HowToBeAGm - xvaldetaro/mendigames GitHub Wiki

Book types:

Basic Set:

  • Characters
  • Campaigns

Other

  • Genre
  • Worldbooks
  • Rulebooks
  • Catalogs
    • X-Tech

Foundation

  • Pick a genre
  • Pick books. Probably start only with basic set then move to X-Tech catalogs
  • Realistic vs Cinematic
  • Rules light/heavy
  • Power level
    • Limit point spending

Character traits

Attributes. Pick the acceptable range (9-14/18)

Pick from the online sorter http://www.sjgames.com/gameaids/gurps/sorter/

  • Skills
  • Advantages
  • Disadvantages

Routine use of skills get +4 The rules were written under the assumption that most PCs would be getting +1 or +2 because the players would be sure to have decent equipment for their characters’ most important skills, and generally +1 to +5 more for taking extra time in any situation where the GM wasn’t saying, “Hurry! The guards are coming!”

Social traits

Determine and explain which ones are useful for players: Cultural Familiarity, Language, Wealth, Reputation, Status, Rank, Identities, Associated NPCs

Equipment

Need a good inventory system.

Magic and gadgeteering

Nonhuman Races

Don't use for now

Wealth and Status

Status = social standing Wealth = economic standing Not use for now

Character Poins In Play

Points are earned by playing or additional quests by GM discretion Award baseline to everyone plus extra for cool roleplay

Die rolls in play

Reaction rolls consult Reaction Table or GM discretion

Influence rolls table for social

Fright checks

Consult p. B360

Use the campaign planning form p. B567

Character Creation

Before the players spend a single point, present an overview of the world the tales will unfold in, the kinds of people who inhabit it, and the kinds of stories you’d like to tell. This allows the players to create adventurers capable of handling the chal- lenges and encounters coming their way

  • Create a character that will fit the settting
  • Adventuring party = trained unit

Create templates or just frame the rules for Players

Encounters: Things to do

Rules likely to come Up

  • Concentrate on areas the adventure will def cover
  • Character traits on memory
  • Special Combat situations table pp.B393-417

NPCS

Sheets

  • for the majority, one or two personality traits or motivation suffice (“Blackie the Fence – greedy and cautious; speaks in hushed tones; wants to earn enough gold to move out of the Pit”).
  • Or NPC Record Card (p. B569)
  • or full sheet

Interactions

  • 1 or 2 qualities defined to know how NPC will respond
  • Reaction Rolls pp. B494-495 for random

Settings

Combat environments

  • Room to move
  • Cover
  • Footing
  • Weapon Reach and Range
  • Attacks from above or below
  • Attacks from behind or side

DM tips for story

Plot

  • think of a brief paragraph of what is execpted to happen
  • brainstorm possible options players will want to take but no need to flesh out completely
  • have some local/time independent quests ready to put in the game
  • Think of the cliffhanger end

NPCs

List key NPCs that party is likely to encounter. And have them in a easy to access list. for reference from the scene list

  • fill in the NPC REcord card
  • Picture
  • Loot
  • Starting Scene (action) or hook

Scenes

List the scenes:

  • Brief description
  • Think of the PCs and see how they could shine there
  • go back to notes of previous NPCs or places the PCs put there
  • NPCS to encounter
    • NPC's likely reaction
    • NPC's combat tactics
    • List NPC's at npc section
  • Area
    • Description, notable features and objects
    • Environmental penalties
  • Expectations of the party
    • sucess, failure and brainstorm other possible outcomes
      • rewards for each

Running the adventure

  • Fill GM control sheet
  • GM screen
  • Gurps combat cards

Checklist:

  • Open Adventure and notes, character sheets, books maps.
  • Recap
  • Try to start with an intense situation

Game loop

  • Start with action
    • Let players have fun until players start looking for what to do
    • Pull scene from list
    • Note who did not participate
  • End with a Cliffhanger

After the session

  • Take notes
    • Note possible hooks for the campaign
    • Time use sheet
  • Rewards
  • Feedback and suggestions

Running the campaign

  • Think of broad scope of epic goal
  • Adapt adventures based on notes
  • Occasionally shine the spotlight in something else in the universe

Combat

Select options from page 41. Probably