My previous post about some past GURPS campaigns brought on a very interesting comment string from +Christopher Lorando. I made some comments, and he replied. The gist of it is worth repeating. And since Thursday is GURPS-day, here we go:
My abridged list of common pitfalls:
[Edit: Some of these, as Sean (Dr Kromm) points out, are very much not GURPS-specific, but generic to RPGs and social gatherings alike. His commentary, as always, is well worth reading).
- Issues with rules lawyering: often caused by pinging of the SoDoM, or expectations clash in the competence level of PCs. This is worth a good conversation, but rules-lawyering is easy: The GM says “we’re doing it this way for today; if we change it, it won’t be today. Take it offline.”
- Immobile battlefield: The tendency for every character to want/try to do something every second means that even with combat moves that equate to 5-8 minute miles, your odds of rescuing someone without a ranged aid (gun, spell, muscle-powered ranged weapon, friendly dragon) are nearly zero unless you keep the group together. So keep the group together if you don’t want a bunch of individual combats.
- Action Overload: attempting an inhuman amount of activity in a row. My Action Points rules from Pyramid #3/44 were a fix for this, but wow. You’re like Neo in bullet time in your hex . . . you just can’t leave that hex to rescue Trinity real well
- Option Overload: The tendency to try and use every book, every rule, every option can be large. It’s worth fighting in many cases. Maybe all cases.
- PC Utility Fail: It’s vitally, vitally important to understand what kind of characters are useful i any given game.
- One-Hit Wonder: GURPS has emergent “death spiral” behavior in some places. The temptation to wade back into the fray is large, and often fatal. The key to GURPS combat is often “how do we avoid getting hit, if we get hit, how do we avoid getting injured.”
- Breakpoint games: There ARE breakpoints that you should be aware of. Combat attacks and defenses that net out over 14 or 16 should be brought down with options like Deceptive Attack or Riposte.
. . . the GM would say “Hey I have a GURPS Game!” and everyone would come up with some random character, only to find out only one player out of the 4 to 5 actually fit what the GM had in mind.
This is a pretty common mistake. Couple easy ways to avoid it, too. The first is that allowable plot connection devices should be supplied by the GM. “You all must be part of Delta Force” is rather specific, and directed. “You all must have the ability to deal with combat encounters, many – but not always – involving gunfights” is another. On the SJG Forums, there are a few posts by +Sean Punch that give Action Hero Basic Skills (there are two links there), and that will at least keep all the PCs “in the game,” even if they’re not in their niche at the moment.
Another way to do it is by insisting that every PC have one super-strong link to another character, and/or one or two minor links to others. I did this in a game I ran (Lords of Light and Shadow) and it worked great. It helped flesh out both the group, why they’d hang together, and some of the local color. It’s how I got a buddhist temple, with martial arts and yoga classes, which was affiliated to a local college somehow. I wouldn’t have come up with that, but my players did for me.
You can also mix and match. A basic template (see below) and direction provided by the GM, and links and interrelationships made up by the characters – always with GM Veto. I’m a massive believer in GM Veto.
I have found Templates absolutely critical in that regard, as it helps myself get an idea of what is expected of players to fit the game that they had in mind. More times than not, I would try to come up with creative ways to roleplay and use talents that fit towards story, only to find out that I am being gunned down repeatedly.
Templates and Lenses are key here, and part of the GM responsibility if he sees every PC needing to be able to participate in his preferred method of conflict resolution. If the GM doesn’t have one, and allows the PCs non-violent outs (bribery, deceit, seduction) that allows the non-bloody to shine too.
That and one thing that REALLY rang true: Trying to use EVERY BOOK! More times than not, I have found two books do just find (At least for the player). The Game Master already has enough on his plate to manage, and in the games I have played many of them ended due to sheer overwhelming numbers and stat blocks.
My first real game was a GURPSification of Dark Conspiracy. I used the 3rd Edition Basic Set, Martial Arts, High Tech, Psionics, Magic, Horror, Martial Arts Adventures, Vehicles, Ultra Tech 1 and 2 . . . dear God, what a mess. I swear I spent more time with my nose in the books than GMing.
One of these days I may actually get a Wuxia style game, though until I can actually follow through with my original setting idea it will likely have to wait.
Well, for that you will certainly need Technical Grappling, when it comes out. And copies for all your friends and relatives.