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Post by ericfromnj on Aug 22, 2012 13:47:10 GMT -8
OK, I have almost never run situationist games, and I really do not have time for a regular game.
However, a one shot would be a nice thing to give a system a shakedown.
Soooo, I downloaded GURPs Lite, and it looks pretty straightforward enough for me to just run it for a few friends to give it a proper shakedown at some point, but I need an adventure.
Since I don't know the system, I don't want to convert anything. I want to find an adventure I can run, preferably either modern or sci-fi. Some grit. I will take fantasy if nothing else is available.
Again, I don't want to convert anything. My ability to find anything on the intertubes has come up with failure.
Please help.
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Post by Stu Venable on Aug 22, 2012 14:44:52 GMT -8
There is a free introductory adventure put out by Steve Jackson Games, but it's fantasy. It's available here. It's been the introductory adventure for GURPS since the 1980s.
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Post by ericfromnj on Aug 22, 2012 18:49:24 GMT -8
thanks, this will be OK with the lite version?
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Deleted
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Post by Deleted on Aug 23, 2012 10:22:20 GMT -8
I think fantasy is better to start with Gurps, it can be hard to design "balanced encounters" in gurps when people can be killed in a single round by handguns. Gurps does fantasy/medieval fights really well, they go down like you'd expect them to instead of red HP bars going up and down.
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Post by ericfromnj on Aug 26, 2012 16:57:03 GMT -8
cool. I plan to try this but....considering I have never played this or made characters before, are there any pre-gen characters anywhere I could use or should I just try to make them up myself completely green?
I don't want to make guys that end up getting killed because the GM didn't know how to make them.
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Post by jazzisblues on Aug 27, 2012 6:50:23 GMT -8
cool. I plan to try this but....considering I have never played this or made characters before, are there any pre-gen characters anywhere I could use or should I just try to make them up myself completely green? I don't want to make guys that end up getting killed because the GM didn't know how to make them. the characters book walks you through doing character gen. Failing that I would suggest trying to find someone here or where you are that knows the system and can help you. JiB
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Deleted
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Post by Deleted on Aug 27, 2012 12:18:49 GMT -8
cool. I plan to try this but....considering I have never played this or made characters before, are there any pre-gen characters anywhere I could use or should I just try to make them up myself completely green? I don't want to make guys that end up getting killed because the GM didn't know how to make them. Use templates, they can speed generation up considerably, unfortunately there are not many of them in the basic books (knight, warrior, mage, dwarf, elf etc.), you can give some bonus points to spend or move the points around. The various setting/genre books have a lot more templates. I bet if you just google "gurps templates" you can find a bunch of fan-made ones.
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Post by Stu Venable on Aug 27, 2012 13:11:19 GMT -8
cool. I plan to try this but....considering I have never played this or made characters before, are there any pre-gen characters anywhere I could use or should I just try to make them up myself completely green? I don't want to make guys that end up getting killed because the GM didn't know how to make them. the characters book walks you through doing character gen. Failing that I would suggest trying to find someone here or where you are that knows the system and can help you. JiB In the old days, the adventure came with some pregenerated characters. Dai Blackthorn was one of them, but now he's a 250 point dimension jumping psychic. I've posted some I'm using in my game next weekend. Here's a Link.
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Post by daeglan on Aug 30, 2012 21:01:00 GMT -8
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Post by ericfromnj on Sept 4, 2012 4:53:03 GMT -8
Stu and Daeglan, thank you both. After playing DC Heroes for a while my crew has realized it's a little too much in certain areas (just the variety of powers) and the style of play (superheroes are very reactive not proactive) we want to do several one shots with systems we have never or rarely played.
I may have the opportunity to run GURPS for the first time ever in a cigar club that looks like Ernest Hemmingway secretly set up a batcave within my hometown back in the poker room...
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Post by ericfromnj on Nov 7, 2012 23:33:37 GMT -8
OK, this got put on hold when my wife asked about playing and I let her in easy with Savage Worlds and soon nWoD.
However, I think I ma just going to take the plunge and ask for the 2 core books for Christmas, since my wife can get them for awesome prices on Amazon.
Are there any other 4th edition books that are must have?
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snoman314
Journeyman Douchebag
Posts: 225
Preferred Game Systems: GURPS
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Post by snoman314 on Nov 8, 2012 0:29:37 GMT -8
Well none of them are must have. If you're planning on playing a particular setting it'd probably be good to get some books that would support that though. But there's simply so much to choose from, that you probably want to narrow it down a bit.
If however, you just want to check it out, then I'd recommend just getting the core books. The biggest downfall of people new to GURPS is trying to take on too much in one go, because there is a lot there, but its all modular - you just use the bits you need for your particular game.
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Post by jazzisblues on Nov 8, 2012 6:28:42 GMT -8
OK, this got put on hold when my wife asked about playing and I let her in easy with Savage Worlds and soon nWoD. However, I think I ma just going to take the plunge and ask for the 2 core books for Christmas, since my wife can get them for awesome prices on Amazon. Are there any other 4th edition books that are must have? Depends a lot on what sort of game you want to run. If you want to have magic, the number of books in the "I would recommend" list just went up pretty significantly, though not badly and they are very good to have. Cheers, JiB
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Post by ironnikki on Nov 8, 2012 12:54:04 GMT -8
I started running GURPS earlier this year, and got both core books and the Powers book. I've also got several other GURPS PDFs, in case I need them. I think I can count on one hand the number of times I've opened up any physical book or PDF that wasn't one of the core books. I would recommend holding off on those until you're sure that you like the system and that it will actually add something to your game.
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Post by Stu Venable on Nov 8, 2012 13:28:38 GMT -8
Yeah.
If you KNOW you're going to run a WWII-era campaign or a modern-era campaign, I'd get High Tech. If you're running a fantasy campaign with lots of magic, I'd get Magic. A sci fi campaign, Ultra Tech.
Notice I said "campaign." SJG does a good job to give you just enough stuff to run virtually any genre you want with the core books. They give you a good mix of spells, equipment from various tech levels, etc.
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