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<blockquote data-quote="uzirath" data-source="post: 9591204" data-attributes="member: 8495"><p>This was part of a delightful family game run by my 8-year-old. He's relatively new to the </p><p>GM's chair (having run his first game last summer), but he's doing great. This little romp highlighted a bunch of things that I appreciate about GURPS.</p><p></p><p>We used pre-generated characters, but it was easy to get to know them via their disadvantages and quirks. My half-ogre martial artist, for example, was fundamentally peaceful and kind, but as a member of a "monstrous" race, she is sometimes turned aside from "civilized" communities. It was exciting to roll to see if the town guards would let her in. (The mechanics were that if you roll a six or less on 3d6, you are excluded. We had to check twice.) Lots of fun role-playing moments in town.</p><p></p><p>We were able to use some of our knowledge skills in town to prepare for the adventure, doing research in the local library and consulting with a temple to learn about the rumored guardian of the MacGuffin. (And the final boss was tough enough that we really needed the hints that we gleaned ahead of time!)</p><p></p><p>Even with our preparations, the final wraith had some tricks up its sleeve that we weren't expecting. We knew that it was a creature of darkness, so came with numerous continual-light objects. Even so, it's gloom was powerful enough to dim them to mere glows. We weren't blind, but faced some darkness penalties. It was also able to raise a Draugr to fight at its side, and it could create terrifying voids that seemed to disintegrate anything that touched them. Our ranged attacks weren't doing much damage to it (mostly passing through its immaterial form), and it had a nasty ability to suck our souls by glaring at us (effectively injuring us and healing it). My character was sucked to zero HP twice, but managed to chug healing potions before falling unconscious. </p><p></p><p>So we're running around, fighting the Draugr, and trying to injure the wraith faster than it is hurting us. Ultimately, after many failed attempts to take it down, we improved our tactics. We spread out around it so that it couldn't face all of us at once. This allowed the wizard to blast it from behind (denying it any active defenses). He poured everything into a single sunbolt that was able to knock it into deeply negative hit points. Even so, it had a high Health score, which gave it a good chance to resist collapse for a few more turns. Luckily, the GM rolled a terribly and it was destroyed. </p><p></p><p>This, of course, unleashed it's final curse: a void wave that spread out from its point of demise. My character was again at zero HP, but the Holy Warrior was able to heal me. We grab the MacGuffin and being to sprint out. Alas, the wizard has lots of expensive hobbies (i.e., he has the Greed disadvantage), so he was tempted to grab a few more choice items. Tense words were exchanged, and we convinced him to choose survival. (Mechanically, he rolled against the self-control number for his disad to see if he could resist it. He succeeded.)</p><p></p><p>As we collapsed outside the cave, we were relieved to see the void field dissipate at the entrance. (We briefly feared that we may have inadvertently triggered the apocalypse.) </p><p></p><p>We are no richer (in fact, a fair bit poorer after our expenses in town), but was achieved the primary mission of retrieving the artifact. More importantly, it was an exhilarating ride with plenty of laughs and gasps for all of us.</p></blockquote><p></p>
[QUOTE="uzirath, post: 9591204, member: 8495"] This was part of a delightful family game run by my 8-year-old. He's relatively new to the GM's chair (having run his first game last summer), but he's doing great. This little romp highlighted a bunch of things that I appreciate about GURPS. We used pre-generated characters, but it was easy to get to know them via their disadvantages and quirks. My half-ogre martial artist, for example, was fundamentally peaceful and kind, but as a member of a "monstrous" race, she is sometimes turned aside from "civilized" communities. It was exciting to roll to see if the town guards would let her in. (The mechanics were that if you roll a six or less on 3d6, you are excluded. We had to check twice.) Lots of fun role-playing moments in town. We were able to use some of our knowledge skills in town to prepare for the adventure, doing research in the local library and consulting with a temple to learn about the rumored guardian of the MacGuffin. (And the final boss was tough enough that we really needed the hints that we gleaned ahead of time!) Even with our preparations, the final wraith had some tricks up its sleeve that we weren't expecting. We knew that it was a creature of darkness, so came with numerous continual-light objects. Even so, it's gloom was powerful enough to dim them to mere glows. We weren't blind, but faced some darkness penalties. It was also able to raise a Draugr to fight at its side, and it could create terrifying voids that seemed to disintegrate anything that touched them. Our ranged attacks weren't doing much damage to it (mostly passing through its immaterial form), and it had a nasty ability to suck our souls by glaring at us (effectively injuring us and healing it). My character was sucked to zero HP twice, but managed to chug healing potions before falling unconscious. So we're running around, fighting the Draugr, and trying to injure the wraith faster than it is hurting us. Ultimately, after many failed attempts to take it down, we improved our tactics. We spread out around it so that it couldn't face all of us at once. This allowed the wizard to blast it from behind (denying it any active defenses). He poured everything into a single sunbolt that was able to knock it into deeply negative hit points. Even so, it had a high Health score, which gave it a good chance to resist collapse for a few more turns. Luckily, the GM rolled a terribly and it was destroyed. This, of course, unleashed it's final curse: a void wave that spread out from its point of demise. My character was again at zero HP, but the Holy Warrior was able to heal me. We grab the MacGuffin and being to sprint out. Alas, the wizard has lots of expensive hobbies (i.e., he has the Greed disadvantage), so he was tempted to grab a few more choice items. Tense words were exchanged, and we convinced him to choose survival. (Mechanically, he rolled against the self-control number for his disad to see if he could resist it. He succeeded.) As we collapsed outside the cave, we were relieved to see the void field dissipate at the entrance. (We briefly feared that we may have inadvertently triggered the apocalypse.) We are no richer (in fact, a fair bit poorer after our expenses in town), but was achieved the primary mission of retrieving the artifact. More importantly, it was an exhilarating ride with plenty of laughs and gasps for all of us. [/QUOTE]
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