Post by R101-1919 on Apr 29, 2015 19:20:31 GMT -6
Hello!
My name is Ryan, and I've recently been scoping around the internet for General GURPS resources, and I found the Daniverse. Awesome and excellent reading that I've been enjoying quite a bit. I'm a decently experienced Gamemaster, I've run D&D 3.5e, All Flesh Must Be Eaten, and Shadowrun, for around 3 years now, and I've only ran one GURPS game. I enjoy gamemastering far far more than playing and opt to gamemaster whenever I can. Recently my gaming group has taken a bit of a break, and I thought whenever we were to start up again, I'd reintroduce our GURPS campaign with some new bells and whistles. Whilst reading, I saw that the GM of the "After The End" campaign was using Tarot cards to generate events, and I was curious about the process behind that as I'd like to incorporate it into my own game (assuming that that is all right, haha). The game itself was also a sandbox zombie survival game with an emphasis on gritty day to day survival and interaction between humans, trying to capture the original feeling that I felt whilst reading the "Walking Dead" comics.
Previously, I'd been borrowing a mechanic from the "Battlestar Galactica" board game, crisis cards which would set the general tone of the session / next few sessions. Major things like "Disease" or "Hordes At The Wall" to minor things like "Broken Equipment", etc. etc. This is good for spontaneous "mission" generation in a sandbox environment. When I saw the tarot cards idea, I thought it would go fantastically with the crisis cards and generate near infinite scenarios. Basically what I wanted to know was exactly how the interpretation of the cards went into creating events and other content. I was also curious about the Humanity system. In "After The End", there was a stated "Angels & Demons" vibe which seems to have an impact on how it works, but in my game it's more focused on a realistic setting, so if you guys have advice on converting that system to represent dwindling sanity in the stress of a zombie apocalypse, let me know. Finally, if you guys have any advice for running GURPS games, I'd love to hear it, GURPS has a lot more crunch than most other systems I've run, and I'm considering keeping it all straight via Google Docs and maybe setting up my own forum to keep other information relevant to the game in one place, but other advice is greatly appreciated. Thanks a lot in advance for any and all helpful comments!
Sincerest Regards,
Ryan
My name is Ryan, and I've recently been scoping around the internet for General GURPS resources, and I found the Daniverse. Awesome and excellent reading that I've been enjoying quite a bit. I'm a decently experienced Gamemaster, I've run D&D 3.5e, All Flesh Must Be Eaten, and Shadowrun, for around 3 years now, and I've only ran one GURPS game. I enjoy gamemastering far far more than playing and opt to gamemaster whenever I can. Recently my gaming group has taken a bit of a break, and I thought whenever we were to start up again, I'd reintroduce our GURPS campaign with some new bells and whistles. Whilst reading, I saw that the GM of the "After The End" campaign was using Tarot cards to generate events, and I was curious about the process behind that as I'd like to incorporate it into my own game (assuming that that is all right, haha). The game itself was also a sandbox zombie survival game with an emphasis on gritty day to day survival and interaction between humans, trying to capture the original feeling that I felt whilst reading the "Walking Dead" comics.
Previously, I'd been borrowing a mechanic from the "Battlestar Galactica" board game, crisis cards which would set the general tone of the session / next few sessions. Major things like "Disease" or "Hordes At The Wall" to minor things like "Broken Equipment", etc. etc. This is good for spontaneous "mission" generation in a sandbox environment. When I saw the tarot cards idea, I thought it would go fantastically with the crisis cards and generate near infinite scenarios. Basically what I wanted to know was exactly how the interpretation of the cards went into creating events and other content. I was also curious about the Humanity system. In "After The End", there was a stated "Angels & Demons" vibe which seems to have an impact on how it works, but in my game it's more focused on a realistic setting, so if you guys have advice on converting that system to represent dwindling sanity in the stress of a zombie apocalypse, let me know. Finally, if you guys have any advice for running GURPS games, I'd love to hear it, GURPS has a lot more crunch than most other systems I've run, and I'm considering keeping it all straight via Google Docs and maybe setting up my own forum to keep other information relevant to the game in one place, but other advice is greatly appreciated. Thanks a lot in advance for any and all helpful comments!
Sincerest Regards,
Ryan