08-21-2014, 07:01 PM | #1 |
Join Date: Oct 2004
Location: The Wylds of Central North Carolina
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Total Failure for my attempt to run GURPS at Work!
Today, I attempted to run a GURPS game for a couple of colleagues over lunch. I was trying to convince a D&D player to give the system a try - it was a train wreck.
First, while I have most of the hardbound 4th ed books, I haven't played GURPS in 15 years. So, I didn't know how to handle the new damage types, and spent most of the game actually trying to look things up. The combat cards were helpful, but I'd forgotten how Dodge works, so had to look that up. I think the major problem is that I needed to re-read the combat rules before trying to run it, and should have statted out the encounters before hand. (I've had a series of family emergencies this week that has kept me from preparing). So Help! Is there a succinct reference for combat somewhere that someone has compiled, or should I just buy the Basic set pdfs and print out those sections. Also, any advice for a "new" game master trying to teach a new group? Update 1: The second game went much better. We're still trying to figure out RoF and multiple shots. I'm going to look at the rules in Campaigns again this weekend. I had the stats for the cats, I had my laptop with GCA, I had a hex map, we had chips and dip. Update 2: Things were much better this game session, but we kept forgetting the speed/range table and reloads. An hour session is hardly enough time to do a ranged combat with 6 unarmored NPCs and two PCs. Last edited by GameBuddah; 09-11-2014 at 12:16 PM. |
08-21-2014, 07:08 PM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Total Failure for my attempt to run GURPS at Work!
I like the mook's (aka Warren Wilson) cheat sheets (although as far as I know his hit location tables are still incomplete) over at themook.net.
I use Bruno's Grand Unified Hit Location Table. Note that it has at least one error: Spine can be targeted by imp. Speaking of the mook, read his How to Be a GURPS GM. |
08-21-2014, 08:07 PM | #3 |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: Total Failure for my attempt to run GURPS at Work!
You should check out the "How to be a GURPS GM" that was currently released, should help you a ton, I know it helped me a ton.
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08-21-2014, 09:50 PM | #4 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Total Failure for my attempt to run GURPS at Work!
I strongly recommend downloading and printing out GURPS Lite and using just the version of the combat rules that's available there.
Though the other thing I recommend is that you read the rules and rule a mock combat, step by step, on your own before you try to run one for other people. That will get you familiar enough with the rules so you aren't fumbling around trying to figure the whole thing out. GMing does take a little prep time. Good luck on the next time! Bill Stoddard |
08-21-2014, 10:46 PM | #5 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Total Failure for my attempt to run GURPS at Work!
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I have several different versions of combat cheat sheets available on my website. You might also considering starting with a house-ruie ultra-lite combat at first, and add more complexity as your group is ready.
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08-22-2014, 01:35 AM | #6 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Total Failure for my attempt to run GURPS at Work!
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You might also want to run a few solo situations (meaning you yourself only), just to familiarize or re-familiarize yourself with the kinds of rules that can be tricky. As you suggest, how Dodge works, and the new damage types. Creating a setup for solo that involves several damage types, or even all the tricky ones, sounds non-trivial to me. Perhaps someone could write a short Pyramid article about that? If it's been 15 years, how strong a sense do you retain of how character creation works? You might also benefit from creating a dozen characters, just to re-familiarize yourself with how it looks from the players' perspective, especially if you're not going to give your players pre-gens next time (I assume you did during the lunch campaign). |
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08-22-2014, 03:38 AM | #7 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Total Failure for my attempt to run GURPS at Work!
Also, look into GURPS Lite.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
08-22-2014, 06:04 AM | #8 | |
Join Date: Aug 2004
Location: Los Angeles
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Re: Total Failure for my attempt to run GURPS at Work!
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Good luck with the new group!
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How to Be a GURPS GM, author Game Geekery, Blog (GURPS combat examples, fillable PDF sheets, rules summaries, campaigns and one-shots, beginners' intro) GURPS Discord, unofficial hangout and real-time chat |
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08-22-2014, 07:32 AM | #9 |
Join Date: Aug 2004
Location: Brasilia, Brazil
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Re: Total Failure for my attempt to run GURPS at Work!
1: GURPS is a front-load system. It's in the forum FAQ. It runs very well if you make your homework first. You need to stat your NPCs, prepare encounters and try to imaginde and be prepared for the combats. You can't rely on looking into the rules as the game rolls, you gonna get lost, loose momentum in the roleplay and bog everyone down.
2: GURPS is modular, so if you are starting at it, start small. Use only the GURPS-Lite rules, it's a very good way to limit yourself to only what you need to start playing. For the best and simpler succint reference to combat in GURPS, I would go to the Mook Combat examples. |
08-22-2014, 11:24 AM | #10 | ||||||
Join Date: Oct 2004
Location: The Wylds of Central North Carolina
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Re: Total Failure for my attempt to run GURPS at Work!
I have it, and I've read it. It's good.
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Here is the self-feedback I sent to the players: Quote:
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