Question:

I want to RP but I never have!

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So a couple of friends and I want to try an RPG (something like D&D) but none of us has any idea how to go about it! I bought the GURPS Basic Set: Characters (4e) but we don't know how to start a campaign, create adventures, etc. How does it all work? I know someone has to be a GM which I'd be willing to do, but what does the GM do?

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  1. just play it like any game


  2. Try this adventure, it is free and has all tips you need to conduct a GURPS adventure: Caravan to Ein Arris http://e23.sjgames.com/item.html?id=SJG3...

    It is a free sample from the company that wrote GURPS. An adventure in an Arabian setting. After your players finish this (that could take 2 or 3 sessions if you don't hurry) try to imagine what happens next, and play something similar.

  3. If your looking to role play something like D&D or Rifts you will need the core books. For D&D this would be the Player's Guide, Dungeon Master Guide and I would also recomend the Monster Manuel. Once you have the core books one player is known as the Dungeon Master or Game Master depending on what system you are playing. It is this individuals responsibility to come up with adventure ideas. As players you role up characters with dice for attibutes and keep track of your charactyers stats with pen and paper, the Dungeon master guides you through the game and you make decisions on what your player/party does. Battles are fought using multi-sided dice. In a nutshell thee DM/GM is reading a "story" to the players, describing what they see and encounter, he is also responsible for the actions of NPC(Non Player Characters; like monsters). He controls their actions and roels the dice for them.

    You will also need at least one set of dice, although it is easier if you have several. The dice you need are 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and 20-sided.

    The only game system this doesn't really apply to is the old Star Wars which only used 6-sided dice although it has been awhile sionce I played that and it may have changed.

    The Dungeon Master guide will walk you through character creation/adventure ideas/etc. They are usually available at most book stores for 25 to 40 dollars. The Rifts series can be a little higher. I don't know the cost of other games.  There are also many supplemental books, including books rthat have pre-made adventures in them it shows you what to read to the players and gives the stats and treasure the players will find. This might be beneficial to start if you are new to the game but most DM/Gm I know prefer to write their own adventures, I still use pre-mades occassional as side treks but rely on my own imagination for the most part.

    It is usually better to play in a few game sessions before you DM/GM but if you don't have that option its no big deal. Familiarize yourself with the basic rules but don't get so bogged down in the details that you aren't having fun. A bit of advice if you are GM: No matter how much you pre-plan how you want to direct the adventure to follow the players will undoubtely do something you hadn't taken into consideration and the ability to create on the fly will be a good asset.

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