I've never run this sort of game but if I ever get back into GMing again
that's sort of where I want to go. Of course, it will be more like a team
of privately funded slayers based in a Conspiracy/Illuminati/BlackOps
setting. Think Buffy the Vampire Slayer (TV, not movie) meets Highlander
(TV series not movie) with Blade (movies), Men in Black (less humorous), and
X-Files tossed in. OK, I degress.
Post by Tracy SoldanAre you experienced with GURPS? Some of the biggest rules
misinterpretations
Post by Tracy Soldan(and arguments) I've ever experienced were in groups where no one was
familiar with the game mechanics. This is less of an issue if you've all
gamed together for some time, which it sounds like you have.
Make sure you have GURPS Basic and the two compendiums on hand. It's worth
the cost as a GM. Also be sure to check out the GURPS FAQ (
http://www.sjgames.com/gurps/faq/ ) covers lots of common rules people tend
to get wrong.
Post by Tracy Soldan150 points sounds a bit high if all the players are new to GURPS...too much
room for abusive/broken/ineffective characters character concepts. 150 is
where elite soldiers such as Special Forces and SEALs start out, for
example, and they have years of intensive training. Not that it's a bad idea
for Monster Hunters to have 150 points, mind you!
I think 150 is fine IF you want a team of true hero types AND you place some
restrictions on them.
1. Require a HT of 12+. This goes a long way in keeping characters from
getting killed easily due to missed health rolls. Of course, they still need
to be intelligent and take proper precautions -- dodge, use armor, avoid
getting hit (especially with firearms). Don't allow ST below 9 unless the
character concept REALLY calls for it. Since it sounds like you are
shooting for a cinematic style game, use the Enhanced ST table for strong
characters, otherwise they really get short changed.
2. Limit the starting magic and psionics to what's in the Basic set
(although for point cost and rules, use the most current ones which are
found in Magic and Psionics if you have those books).
3. Don't let mages and psions be too powerful. It's not by the book, but I
usually let mages gain power levels after creation provided they start with
at least one level of magery. It's much easier starting out with Level 1
mages than everyone shooting for Level 3.
4. Suggest EVERYONE invest in some sort of "special powers" -- magery,
psionics, cinematic martial arts, Luck, Extra Hit Points, etc.
5. Suggest multiple characters have healing capabilities especially special
things like magic and psionic healing. Possibly cinematic healing or
alchemy as well.
6. Make sure the characters spend some points on things like Allies,
Patrons, and Contacts. These are VERY useful to both the characters and the
GM (providing useful plot hooks and ways to provide information to players
in game).
Post by Tracy SoldanVoodoo intrigued me, but I never "got" it...it just never clicked for me.
I'd use "standard" Magic rules, but if you feel you've got a good handle on
Voodoo, more power to you!
Agreed. Voodoo magic has a nice feel. I don't think it lends itself well
to cinematic style game, but I've never GM'ed it myself.
Post by Tracy SoldanHow about this: give them a "tryout" mini-campaign in your game world before
starting the campaign for real. Offer them some 100/-20/-0 templates with 40
If you're going to do this, I'd suggest just creating the characters for
them, like with a convention game. This way the characters are custom made
for your adventure and it will give them a sense of how characters are
designed. Once you kick of the real campaign they can design characters and
have their characters know the ones from the sample adventure -- Allies,
Patrons, and Contacts.
Post by Tracy Soldanor 50 unspent points and the option to take more disadvantages and some
I do recommend setting aside some unspent points. These let them alter
their characters post game time. I wouldn't permit altering any of the base
stats except say one and only allow a raise of 1 level. Otherwise the
character changes too wildly. Also don't let them add any skill that they
should logically have used during the game. The alternative is to just let
them spend points as things come up provided it's appropriate for the
character.
GM: Devin (PC name). Hmm, no Swimming skill listed on your character sheet.
Of course, we haven't come up with anything so far where you've had to swim.
Wanna spend a point or two on swimming skill? Might help since you're
probably going to have to jump from the cliff and swim for it seeing as you
guys have no ammo left to fight the advancing zombie hoard and you're
outnumbered 20 to 1.
Mike (player of Devin): Yeah, you know I think my character learned to swim
when he was a kid. He took lessons at the Y. He was a pretty good swimmer
back then but he hasn't done any swimming in the past 5 years. Put a point
into swimming.
GM: OK, you have swimming at 13 now. Subtract a point from your unused
points. You've got nine unused points left to spend.
Post by Tracy SoldanOne thing to pay close attention to is the rate of Experience Point awards
(page B184). If you envision a high probability of character death, give
Personally I tend to award points directly to specific skills and
Attributes. Only pure roleplaying points get to be used on anything the
player wants. It adds more book keeping, but it also helps me keep track
easily of what players should be allowed to improve due to in game action.
Also you can be a little more liberal in point awards this way.
Post by Tracy SoldanAlso, remember that "defeating" a Monster doesn't necessarily mean
"killing/destroying" it. Returning that mummy's looted funerary goods and
sealing his tomb back up is more likely to put it to rest than making dust
puff up each time you shoot it.
Agreed. Not necessarily with the example, but definitely with the concept.
Also many monsters will come back if they are not properly destroyed. Of
course, major big bads should flee when they are definitely about to be
defeated. Good exit scenes can add to the drama and the set up for a sequel
often adds to the fun.
Post by Tracy SoldanAnd finally, when things are going in a direction that will cause problems
"When in doubt, roll and shout!"
I.e., don't be afraid to fudge/cheat if it'll preserve the storyline! :)
Great advice.