Skip to main content
Commonmark migration
Source Link

In addition to Dronz's great answer, I have some tips.
##Cut a lot of the rules out at first.
GURPS

Cut a lot of the rules out at first.

GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use...

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

Edit: One little tip I forgot to mention. Keep a list of the rules you find most difficult and their locations in the book. I personally think the Basic Set is very poorly organized and it can be a pain to search mid-session.

In addition to Dronz's great answer, I have some tips.
##Cut a lot of the rules out at first.
GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use...

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

Edit: One little tip I forgot to mention. Keep a list of the rules you find most difficult and their locations in the book. I personally think the Basic Set is very poorly organized and it can be a pain to search mid-session.

In addition to Dronz's great answer, I have some tips.

Cut a lot of the rules out at first.

GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use...

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

Edit: One little tip I forgot to mention. Keep a list of the rules you find most difficult and their locations in the book. I personally think the Basic Set is very poorly organized and it can be a pain to search mid-session.

added 231 characters in body
Source Link
Ryan_L
  • 884
  • 6
  • 11

In addition to Dronz's great answer, I have some tips.
##Cut a lot of the rules out at first.
GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use...

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

Edit: One little tip I forgot to mention. Keep a list of the rules you find most difficult and their locations in the book. I personally think the Basic Set is very poorly organized and it can be a pain to search mid-session.

In addition to Dronz's great answer, I have some tips.
##Cut a lot of the rules out at first.
GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use...

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

In addition to Dronz's great answer, I have some tips.
##Cut a lot of the rules out at first.
GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use...

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

Edit: One little tip I forgot to mention. Keep a list of the rules you find most difficult and their locations in the book. I personally think the Basic Set is very poorly organized and it can be a pain to search mid-session.

added 28 characters in body
Source Link
KorvinStarmast
  • 143.9k
  • 35
  • 475
  • 764

In addition to Dronz's great answer, I have some tips. Cut
##Cut a lot of the rules out at first. GURPS
GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use, hold a Session 0 in which your players can try things out, especially combat. In..

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumberanceencumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

Once you're a few sessions in, slowly introduce more rules as they feel necessary...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

In addition to Dronz's great answer, I have some tips. Cut a lot of the rules out at first. GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use, hold a Session 0 in which your players can try things out, especially combat. In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumberance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in, slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

In addition to Dronz's great answer, I have some tips.
##Cut a lot of the rules out at first.
GURPS isn't like other RPGs, GURPS is a toolkit, not a game. Basically every rule is optional. The only things I think are 100% necessary are your base attributes and skill checks. Even skills are optional in my mind. With this in mind, I would decide on a simple set of rules to use, with the goal of only including things you can learn by heart. It's fine if you need to refer to charts to remember specifics, but you should try to not need to look up the entirety of any rule, at least for your intro session(s). I think if you need to look up any rule in your Session 0, something is wrong; either you didn't study enough or that rule is too complicated for your current GM'ing ability. The point here being that Session 0 is a kind of canary-in-a-coal mine, if something goes wrong here, it'll go very wrong in a real session.

Once you have a narrow set of rules to use...

hold a Session 0 in which your players can try things out, especially combat.

In my first Session 0, we fought a few guys in an arena, using only attacks, all-out-attacks, active defenses, and movement on a hex grid. I didn't do damage types, major wounds, encumbrance, bleeding, fatigue or any more advanced techniques like feints. This does two things. It teaches your players the fundamentals, and it gives them the chance to change their character if they don't like how it plays out in a safe environment.

Once you're a few sessions in...

...slowly introduce more rules as they feel necessary. It's a lot easier for players to learn 10 new rules one at a time over the course of 15 sessions than it is to learn them all at once.

Source Link
Ryan_L
  • 884
  • 6
  • 11
Loading