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introducing players to GT - recommendations?
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<blockquote data-quote="Old One" data-source="post: 1803036" data-attributes="member: 83"><p><strong>Things to spend time on...</strong></p><p></p><p>GJ -</p><p></p><p>A couple of thoughts...</p><p></p><p>(1) Spend some time on critical success, critical failure, crit confirms, fumble inflicts and other things (certain feats and talents) that require action point (AP) activation or awards. This mechanic changes the flow of the game to a certain extent, for both players and GMs and deserves a bit of extra time. As a GM, decide how many "skulls" you are going to use in awarding APs on natural 1s. If you are like me...it will be frequent. I would also suggest giving fewer APs for the one-shot. Players start w/ 5+1/2 level, rounded down...but a one-shot encourages full expenditure, whereas in an on-going campaign, they are likely to shepard them a bit more. Maybe a flat 5 APs to start.</p><p></p><p>(2) As Rodrigo suggested, decide which variants you want in play. The Campaign Design Sheet (or whatever it is called) in the back of the book can be helpful to get you started. I think alot of it really depends on how Grim you want it...you could either ease them into it with all the 1-skull options or give 'em system shock with all 3-skull options.</p><p></p><p>(3) Horses and wagons? What about the chariot chase through slippery cobble-stoned streets during a major festival in the pouring rain - que John Wu music - that is what I am talkin' about!</p><p></p><p>(4) Lock down a list of craft, knowledge and profession skills before starting. This will need to be genre/setting specific. One thing I wish GT had included was a chart of archaic/modern/apocalyptic craft, knowledge and profession skills (cross-referenced with appropriate synergy bonuses). Of course, the GM could do this...but I am lazy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />!</p><p></p><p>(5) If you are going to allow crafting of magic items...read, then re-read the item creation feats. Pay particular attention to creation time, XP costs (and XP savers) and component costs.</p><p></p><p>(6) I might provide 1 or 2 PCs that have <strong>NOT</strong> taken magical adept with a spell or two...just to see what they do with it <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />! At a critical juncture, will that Smart Hero try and tempt fate?</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 1803036, member: 83"] [b]Things to spend time on...[/b] GJ - A couple of thoughts... (1) Spend some time on critical success, critical failure, crit confirms, fumble inflicts and other things (certain feats and talents) that require action point (AP) activation or awards. This mechanic changes the flow of the game to a certain extent, for both players and GMs and deserves a bit of extra time. As a GM, decide how many "skulls" you are going to use in awarding APs on natural 1s. If you are like me...it will be frequent. I would also suggest giving fewer APs for the one-shot. Players start w/ 5+1/2 level, rounded down...but a one-shot encourages full expenditure, whereas in an on-going campaign, they are likely to shepard them a bit more. Maybe a flat 5 APs to start. (2) As Rodrigo suggested, decide which variants you want in play. The Campaign Design Sheet (or whatever it is called) in the back of the book can be helpful to get you started. I think alot of it really depends on how Grim you want it...you could either ease them into it with all the 1-skull options or give 'em system shock with all 3-skull options. (3) Horses and wagons? What about the chariot chase through slippery cobble-stoned streets during a major festival in the pouring rain - que John Wu music - that is what I am talkin' about! (4) Lock down a list of craft, knowledge and profession skills before starting. This will need to be genre/setting specific. One thing I wish GT had included was a chart of archaic/modern/apocalyptic craft, knowledge and profession skills (cross-referenced with appropriate synergy bonuses). Of course, the GM could do this...but I am lazy ;)! (5) If you are going to allow crafting of magic items...read, then re-read the item creation feats. Pay particular attention to creation time, XP costs (and XP savers) and component costs. (6) I might provide 1 or 2 PCs that have [B]NOT[/B] taken magical adept with a spell or two...just to see what they do with it :]! At a critical juncture, will that Smart Hero try and tempt fate? ~ Old One [/QUOTE]
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