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#31 | |
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Join Date: Jan 2011
Location: France
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I am a seasoned player, but always been a poor GM. I failed several times to run a succesfull campaign with GURPS, not because of the simulation rules being too complex (former Rolemaster GM here) but because I was lost in the overwhelming set of possibilities, wanted to try it all, tended to allow way too much exotism at character creation (speaking horse, mute viking with hypnose skill …) and ended with broken characters ruining the adventure. For 2011, as a resolution, I decided start it all over again with GURPS; with Action as a filter lens to allow me to manage the complexity and quietly learn how to GM with GURPS. I don't mind buying books as I've already got quite a big collection of RPG books (GURPS, Rolemaster, some French RPGs …). But for a newcomer, needing to get some more books to strip it down and keep it simple might seem odd. But it's definitely the only way to go with a generic system. |
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#32 | |
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Join Date: Apr 2005
Location: France
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I also had this kind of problems some years ago… But I solved it by using GURPS Lite, extensively. It really is a great tool! Of course, as it has been said in many threads, it is not complete enough to really GM the game. But it allows to focus on the boiled-down essence of GURPS. And for character creation, it is a very big help. I don't let my players read the Basic Set, for instance. Actually, they don't want to do it! Instead, I give them only GURPS Lite and, if they want something that is not inside, I help them to build it with Characters. This way, they only choose features that they really want. They don't try something just because it is in the book or because it could be fun. Too my mind, the best way to begin with GURPS is to have the Basic Set plus GURPS Lite. Then, the new GM uses only GURPS Lite, with a setting that allows it. A low-powered military game for instance, is a very good idea. But there are a lot of other possibilities: horror, western, medieval without magic... The Basic Set lies on the table, next to the GM, but only for what is really missing: the weapons' stats, for instance. Or some absolutely indispensable advantages, disadvantages, skills or rules... Then, step by step, as the GM and the players begin to be more used with the rules, they add some new options that make the game more fun... Fright checks, bleeding, hit locations... That way, GURPS become very newcomer-friendly, doesn't it? |
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#33 |
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Join Date: Jan 2011
Location: France
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Hello fellow gurps-fr forumite!
Well, maybe we should define what we mean as "newcomer". Newcommer to GURPS but already a player / GM with other systems? Or newcommer to RPG starting with GURPS? For the former, GURPS is indeed perfectly fine. GURPS fans even view it as getting from basic to advanced in the skill of playing RPGs. For the latter, I don't know how I would have done with GURPS as my first system ever played. I tend to think that there is no real way around the fact that GURPS is an advanced system (more so that some famous systems that had the word "advanced" in their title) which requires some previous experience with more basic stuff. I mean, if you are still learning what this RPG thing is as a concept, all the technical details of the "basic" set can be overwhelming. |
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#34 | |
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Join Date: Apr 2005
Location: France
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For someone who never played before, GURPS will inevitably be very hard to understand. As you wrote it, the number of options will be overwhelming... But, actually, few modern role paying games are made for true beginners. D&D4 has exactly the same problem than GURPS. The huge number of characteristics and powers for a beginning character, and the new combat rules are quite hard to understand. I play D&D4 from time to time with a cousin and it's not at all as easy at it is said... Likewise, the Basic Role Playing system is not so easy to learn. Call of Cthulhu is very simple, and quite well explained for new game masters. But the generic version of BRP, with its 400 pages, is quite overwhelming too... If we were looking for a supplement made for true beginners, a summarize like GURPS Lite would be inadequate. Even if it was written with 50 or even 150 pages. Things would have to be very different with, in particular, a long explanation of what is a role playing game and how it works. |
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#35 |
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Join Date: Sep 2004
Location: Orange County, VA
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First, as stated earlier, GURPS is a toolkit not a setting. That said, there are two very important free downloads that are great for introducing new players to the GURPS toolkit. One is GURPS Lite and the other is Caravan to Ein Arris. While it may be a fantasy adventure, it is great for introducing the basic mechanics of the game to new GURPS players and GM's alike.
Maybe TPTB can create a snazzy animated gif for GURPS Lite and Caravan to Ein Arris for those spiffy animated ads in these forums? |
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#36 | |
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Join Date: Sep 2004
Location: Southeast NC
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Edit: Now that I think about it, I had a few problems myself. I think it had as much to do with editing and organization as it did mechanics. I'm probably running GURPS next with pre-gens or narrow templates.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#37 |
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Join Date: Apr 2005
Location: Schleswig, Germany
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What about a combination between an introductory adventure and GURPS Lite ? I seem to remember such stuff from new RPGs in the 90ies. And in the age of PDF, this shouldn´t be too expensive.
Some premade characters, a little adventure, a few key rules explained in the introduction and other rules are explained during the adventure, when they come up. The combat rules during the first combat encounter, reaction rules during the first negotiation and so on. If this is done nicely, the material could be used at conventions as an introductury adventure, especially if the characters have nice premade sheets with decent graphics. There was a short adventure from the German licensees of GURPS 3e, Pegasus games, 48 pages long, featuring dimension travel and three different worlds. Of course, that one was for sale, but rather cheap, if I recall it right. Have a few characters travel from a fantasy dungeon to a modern or scifi world or something like that and highlight the strengths of GURPS at combining settings.
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No unconsenting english phrases were harmed during the writing of this post. |
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#38 | |
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Join Date: Jan 2011
Location: France
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That would be a great tool. Just a little adventure with 4 preset characters, the core rules as in GURPS Lite and stats for the stuff (advantages, disadvantages, skills, items) described in the adventure and no more. If sucessfull the concept could be declined in a new line of products: one session ready to play GURPS powered adventures, for $10 each or so. "Ready to play" would be the marketing label. |
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#39 |
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Join Date: Aug 2004
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http://compare.ebay.com/like/3303666...=263602_304662
http://cgi.ebay.com/OEJ-GURPS-4th-Ed...item53e5a4dba0
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#40 |
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Join Date: Jun 2005
Location: Germany...for a few more months
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Actually this is exactly how I handled my introduction play almost 10 years ago. GURPS lite, a dozen character templates (roughly one per TL), and a nice little adventure that was fun for everyone.
Can you imagine an adventure that includes the following chars: - a leprechaun - a 9 year old necromancer with her skel-cat - a french courtesan from the time of Louis XIV - a space-shiphand from the 31st century 3 out of the 4 players where total newbies, the 4th had played DSA (basically the german equivalent to AD&D). It worked like a charm. GURPS isn't hard for new players. It's hard for new GMs.
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If you had the power to change history, where would you start? And more importantly, where would you stop? |
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| Tags |
| gm advice, gurps 4e, gurps lite |
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