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Gurps? Where do I start?
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<blockquote data-quote="Clueless" data-source="post: 3559319" data-attributes="member: 11802"><p>Ok. Start by knowing that when you walk into GURPS you're walking into a game where you are handed tools and told : "Do what you want with them - it's your game." As a GM you're going to making a number of up front decisions and there's a chunk of initial work you'll have to handle.</p><p></p><p>You *will* need to limit your source books, don't be afraid to.</p><p>You *will* need to pick a magic system to go with. I'm fond of the voodoo or hellboy style magic, but your mileage may vary.</p><p>You will also have to address a number of other basic questions re: power level of campaign, availability of 'weird' stuff for character creation, and how lethal you want it to be - unlike DnD, combat in GURPS even at high power can get bad, fast.</p><p></p><p>What worries me is that you've mentioned your players had a hard time jumping into other systems. Can you tell us why? That'll give me a much better idea what sort of advice you're going to need to make the transition easiest. </p><p></p><p>Are they reluctant to learn a new complicated system? If so - you're going to want to bury the idea of character creation away from them at first as it's the most complicated hurdle with GURPS. Just get their character concepts and make their initial characters for them. Give them some spare points to add where ever they need to after a session or two in case they play the character differently than you initially designed. I'd reserve about 20 to 40 pts for them to customize with - they'll learn the creation system after having already found out they like the game. I've seen too many players declare that they hate GURPS without ever having actually played it.</p></blockquote><p></p>
[QUOTE="Clueless, post: 3559319, member: 11802"] Ok. Start by knowing that when you walk into GURPS you're walking into a game where you are handed tools and told : "Do what you want with them - it's your game." As a GM you're going to making a number of up front decisions and there's a chunk of initial work you'll have to handle. You *will* need to limit your source books, don't be afraid to. You *will* need to pick a magic system to go with. I'm fond of the voodoo or hellboy style magic, but your mileage may vary. You will also have to address a number of other basic questions re: power level of campaign, availability of 'weird' stuff for character creation, and how lethal you want it to be - unlike DnD, combat in GURPS even at high power can get bad, fast. What worries me is that you've mentioned your players had a hard time jumping into other systems. Can you tell us why? That'll give me a much better idea what sort of advice you're going to need to make the transition easiest. Are they reluctant to learn a new complicated system? If so - you're going to want to bury the idea of character creation away from them at first as it's the most complicated hurdle with GURPS. Just get their character concepts and make their initial characters for them. Give them some spare points to add where ever they need to after a session or two in case they play the character differently than you initially designed. I'd reserve about 20 to 40 pts for them to customize with - they'll learn the creation system after having already found out they like the game. I've seen too many players declare that they hate GURPS without ever having actually played it. [/QUOTE]
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