Reynard
aka Ian Eller
My hack is to give the players bonus XP for taking notes.Does this style make it really hard to keep up as the DM? I feel like I would never remember what happened in the previous session.
My hack is to give the players bonus XP for taking notes.Does this style make it really hard to keep up as the DM? I feel like I would never remember what happened in the previous session.
Yeah I've often considered that.I don't know how you feel about the genre, but supers games make for great long term campaigns IMO. Because so much of character development is internal, heroes don't tend to "level out" of play. And because supers settings are so diverse and sometimes even bonkers, finding a way to change things up to avoid burnout is also relatively easy.
Do you have players experienced with GURPS or are you going to be teaching it?I am necroing thread but interesting topic. I want to play some GURPS. I like the detail it gives me for the NPCs and the rules as physics. I like that it is a toolkit that I can mold to any approach I want. If the sessions run smooth, I will adopt it. I also like the idea that later I can play in more settings than just fantasy.
I will be teaching it to experienced roleplayers who have never played GURPS.Do you have players experienced with GURPS or are you going to be teaching it?
GURPS Lite is a good onboarding tool, as is GURPS dungeon fantasy.I will be teaching it to experienced roleplayers who have never played GURPS.
yes I've bought a ton of stuff already. I'm comfortable with the rules. I'm on the sjgames.com boards a good bit as well as here. I come here mostly to discuss theory.GURPS Lite is a good onboarding tool, as is GURPS dungeon fantasy.
GURPS is relatively easy to "get". In play it is really only as complicated as you want it to be. Like Hero, though, character creation can be overwhelming for folks not used to point buy.yes I've bought a ton of stuff already. I'm comfortable with the rules. I'm on the sjgames.com boards a good bit as well as here. I come here mostly to discuss theory.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.