewhat similar rogue types or ninja types, maybe one Ranger and one Ninja, or one Assassin and ont Cat Burglar, or whatever. And probably at least 3 who can fight in melee, with or without weapons. All different from each other. Anyway, you got 10 characters. Now you make variants of each of them. Say you take 20 CP (a bit over 10% of their CP total) and split out into Lenses. Five of the charactes get 4 Lenses each, and the other five get 3 Lenses each because you simply couldn't come up with a 4th Lens you liked. That means you have not 10 but 35 characters, for the players to choose from. You just need to "link" each of the 35 characters to its "parent" character so that the players know they can't choose 2 variants of the same character. This "link-to-parent" thing becomes more and more important, the less difference the Lens makes. If the Lens only takes up 13% of the CP budget (let alone 10%!) then it's very important. If the Lens takes up 25% of the CP budget, it's not particularly important, although you still need to individualize the characters. Either way, as I see it, you're going to be bringing 35 diffeent character sheets to the campaign, even if there are only 10 different character names. |
|
07-28-2013, 01:57 PM | #13 |
Join Date: Jul 2006
|
Re: Hooking New Players at the FLGS?
This sounds like the perfect situation to run ISWAT. Throw them into a different time period each week. You can even give them the "iconic" characters out of the back of _Campaigns_.
|
07-28-2013, 04:25 PM | #14 | |
Join Date: May 2005
Location: Oz
|
Re: Hooking New Players at the FLGS?
Quote:
This is indeed not GURPS' strong suit. GURPS can easily be "too much game" for a three-hour pick-up session.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
|
07-29-2013, 01:39 AM | #15 | |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: Hooking New Players at the FLGS?
Quote:
I don't think the OP is going to convince many of the wonders of GURPS, if he gives them low-brow hypersimplistic characters to play, in the style of AD&D or Feng Shui. |
|
07-29-2013, 04:40 AM | #16 | |
Join Date: Nov 2005
Location: Midwest, USA
|
Re: Hooking New Players at the FLGS?
The rub is part of you wants to run swords and sorcery and the other part knows that's a terrible idea if the goal is to successfully complete the mission statement of proliferating GURPS.
Quote:
You're absolutely not going to convert D20/D&D/Pathfinder guys by running what those systems do. If you're seeking to plant the seeds of GURPS and watch them grow, you can't run swords and sorcery. Even if they enjoy the session, they won't leave their system. Run something contemporary or futuristic. Cyberpunk. Zombie apocalypse. Robot Apocalypse. Post apocalypse. Hard Sci-Fi. Space Opera. Weird War II. Weird West. Super spy. Just make the game session as quick and simple as possible. Don't make this all complicated. Simple pre-gens. Fun, interesting, short scenario. Here is some inspiration:
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
|
07-29-2013, 09:37 AM | #17 |
Join Date: Jul 2007
Location: Ann Arbor, MI
|
Re: Hooking New Players at the FLGS?
Nobody else is capable of doing the optimistic near future the way GURPS is with Transhuman Space. There are a number of Personnel Files supplements you can pick up, which are essentially a pack of pregens and a short convention demo. I had a lot of fun with School Days 2100, and the others are probably good too. TS is the setting that got me interested in GURPS.
Frankly, it was a fantasy game that totally hooked me on GURPS. The pregens did things that I could never do in The Other Game. GURPS Fantasy has been the single most rewarding fantasy game I've ever played or run, because the range of character possibilities was so much more interesting. This isn't DF though, just straight up Fantasy, with its much wider range of character options.
__________________
Online Campaign Planning |
07-29-2013, 12:09 PM | #18 |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: Hooking New Players at the FLGS?
Caravan to Ein Arris is a great free introductory adventure for GURPS. Pregens will probably make it run more smoothly. We had a lot of fun with the character creation part as well. It took a number of sessions to complete, but even starting it could be a good time.
|
Tags |
gurps recruitment, gurps revival |
Thread Tools | |
Display Modes | |
|
|