GURPS and Hero - The Meta Problem
Posted: Mon Aug 06, 2007 6:56 pm
GURPS 4th Edition and Hero System 5th Edition essentially expect you created your Player's Handbook for each game you run. More practically you're supposed to offer players pregenerated characters or character templates as a buffer between player character creation and the whole spectrum of character options offerred by the system.
I'm fortunate enought to know three guys who are experienced enough, and who trust me enough as a GM, to be perfectly happy starting out a game with pregenerated character/templates. Unfotunately that limits the group to three players, and when you keep in mind that these players have known each other for 10 years or more, player dynamics during a game tend to be watered down. I'm afraid new games will quickly lose steam if I can't find a few new players.
Problem is, in the past I've seen players who are new to the system I want to run, or just new to me as a GM, tend to reject pregenerated material (often equating it with homebrew rules for D&D) and want to have access to every possible character option in the core rules. This ends up in a new player to the group rejecting any character creation and building a PC who's a disaster waiting to happen.
"Newbie" players for Hero and GURPS games usually create characters from one of two categories: insane, crippled combat monsters, or Pros From Dover who (supposedly) do everything and (supposedly) do it well. The first type of character always ends up self-destructing, often during the first session, and the second usually gets taken down by relatively minor foes like an axe-wielding zombie. Either way, the new player becomes frustrated enough to never come back.
I've been running both of these games for about 20 years now, and I still don't know how explain to new players that they're better off using pregenerated character material instead of wading through all the rules for GURPS or Heroes to create a character without knowing what they're getting into with a new game or a new GM.
I'm fortunate enought to know three guys who are experienced enough, and who trust me enough as a GM, to be perfectly happy starting out a game with pregenerated character/templates. Unfotunately that limits the group to three players, and when you keep in mind that these players have known each other for 10 years or more, player dynamics during a game tend to be watered down. I'm afraid new games will quickly lose steam if I can't find a few new players.
Problem is, in the past I've seen players who are new to the system I want to run, or just new to me as a GM, tend to reject pregenerated material (often equating it with homebrew rules for D&D) and want to have access to every possible character option in the core rules. This ends up in a new player to the group rejecting any character creation and building a PC who's a disaster waiting to happen.
"Newbie" players for Hero and GURPS games usually create characters from one of two categories: insane, crippled combat monsters, or Pros From Dover who (supposedly) do everything and (supposedly) do it well. The first type of character always ends up self-destructing, often during the first session, and the second usually gets taken down by relatively minor foes like an axe-wielding zombie. Either way, the new player becomes frustrated enough to never come back.
I've been running both of these games for about 20 years now, and I still don't know how explain to new players that they're better off using pregenerated character material instead of wading through all the rules for GURPS or Heroes to create a character without knowing what they're getting into with a new game or a new GM.