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Post by earthwizard on May 12, 2011 15:43:49 GMT -8
So I have an idea rolling in my head and thought I'd ask for input from the group.
I am thinking of two things:
1) I would like to try out the GURPS rules system. You can see the thread on the general message board. Stephen posted a link to where you can download the rules, if you are interested.
2) I am also thinking of taking a level jump up to paragon in Danu.
To facilitate both of these, I am thinking that we can take a week break from Danu after we conclude this business in the Nine Hells. During that week off of Danu, we could play a short trial run of the GURPS rules. Simultaneously, I would work with each of you via pm or email in order to pursue quests and/or story lines for your Danu characters. You could either choose to resolve your current quests (or characters), or not. The effect would be to gain levels until you reached level ~12. We can write up short descriptions for each character, and I'll post them on the google site.
We would finish the GURPS trial in one week and return to Danu the following session. This is all contingent on getting a super majority vote from the players.
Of course it is possible that everyone will really like the GURPS system, and we'll want to continue playing that for a while. Well, we'll cross that bridge if we come to it.
Please weigh in with your thoughts.
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Post by dragonality on May 12, 2011 19:52:38 GMT -8
Ive played the gurps system before and truly enjoyed it myself. I think that it could have an interesting effect on this game in a good way, given the large scale options that you can do through that system. The jump to paragon doesnt seem to be too bad an option either though, considering the gravity of the missions we are undertaking (Doing battle with lords of the nine hells, hunting Illithid leaders and such)
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Post by David on May 12, 2011 21:23:02 GMT -8
I'm all for it. Is there anywhere online to check out the GURPS rules?
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Post by earthwizard on May 12, 2011 22:04:02 GMT -8
There is a free intro version of the rules called GURPS lite in a downloadable 32 page pdf: www.sjgames.com/gurps/lite/I haven't read through it all yet. and/or
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zude
Iron Golem
Posts: 171
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Post by zude on May 12, 2011 22:17:12 GMT -8
I wouldn't mind either.
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Post by dragonality on May 13, 2011 4:30:41 GMT -8
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Post by reiphil on May 13, 2011 13:22:00 GMT -8
what level gurps character should we build for and also, what kind of setting?
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Post by earthwizard on May 13, 2011 13:35:58 GMT -8
Because this will be a 'trial' game to see how things go, I'm not going to put a lot of effort into world building for now. I'm just going to think up a short adventure that will include some combat.
I personally like fantasy settings, so we'll go with that flavor for now. Assume a generic fantasy setting with swords & sorcery. Magic is uncommon, but definitely has its influence. The 'tech level' will be TL3. And for character point level, let's go with 125 for now. Stick with "human", because that's the default and we haven't made up any race templates yet. You can flavor your character with some cultural elements if you'd like.
I've never run a GURPS game before, so I'll have to make up some stuff. I think there was a fantasy book in that pirate bay link, so I might have a look in there.
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Post by reiphil on May 15, 2011 8:29:00 GMT -8
is there a limit to disadvantages we can take?
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Post by earthwizard on May 15, 2011 23:18:43 GMT -8
There is a limit. I flipped through the disadvantage list in the characters book briefly. I'll set the limit at 25 points of disadvantages. I don't really know if this is a reasonable number, but it could make for a couple interesting disadvantages, I think.
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Post by reiphil on May 16, 2011 7:50:45 GMT -8
well just to note, the character builder sets a min limit of 75 points default.
Toying with a character build, it seems that you're very limited at a 125 (+25) stock. I managed to consume 200 points (125 with 75 disadvantages) and still craved more...
But then again since the character progression isn't linear, it is really hard to judge what you should and shouldn't take. But when already 60 of your points are just because you wanted a 12 dx and 11 int.. lol.
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Post by reiphil on May 16, 2011 7:55:09 GMT -8
Oh and for disadvantages... let's see
I took absentmindedness, weirdness magnet, vow (Always fulfills promises he makes)[Major], Curious, Combat Paralysis, and Overconfidence...
My character is a extraordinarily lucky "scoundrel" type character, armed with a crossbow. He is a thief but only to survive. Although he can pay attention to the task at hand, anything that needs to be resolved after the task usually gets forgotten. It takes a second or two for his fight instinct to kick in and he may freeze up at first, but that's not due to cowardice, but nerves. Once in a fight, he's a fearsome combatant, deft with his Crossbow, and he believes whole heartedly that he'll take down those that have challenged him.
Let's see what i can come up with after i remove some of those disadvantages, lol.
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Post by earthwizard on May 16, 2011 9:27:52 GMT -8
Ah. I see. The reason I set this limit fairly "low" (it seemed like lots of the disadvantages were ~10 pts each), was to keep it "simple" as this is the first time many of us are playing this game. We can bump it up to 50 pts if that makes for a more viable character.
So set a disadvantage limit of 50 points.
NB: we still have time to figure all this out. I plan on running Danu this Sunday on the 22nd. I'll bring my GURPS character book with me to the game. That way, if we finish that session early (hey it could happen), then we can spend the remainder of time going over character options for GURPS.
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zude
Iron Golem
Posts: 171
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Post by zude on May 16, 2011 17:11:15 GMT -8
Well, I think I have character creation sorted out. Maybe.
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Post by reiphil on May 16, 2011 20:25:40 GMT -8
Well, I think I have character creation sorted out. Maybe. Me too... No idea how to play though!
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