Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:
We're going to run our long-form game using the GURPS Fourth Edition rules. How do we get started setting up a campaign?
We discuss the challenges and joys of adapting existing game settings to GURPS for long-form play, emphasizing the importance of maintaining the system's strengths while acknowledging time and work constraints.
We discuss setting up a long-form campaign, focusing on the basic interrogatives of "who," "what," "when," "where," and "why." We emphasize the importance of having a clear theme or "glue" that holds the game together, such as a shared goal or faction.
Pat shares his experience of running a low-magic ancient Rome campaign, explaining how he and his players chose the setting during a session 0. Pat emphasizes the importance of giving players choices about the campaign's timing and setting to ensure long-term engagement and to reduce GM workload.
Big thanks to Andrew for calling in!
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THANKS:
Jon from Tale of the Manticore for the music:
https://taleofthemanticore.podbean.com/
Logo by MJ Hiblen:
https://www.patreon.com/MJHiblenART/
DISCLAIMER & NOTICE:
The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
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