Firsttime GM, has: plot, needs: pointers, persons and polish

vendredi 13 mars 2015

Hi :)



I'm completely new at this, but I hope I won't come off as a complete drooling imbecile.



I've been appointed the honorable, yet extremely frightening title of GM, for what will be our group's very first rpg-experience (unless you count years of Extreme Houserule Munchkins)



We're starting out with Gurps Lite, but I would really like to create a scenario that's exciting/complex enough that we'll want to go back to it with a full set of rules later on (without having to make major alterations). I really, really, really want to make a world we can all build on and expand and discuss obscure details in, and not just a quick hack-and-slash setting. Is this even remotely possible to achieve on a first time out, or am I getting in way, way over my head?



I would really appreciate it, if any of you guys have some general newbie-pointers: What should my priorities be, what are common mistakes, what can I wing it through and what should I do absolutely by the book... that sort of thing.



Particularly I'm stumped on a few points:



NPCs - I'm simply not sure how many/how detailed I should make them, and how often they should be encountered in order to make for an interesting game (not including henchmen-baddies, who are pretty much strong-but-not-too-skilled zombie-types that show up randomly) Also, I kindda suck a character creation, but one of the players rock at it - could I give him a general outline and have him make a "sketch" for me to polish off, or is it just a huge stinkin' no-no to outsource GM-duties like that?



Bundles of joy - the point of the plot (at least the first leg of it) is to get from A to B without losing your toddler. A dead/kidnapped/abandoned child will result in instant mission fail and void the scenario. I'm unsure if I should construct the toddlers as NPCs or if I should treat them as priceless objects - objects would simplify the game, but NPCs would allow for more realism.



Unexpected Epicness - the scenario is set in "real world gone borderline apocalypse" and the players have been asked to construct their characters accordingly (specifically I've asked them to base the characters on themselves). I would, however, like to incorporate some sort of unexpected gift of supernatural, superhuman or possibly even magic skill/item somewhere along the plotline, as a special treat for the players (and as a device to drive the plot forward). I just have no idea what it should be. It shouldn't be overpowered, obviously, but it also shouldn't be some weak makes-no-difference-anyway skill. I'm all for the idea of expanding the world with more dimensions, strange magical lodges in the woods and the like at some point, but it would simply be too expansive for a first (or second, or third) sitting. An ideas, especially along the mystery/conspiracy-lines will be much appreciated.



Oh no! It's a plot hole! - I would really like to construct some sort of plot-hole-fixer for emergencies (like the Doctor has his sonic screwdriver or the supercomputer of Agents of Shield). It doesn't have to be 100% believable, but it's obviously not at all feasible that one of the characters should have a super-computer in her pocket or suddenly sprout wings. Any thoughts/ideas/lessons learned?



Gosh, this turned out rather long, didn't it. Thanks for reading this far :)

Firsttime GM, has: plot, needs: pointers, persons and polish

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