My GURPS campaign just wrapped up by my request after about 10 sessions. I can't say I am entirely disappointed though as it was a learning experience and we did have some fun along the way.
I'd like to share what I learned
#1 I am allergic to heavy prep.
I simply do not enjoy the tedium of creating stat blocs, drawing maps or any of the admin work that is part and parcel of games. Heck though I have plenty I rarely even use minis. This is product of me being spoiled by the Buffy RPG and needs to be unlearned for other games.
#2 I was overly ambitious.
GURPS Dungeon Fantasy Style meets Inusyasha was too much for my level of skill at GURPS 4e
#3 GURPS really needs fast play support material.
IMO a nice book of blog standard simple stats and basic maneuvers for common NPC types and critters would be a great asset. This is not a bestiary in the “you can play that with these stats” sense but a big book of things to smack. And yes Dungeon Fantasy does have some of this. I am not interested in buying a bunch of books or virtually thumbing through them for just some stat blocs.
#4 GURPS combat can be amazingly cool if and only if the players are interested in learning how to do their part.
Mine players just just want to kick some butt and would be better served with simpler rules. GURPS lite combat isn't any more interesting than any other system and is less interesting than some. I actually thing D&D HP attrition is better for these guys (as is class/level but thats another post)
#5 Neither my players nor I really care for my game world.
Midrea works as intended, its a very kitchen sink setting but its just not interesting and because of the divergent power levels, the guns and lasers and whatnot are a poor fit with GURPS. They work but they feel wrong.
#6 My players aren't very good and sandboxes
In my opinion they get bored easily, don't ask the right questions and aren't as motivated as I thought they were. Don't get me wrong they are fabulous roleplayers and good reliable players but the “Game” aspect of the RPG trinity just isn't their best bit. They honestly do just as well with no rules or rules on the fly and don't even mind being railroaded. This is a new thing to me and we both have some adjusting to do.
#7 Next time I need a fate point system to help get the players more into the game.
The players love them and I like them too . GURPS does have several in fact, one in the defunct on-line pyramid and of course Power Ups 5 Impulse Buys http://e23.sjgames.com/item.html?id=SJG37-0143 we are getting that next time.
#8 I don't like the GURPS baseline magic system.
We didn't use it much this time but in past games when we did the game before this , it was complex and unsatisfying. If I had preplanned better and the players were on the ball this might not have been an issue. The trick is getting there .
#9 The game balance works.
The GURPS point systems are roughly balanced vs one another. Its a masterpiece of game design.
#10 To really make GURPS fly requires a lot of tracking of fatigue and HP and maneuvers and such.
This can can be short cutted (I see a Pyramid article in the offing) but I can only get one of my 6 players into it. This rules out a lot of the excellence of GURPS martial arts, GURPS combat and makes GURPS core magic not work right either.
#11 All of the players need steady power ups and rewards.
GURPS can provide this but it doesn't do it as well as D&D or other games do. Also its easier to get the players to level up than to allocate points. I think it just feels more rewarding to them and maybe familiar as well (they are younger than I am having started with 3.5 D&D and GURPS as vs me with Holmes and AD&D) I can adapt as I have a number of old school adventures they haven't played. Ghost Tower of Inverness anyone?
#12 I make good NPC's including bad guys and nifty magic items
The players like them, I enjoyed them too.
and last the appropriate 12.5 or is it dum dum dum dum 13...
I am addicted to fairy tales. I can't stop using fae and enjoy RPing dragons, goblins and all the panoply of European Fae more than any other monster. I think what I need a Grimm's Faerie Tales with a dose of Thieves World. Any recommendations?
Well thats that. A least I learned some things , got some GURPS on and got to hang out with some awesome gamers. Maybe the game wasn't all that it could be but it was fun with peoplewhose company I enjoy and thats all one could ask for. In the event you are reading this, thanks ya'll for being great..
Fight On! has a new website
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FYI: The original Old School Renaissance fanzine *Fight On! *has a new
website.
3 days ago
Ruleswise, I've recently picked up Heroes and Otherworld, which is GURPs-like, but lighter then Lite. (Similar parentage).
ReplyDeleteheroworlds.blogspot.com/
I also bought Bare Bones Fantasy-a very light system which treats classes as skills (e.g. Warrior, Cleric, Thief etc.)
dwdstudios.com/
I haven't actually played either of these yet; the salt mine is over there==>.
As for campaign-I have no real suggestion-have your players gone through any of the AD&D classic modules series? g1-g3, d1-d3 could give you a few sessions. Drop the S series in here and there, maybe. **shrug**
You could just start small and build as you need in broad strokes. Detail only as needed. Maybe some random tables for names etc.
Occult Moon has a ton of little modules/locations for a buck or so each that are meant to be dropped in anywhere (although some are designed to go together, but could easily be used alone).
http://www.rpgnow.com/index.php?manufacturers_id=3977
Hope something there is helpful.
Thanks for the reply and the advice! The next game on the horizon is Rogue Trader. The system seems abstract enough for the group and the other GM (tm) is a big fan of the setting
ReplyDeleteWe will see if this will improve the sandboxing skills. I am not sanguine but who knows?
As for the G1-3 advice, great minds run in the same channel. I was thinking of just that.
However before that we might end up doing Buffy 1999 (well OK September 1998, all the characters are Juniors Class of 2000)
Good gaming.