08-24-2015, 04:12 PM | #41 |
Join Date: Aug 2009
Location: Poland
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Re: One-Line Advice for new GURPS GMs
Describe failed attack rolls as missed opportunities, not missed attacks.
"You don't see any opening and hold back," basically. Not tested yet, tbh, but it seems to answer so many questions. "Why didn't I try to parry this?", "Why are we flailing around our weapons each round?". Be sure to consult Your players about this, though, as some might see it as taking away their control over character.
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08-24-2015, 05:12 PM | #42 |
Join Date: Feb 2009
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Re: One-Line Advice for new GURPS GMs
I once had a DM who liked doing things of that nature, I hated it. I much preferred to think 'a swing . . . and a miss!' than 'I sat here doing nothing'
Even worse is when the DM described things as 'hesitating', GAH! I hate that. I am a Champion of Justice, Champions of Justice do not just up and hesitate! |
08-24-2015, 05:24 PM | #43 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: One-Line Advice for new GURPS GMs
Quote:
I was watching Titansgrave, GM'd by Wil Wheaton...and he takes over PCs interior feelings in ways that does not fly with me. |
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08-24-2015, 06:02 PM | #44 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: One-Line Advice for new GURPS GMs
Actually I hate mind control powers for just that reason, including allowing players to use them on NPCs
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08-24-2015, 07:41 PM | #45 |
Join Date: Jun 2006
Location: The Great White North
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Re: One-Line Advice for new GURPS GMs
Don't be afraid to ask questions on the GURPS forum.
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08-24-2015, 07:43 PM | #46 |
Join Date: Sep 2004
Location: Medford, MA
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Re: One-Line Advice for new GURPS GMs
When mind control happens, I usually take the player aside and tell them they are being mind controlled and this is what the controller is telling them to do...and then I let them roll play it. I don't puppet them. My players who are into RP challenges enjoy the challenge and respect that I didn't just hijack their character.
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08-24-2015, 08:07 PM | #47 |
Join Date: Feb 2009
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Re: One-Line Advice for new GURPS GMs
I agree with that approach
Its rather fun to see what evil evil things the players get up to I don't mind mind control, I just dislike the idea of hesitation and such |
08-24-2015, 08:22 PM | #48 | ||
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Join Date: Sep 2004
Location: Southeast NC
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Re: One-Line Advice for new GURPS GMs
Quote:
Quote:
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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08-24-2015, 10:22 PM | #49 |
Join Date: Dec 2008
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Re: One-Line Advice for new GURPS GMs
After character creation, GURPS has one game mechanic. All else is optional.
That one mechanic being "roll three dice. Compare the total to some number on the character sheet, plus or minus a number describing how hard the task is. If the roll is lower, the character succeeds. If higher, he/she/it fails." 95% of what remains is advice to the GM on what value on the character sheet to compare to, how difficult to rate the task at and what the results of success/failure are. The remaining 5% (things like crits, fight checks, damage and reaction rolls), while they can add a lot to a game, are both optional and unnecessary. I feel this one is really important because people constantly seem to think that GURPS has too many rules. |
08-24-2015, 10:40 PM | #50 | |
Join Date: Apr 2005
Location: France
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Re: One-Line Advice for new GURPS GMs
Quote:
Attack, failed. Attack, failed. Attack, failed. Attack, successful but parried. Attack, failed. Attack, failed. Attack, failed ... There are a lot of good reasons to fail an attack. Especially in just one second! Hitting too far. Hitting not far enough. Hitting too much on the right. Or too much on the left. Not succeeding to find an opening in the foe's guard. Not being fast enough to attack again during that second. A one second hesitation. The sudden urge to catch your breath. And so on.Making interpretations vary gives a more living game. Choosing only one interpretation, and always the same, makes it poor and boring. So, my hint for this thread ... Interpret dice rolls and make your interpretations vary. Some games are rule and dice roll light. Some other, like GURPS are not. A GURPS combat turn, for instance, requires many dice roll. One to attack, one to defend. One for damage. And, often, one more for damage consequences. It gives 4 dice rolls just for 1 attack! If you describe the results of each of these rolls, it might become exceptionally living and interesting. If you don't, the players might just remember that they had many, many dice to roll. |
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gm advice |
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