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#1 | |
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Join Date: Apr 2008
Location: Wylie, TX
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I've been doing some searching on blogs for folks running their first session with new GURPS players and folks recounting the tale of their first GM session. Many people seem to believe that it is ideal for new players to run through exercises with the rules before actual play. This is supposed to give new players and GM's a way to familiarize themselves with the rules so when the storytelling starts the rules aren't as much of a distraction. Its also allegedly a great way to weed out folks who will simply not like GURPS mechanics (seriously?)
Do you guys think this would be a good idea? I asked the wife and she is more than on board to run some preliminary tests before we take a shot at our first one-shot simple first session. If so, what would be a good way to go about this? Quote:
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Be Thankful For Everything For Soon There Will Be Nothing! |
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#2 | |
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Join Date: Mar 2005
Location: Harrisonburg VA
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I can't stand the way groups will have one planning session for a five session campaign. (Can we just play already...?!) Rules walkthroughs and do-overs have a place in board game teaching, but for role playing games... I get to play so little... my preference is to work the teaching into the story somehow so that players can learn on the fly. So for the opening sequence... think of a social interaction, some sort of feat, and a combat-ish thing and weave them together to form the opening hook. You may have to explain them as you go... but this is a hook, so no one has to die except some throwaway NPC.... As far as rules go... certainly in the con scene... most people don't care about the rules-- definitely not the way a referee or game junkie would. When presenting the game to a mixed bag of new players, I spend maybe two minutes on rules. ("That's your dodge score... rolling low is good....") A five minute description of setting can mushroom into a fifteen minute dissertation in response to player questions, but that never seems to happen with the rules bit! |
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#3 | |
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Join Date: Oct 2005
Location: Göttingen, Germany
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Quote:
Then maybe one little playtest with her of 20-30 minutes or so would be not bad just to get used to the basic mechanics. Explain and let her make a few test rolls like using ST to lift something heavy, using DX to avoid falling on slippery ground or jumping over something, use Perception to spot a hidden detail, use some skills like Stealth to sneak around, e.g. Lockpicking to open a locked door, Tracking to find a deer in the woods or Fast Talk to convince that guard to let you pass. Make a little test fight, to show her how that works, attack, parry/dodge and damage/injury. Actually players only need to know how to make the basic attribute/skill and damage roll and for details they can always ask you (the GM) what to roll... ;) I certainly wouldn't make more than one little test - could get boring - learning by playing is much more fun! :) Last edited by OldSam; 06-17-2012 at 07:35 AM. |
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#4 |
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Join Date: May 2012
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Doing some test combats yourself might be a good idea though.
I have been doing some combats based on the first fight I expect a PC to face. (taken on a hunt by his liege lord and a friend of the lord, they ask him to look after the friends kid whilst they go and discuss more important matters. The kid is a pain in the ass, and then, from the forest, a large boar runs at the PC with a gash in his side) It showed me how fun combat could be. First time, I had the PC and large Boar just run into each other doing a slam. luckily, the PC wound up doing more damage and knocking the boar over! Wasn't too much to finish the boar off after that. Second time I had the PC stand his ground and try to parry the weapon with a sword. That was a bad idea, the boar weighed so much the PC had to make a breaking roll for his weapon...and his sword broke off at the hilt! This lead to a rather long combat of the PC trying to grapple the boar to choke or wrench its neck and when that failed, trying to kick the ever looking crap out of it. The PC got him down to below zero, but the boar just refused to go unconscious...and unfortunately the PC missed a kick and fell over leading the boar to goring him! (in both of these examples, the kid had sufficient time to run away, so at least I can accompish my task of seperating the PC from the kid so that he can be kidnapped) I suppose if the PC does get unlucky the lord and his friend can ride back in on horseback to help the PC by tossing him a weapon or something. |
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#5 |
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Join Date: Oct 2005
Location: Göttingen, Germany
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Wow, really? Did you count in the speed of the boar? ;) If you did I guess the PC must be really strong or was it just extreme luck with the damage rolls...? (IRL it's almost for sure that a running boar knocks you over when it hits)
Last edited by OldSam; 06-17-2012 at 08:53 AM. |
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#6 |
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Join Date: Jul 2007
Location: One Mile Up
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This problem tends to be more common when you're dealing with very experienced players who are married to another game system, rather than utterly inexperienced players who are married to you.
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#7 |
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Join Date: Nov 2005
Location: Midwest, USA
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It can be, but it's more appropriate for experienced players looking to polish off some rust. It's fun when it's a gladiator-type mini game before the campaign starts and it gives players an opportunity to familiarize themselves with their characters and tweak them if need be. It's how I start most of mine.
To the contrary, for a first-time player, it's quite the opposite situation; I'm telling you, it will seem like a tedious rules exercise. Don't! Have your first combat be very simple, quick and easy. Not so easy it makes it seem like it was meant to be won, but easy enough that it won't get drug out. For example, a ST 9, IQ 9, DX 12, HT 10 goblin with a spear and no armor. Brawling and Spear skills at 12. Or, have a strong (ST 12) yet drunk mercenary with Knife and Brawling at an effective 8 pull a large knife and start attacking. Those should be easy wins, but dangerous and very likely to cause serious injury. Since it's fantasy, a healing potion or trip to the cleric and your PC will be fixed right up. As opposed to a first-time player, a first-time GM, on the other hand, needs to practice considerably beforehand. You'll be teaching the rules to someone else, after all.
__________________
. "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 |
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#8 | |
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Join Date: Mar 2005
Location: Harrisonburg VA
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Listen to this guy. Run yourself through the game as if you were a player. Then when you run it with a friend... keep the game moving at all costs. When they do something unexpected, just make up a ruling without looking anything up. Between sessions... study the rules to see if following them would have made it more fun. If the same thing comes up again... don't explain it too much unless the player calls you out for changing the rules. If they say something that indicates they are expecting the rule to be the same as you did last time... that is the time to explain what you've learned... but only in about ten seconds or so. |
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#9 |
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Join Date: Nov 2005
Location: Midwest, USA
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^Very good advice right there. It's all too easy to get your nose stuck in the book, your brain locked in infinite loop. This is excruciating for players.
Keep it fun. Keep it simple. Keep it fun. Keep it rolling. Keep it fun. Keep it quick. Keep it fun. Keep it interesting. Keep it fun.
__________________
. "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 |
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#10 |
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Join Date: Apr 2008
Location: Wylie, TX
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I'm starting to feel like I'm making a mistake going with GURPS. There is so much warning and precaution I feel like the wind is draining from my sails. I'm starting to regret leaving BattleTech a couple of years ago. We had a blast playing that at least. It was super complex and rule lawyering around every corner. I guess that is what drew me to GURPS in the first place. The complexity and chance of endless possibilities. I've never had trouble digesting wargaming rules, why should GURPS be any different?
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Be Thankful For Everything For Soon There Will Be Nothing! |
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| Tags |
| adventure, gm advice, gurps lite, neophyte, one-shot, session ideas |
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