jeffrywith1e
Journeyman Douchebag
Posts: 182
Preferred Game Systems: Pathfinder, BRP, d20 Modern
Currently Playing: Pathfinder
Currently Running: OpenQuest
Favorite Species of Monkey: gone to heaven
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Post by jeffrywith1e on Aug 7, 2014 18:58:45 GMT -8
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Post by jonas on Aug 11, 2014 1:54:52 GMT -8
Wow - this looks exciting. I will buy one right away when the salary comes. :-D
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Nolinquisitor
Journeyman Douchebag
Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
Currently Running: Cypher System, D&D 5E + Freeport
Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Aug 15, 2014 4:06:23 GMT -8
A GURPS book written by a Jackers will always amazing. Will buy soon!
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Post by yeknom on Aug 15, 2014 9:43:00 GMT -8
I just bought my copy. I've never played GURPS before, so we'll see if this really works!
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Post by Andy Evans on Aug 21, 2014 5:04:28 GMT -8
I bought copy, it's a good read that's encouraged me to dig out my GURPs books again.
(His advice doesn't stop character creation being a ballache but at least it lessens it).
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Post by mook on Aug 22, 2014 3:37:23 GMT -8
I think "His advice doesn't stop character creation being a ballache but at least it lessens it" should totally go on the back cover.
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Post by jazzisblues on Sept 1, 2014 18:06:28 GMT -8
I think "His advice doesn't stop character creation being a ballache but at least it lessens it" should totally go on the back cover. If it was simple anyone could do it. JiB
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dntimm
Initiate Douchebag
Posts: 1
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Post by dntimm on Sept 10, 2014 17:51:37 GMT -8
I have also bought a copy, but haven't gotten around to reading it yet. Although seeing this quote did make me laugh "His advice doesn't stop character creation being a ballache but at least it lessens it". I never thought character creation was that bad...
-D
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Post by stork on Sept 10, 2014 18:47:15 GMT -8
Ballplayer = GM Baseball = GURPS
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jeffrywith1e
Journeyman Douchebag
Posts: 182
Preferred Game Systems: Pathfinder, BRP, d20 Modern
Currently Playing: Pathfinder
Currently Running: OpenQuest
Favorite Species of Monkey: gone to heaven
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Post by jeffrywith1e on Sept 11, 2014 6:19:07 GMT -8
there's no crying in GURPS?
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Post by C1warrior on Sept 13, 2014 16:12:41 GMT -8
there's no crying in GURPS? There's probably a table for crying modifiers.
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Post by jazzisblues on Sept 14, 2014 7:24:32 GMT -8
Ballplayer = GM Baseball = GURPS Stork, I was so totally thinking about that clip when I wrote that. Heh heh heh ... Wait ... we agree on something ... I'm out !!! JiB
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Post by mysticknight232 on Sept 18, 2014 14:44:40 GMT -8
I bought the book, along with a couple other items from Warehouse 23 and I think it was a great read. I'm drinking the GURPS Kool-Aid and thought this would be a big help. It certainly outlined some of the key items for me but was more in-depth than say GURPS lite which is just what I was looking for. I was surprised overall at how easy of a read the Basic Set: Characters book was...of course I don't know every little detail by heart but making a character wasn't that bad. I started with the two templates outlined in Mooks' book and went from there. Now...if only I had time to run something for my friends while this is all still fresh in my brain...
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Post by mook on Sept 18, 2014 23:37:07 GMT -8
:: pours more Kool-Aid, slides it across the bar :: (I'm glad you found it useful!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 12, 2014 1:22:42 GMT -8
First, ask the players what kind of a game they would like to play. Some prefer book modules while others thrive in sandbox style. Be familiar with all the characters and their back stories ahead of time. Write small sub-plots in advance that are specific to each character and introduce them whenever that player seems to be hanging back and not interacting. I use 3x5 cards for secret messages that are given to individual players to read.
I have always asked the players to describe what they are doing when they are using their skill. In the case of fast-talk, I ask the players to role-play their interactions. Even something like the tracking skill can have some player role-playing beyond the dice roll. They could say that they are looking for flattened grass, broken twigs, depressions in the ground, natural paths, attempts to wipe away footprints with a branch, etc... It makes the game seem more realistic than "I use my (tracking) skill". To encourage this, I allow a small bonus for simple role-playing a skill action and a bigger bonus for well thought out or well role-played interactions. It keeps the players participating in the game, rather than simply listening to a storyline.
I also try to allow the PCs to discover clues rather than simply giving them the clues. I drop hints within the context of the game. But it is up to the players to try to find them. My style tends to lean more toward problem solving and role playing than combat. Several times I had the players (not the characters) working on a puzzle for quite some time.
I try to provide an adventure that includes some story plot and scene development while maintaining a degree of sandbox style. I allow the players to choose their own direction rather than railroading them into a preset storyline. Generally they will following the clues and plot lines that their characters would find interesting.
Lastly, I try to have something for everyone. I try to create a scenario where each PC can make a contribution. I try to give each of them something to do in the game that ends up being required for the completion of the quest/goal. But the players must take some degree of initiative. Even if they only create problems for the party, at least they are interacting.
Be flexible. Have several backup one-shot adventures ready in case the players go off on a tangent. Have spare Characters ready in case someone new joins the group unexpectedly. You can have a whole side adventure written out in advance on 3x5 cards and use them whenever one of the players become separated or goes off on their own. Running a side adventure this way puts the ball in the player's court. They spend their time reading your pre-written cards. It saves you time as GM. You can even have a whole 'tree' of event cards that cover multiple choices the player makes. Again, this requires more prep time, but it greatly reduces 'down time' when you are stuck dealing with individuals of a party that have separated from the group. If you are going to run a store bought adventure module, read it two or three times and rewrite it. Make it unique to your campaign world. Be very familiar with it's content before GM-ing it. I have lists of names and whole NPCs with back stories that I can throw into an adventure on the spot. Making them up in advance saves a lot of headache later on should one of your PCs decide to visit a flower shop or try to hustle someone at pool that isn't part of your planned adventure.
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