Poppyseed45
SOC-12
...and holy crap THAT. WAS. AWESOME.
Really, really impressed. All around good fun and lots of interesting player activities/behaviors noticed. Some background and observations.
A month ago we finally finished our Burning Empires campaign. I flip-flopped for an incredible amount of time deciding on the next campaign to run, and settled on a GURPS fantasy campaign. To be honest, didn't really want to run it (I'm a GURPS guy but not a fantasy guy), but we voted and that's what the group wanted.
Month ago two guys say they can't come because of work. TOo bad, but we'll see them next time so no worries. Beginning of this week rolls around, and one guy bails on the group entirely (due to my recent flip-flopping on the campaign choice). So, we're down to me plus 3 players for this weekend. Still, no problem.
I complained about the work for the game (since I had to make all characters - everyone was new to GURPS after all), but, well, it was my idea, right? And I'd agreed, right?
So, last night late, one guy writes he can't come; he's emotionally destroyed, yadda yadda. So I email the other two guys that I wanna game, can't change the day, I'll pick something that requires no work for me at all.
You can guess what I picked. I had the Big Floppy Books 0-8 and Supplements 1-13. Plenty of material (especially Spinward Marches and 76 Patrons). Told them this morning this was the plan and away we went.
Some observations: one guy was new to Trav, the other had played Mongoose with me some years ago. Both found CT to be refreshing since you could try stuff even if you didn't have the skill for it. In fact, that was one of the major problems in our last game; no one wanted to try anything.
Also, I really pushed the "be proactive and do stuff personally!" spirit of the game. For example, in the game, they were so cautious, that they did basically nothing for the first 1/4. Then I threw "ninjas" at them, and then told them explicitly "This is a game where you do stuff, not call other people to ask them to do stuff for you" which is what they'd done all the time in our last campaign. So they started to get out and do their evil...er, tactical, actions themselves.
A really good session today. As a GM, it was a breeze to run, and very, very liberating. Gaming felt fun again, and no so serious as it had been before (noit to say there wasn't drama and such; just, it was all fun and we weren't worrying to much about making sure to do all the rule stuff just so).
They've decided, naturally, to stick with it, and for me to continue our story next session (for the record, I used Patron #16 and option 4 I think it was).
Really, really impressed. All around good fun and lots of interesting player activities/behaviors noticed. Some background and observations.
A month ago we finally finished our Burning Empires campaign. I flip-flopped for an incredible amount of time deciding on the next campaign to run, and settled on a GURPS fantasy campaign. To be honest, didn't really want to run it (I'm a GURPS guy but not a fantasy guy), but we voted and that's what the group wanted.
Month ago two guys say they can't come because of work. TOo bad, but we'll see them next time so no worries. Beginning of this week rolls around, and one guy bails on the group entirely (due to my recent flip-flopping on the campaign choice). So, we're down to me plus 3 players for this weekend. Still, no problem.
I complained about the work for the game (since I had to make all characters - everyone was new to GURPS after all), but, well, it was my idea, right? And I'd agreed, right?
So, last night late, one guy writes he can't come; he's emotionally destroyed, yadda yadda. So I email the other two guys that I wanna game, can't change the day, I'll pick something that requires no work for me at all.
You can guess what I picked. I had the Big Floppy Books 0-8 and Supplements 1-13. Plenty of material (especially Spinward Marches and 76 Patrons). Told them this morning this was the plan and away we went.
Some observations: one guy was new to Trav, the other had played Mongoose with me some years ago. Both found CT to be refreshing since you could try stuff even if you didn't have the skill for it. In fact, that was one of the major problems in our last game; no one wanted to try anything.
Also, I really pushed the "be proactive and do stuff personally!" spirit of the game. For example, in the game, they were so cautious, that they did basically nothing for the first 1/4. Then I threw "ninjas" at them, and then told them explicitly "This is a game where you do stuff, not call other people to ask them to do stuff for you" which is what they'd done all the time in our last campaign. So they started to get out and do their evil...er, tactical, actions themselves.
A really good session today. As a GM, it was a breeze to run, and very, very liberating. Gaming felt fun again, and no so serious as it had been before (noit to say there wasn't drama and such; just, it was all fun and we weren't worrying to much about making sure to do all the rule stuff just so).
They've decided, naturally, to stick with it, and for me to continue our story next session (for the record, I used Patron #16 and option 4 I think it was).