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shawnhcorey

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  1. I have two recommendations to think like a villain. by . This is an instruction book for new princes but will work for any would-be world conqueror. It gives practical, that is, ruthless advice on power; how to gain it and how to maintain it. by . Loads of advice about war but they also can be applied to political power.
  2. You mean the "Site User Guide" buried 3 levels deep? How about a link next to the username labelled "Help"?
  3. I must be blind. I don't see a help link anywhere on this page.
  4. I'm beginning to think this is the nature of PbP. In TT, you play for several hours but in PbP, you need several minutes to get into the game and then make one post. I think it's this short term effort that causes the most problem with PbP.
  5. The campaign is larger than the PCs but the PCs are the focus of the campaign for a time. Other groups will be the focus in their time.
  6. I played games where there was no PC death and they were interesting. In one game, we were all siblings and someone had stolen father's spell book. He announced that whoever returned his book, without killing your siblings, would be his heir. We had great fun chasing down the thief while sabotaging our siblings efforts. In another game, we were a lord's tail. We hung around the capital showing off the lord's colours and proving we were the best (by beating up other lords' tails). Any killing would be investigated as murder by the king's guards. Then our lord was accused of a crime and we had to find (or manufacture) evidence that he didn't do it, mainly by proving (or framing) some other lord did it. In these games, the PCs couldn't kill and character death, altho possible, was not likely. Games can be interesting when the players cannot kill and their deaths unlikely.
  7. I would change rule 8 to read: make the opportunity for the players to do awesome stuff. Give them 15 minutes of fame as much as possible. After all, the PCs are suppose to be the heroes of the story. So make sure there are opportunities for them to use their skills and talents to be awesome.
  8. GMs have to motivate the players first, then then PCs. What sort of character did the player choose? What is their strengths? Their weaknesses? These tell the GM what sort of adventures may intrigue the player. Adventures that highlight the characters' strengths will allow the player to be a hero. Adventures that challenges their weaknesses will give great satisfaction to the player when they are overcome.
  9. Nobody is ever ready. The best thing you can do is simply Do It.
  10. With the holiday season upon us, I don't have much time to dedicate to GURPS. Sad. :(
  11.  What editions of GURPS are you interested in playing? 5th edition. (But I'll settle for 4th. 😁) Are you interested as a player, a GM, or both? Both. Do you want to be mentioned in new GURPS games? Sure. What experience do you have with GURPS? Played some 3rd and 4th editions.
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