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Old 08-18-2015, 04:56 AM   #21
lachimba
 
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Default Re: One-Line Advice for new GURPS GMs

Quote:
Originally Posted by trooper6 View Post
Don't listen to the people in the forums, you don't *need* anything more than the Basic Set.

We have a habit of telling new GMs they *must* have a gazillion books. They don't.
Great one. So many people must be turned off reading they need this and this and that. They end up buying no books which helps no one.

Sure you SHOULD (for SJ Games sake) eventually want lots of books, but just buy one (or two in this case) to start and work up as you can and want to.
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Old 08-18-2015, 07:46 AM   #22
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Default Re: One-Line Advice for new GURPS GMs

The best way to house rule realism is to give up on it.
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Old 08-18-2015, 09:25 AM   #23
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Default Re: One-Line Advice for new GURPS GMs

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Originally Posted by lachimba View Post
Great one. So many people must be turned off reading they need this and this and that. They end up buying no books which helps no one.
Or buying a whole book for a single sidebar someone told them they "needed" and get disgusted with the waste of having to buy the whole rest of a book irrelevant to any genre they want to run.
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Old 08-18-2015, 09:29 AM   #24
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Default Re: One-Line Advice for new GURPS GMs

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Originally Posted by D10 View Post
The best way to house rule realism is to give up on it.
I'm going to object to that one. Some of the best stuff I use comes from this effort. But to the first time GM, I'd rather say:

Don't wait to perfect your houserules before play, wait to play before you perfect your houserules.
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Old 08-18-2015, 09:45 AM   #25
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Default Re: One-Line Advice for new GURPS GMs

If something seems stupid or out of place, just say "NO".
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Old 08-18-2015, 10:18 AM   #26
Kromm
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Default Re: One-Line Advice for new GURPS GMs

Don't try to eat the whole cow.
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Old 08-18-2015, 10:28 AM   #27
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Default Re: One-Line Advice for new GURPS GMs

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Originally Posted by Mathulhu View Post
Don't get caught up with the rules and the setting, make the time you spend together worthwhile.
On reflection, I think that would not be suitable advice for me. One of my big reasons for playing rpgs is to explore a setting, and I look for players who will want to do so, and will regard my ability to create and present a setting as a source of value added. We play specifically for the purpose of getting caught up with the setting, and if we don't, the campaign is something of a failure. I mean, it's like telling me to look at landscape paintings and not get caught up with the scenery. . . .

Now, perhaps you mean something different, like "Don't get obsessed with the inessential details of the setting for their own sake."
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Old 08-18-2015, 12:05 PM   #28
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Default Re: One-Line Advice for new GURPS GMs

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Originally Posted by Nymdok View Post
Have a plot (begining middle and end) before you start..
"Plot" is a four-letter word. With that in mind, the best advice ever was Stu Venable's: design the problem, not the solution.
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Old 08-18-2015, 01:26 PM   #29
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Default Re: One-Line Advice for new GURPS GMs

It's already been said, but speaking as a new GM I can personally attest to its importance.

Buy and read How to Be a GURPS GM.
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Old 08-18-2015, 01:39 PM   #30
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Default Re: One-Line Advice for new GURPS GMs

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Originally Posted by Rasputin View Post
"Plot" is a four-letter word. With that in mind, the best advice ever was Stu Venable's: design the problem, not the solution.
Definitely this! Just don't design the problem such that it's a no win scenario (unless that is the whole point -- but even so, don't be surprised if your PCs somehow get out of it).

Don't be afraid of a TPK.

Don't design a TPK.

Don't be afraid to have a session with no combat, or one which is all combat -- so long as everyone is having fun.
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