Starting a Game Session

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Starting a Game Session

There are a few things the GM should do before play actually starts, to make things easier for himself and the players:

Introduce the characters. If you are in the middle of a continuing campaign, you can skip this step! But if you are just starting out, each player should have the opportunity to describe "himself" or "herself." If there is an artist in the group, he may help by drawing the characters as they are described.

Check for skills, etc. improved since the last play session. In a continuing campaign, the PCs earn character points that they can spend to improve their abilities. Sometimes the PCs can study, work at jobs, etc. between play sessions. Therefore, some characters may have better skills or abilities than they did last game session. This is the time for the players to work out such matters with the GM. (If everyone in the group has net access, it might be better to work on this via e-mail between games, to avoid slowing things down.)

Fill out the GM Control Sheet. While the players are getting to know each other (or each other's characters), the GM should check over the character sheets, make sure everything balances, and copy necessary information onto a GM Control Sheet. This reference lists attributes, secondary characteristics, special advantages and skills, etc. for each PC. When the GM rolls in secret to determine who sees something, who understands something that everyone sees, who resists a spell, or who that bad-tempered dwarf takes a dislike to, this sheet is valuable.

Brief the players. Tell them what's going on, give them some idea what the adventure will be about, and (in a continuing campaign) refresh their memory about the last game session. There are many ways to do this. You can always just tell them. But it's much more fun to start play and then "set the scene." Let the characters immediately find a map or old book...meet someone who tells them an interesting rumor...befriend someone in need of help...witness a wrong that needs righting...or whatever.

Let the game begin!

Advance Preparation

There are several things for the GM to do well in advance, before the players arrive on the scene:

Prepare the adventure. If you are playing a prepared adventure, all you need to do is read through it, and possibly make up some character sheets. But if you are designing your own adventure, you may spend weeks of work – a labor of love – before it is ready for the players. In any event, be sure you're fully familiar with the adventure before the players show up!

Brief the players about the adventure. If your players are already familiar with the system, you should tell them in advance (before they arrive to start the game) what sort of characters are "legal" and how much money, equipment, etc. they are allowed – and perhaps give a hint about useful skills. If everyone has his character made up in advance, you'll be able to get right to the action when the players arrive. Set up the play area. You need pencils, paper, and dice; maps and miniatures if you are using them (and a table to play them on); and a supply of snacks (for yourself, if not for the whole group)!

Who's Got the Sheets?

Much of the advice in this chapter assumes that you, as GM, have access to the character sheets during the planning process, or at least are maintaining a detailed GM Control Sheet. Some GMs ask the players to leave their character sheets with them, both because it helps them plan and because then the players can't lose them. However, there are situations (for instance, a campaign in which GM duties rotate through the group) where that's impractical – and some players really don't like to give up that much control. You should at least have a control sheet with each PC's primary abilities, updated as major changes happen. It's not as good as having the actual character sheets, but it’s much better than trying to plan and run the game blind. Of course, a photocopy or digital copy is even better!

To Screen or Not to Screen?

Many GMs prefer to use folders, books, or other opaque items to screen their notes and die rolls from the players. Others find that it distances them from the game, and like being right out with everyone else. This is largely a matter of taste; we point out only that there are situations in which a GM should roll secretly, and you should have some easy way to do that.

Maps

The GM may wish to prepare maps in advance, to help him plan and to keep track of events. He may also give maps to the players as clues. And the players themselves might want to map their progress – whether it be through jungles, dungeons, or downtown New York City – to make sure they can find their way back...

Maps in GURPS use hexagons, or "hexes," to regulate movement and combat. Each hex is adjacent to six other hexes. See Hexes.

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