I'm getting close to actually starting my first GURPS campaign (and first RPG session of any kind). It's set in the Ice Age based on the 1989 book and the 4th edition Basic Set. As I try to avoid "freezing" in the middle of the first session I've compiled lists of central activities that do not depend on the actual plot events.
I would greatly appreciate if anyone has any ideas concerning these common, central activities; either if you think certain skills could be used in the ones I've listed or if I'm missing some great opportunities.
The PCs are Neanderthals that may come across other Neanderthal tribes and Cro-Magnons. Magic does not exist and shamans are thus treated realistically. I plan to balance survival, battle (against wildlife mostly but not exclusively) and social interaction (other tribes/Cro-Magnons). PCs are "on the road" from day one, so there is no relying on the tribe or stored goods.
Hunting:
PCs must hunt almost every day (depending on their success) or spend the day gathering other food. Relevant skills here are
Tracking : to find and approach game. One roll to find tracks, one roll every 30 minutes to stay on tracks.
Mimicry (Animal, Bird): instead of tracking. To lure game.
Disguise(Animal): to get closer. One roll to gather ingredients for disguise, one to apply the disguise.
Stealth: to get closer. One roll and 30 minutes to get to 30 yards. Another roll with -5 to get to 15 yards.
Throwing (Spear): to go for the kill
Traps: if the PCs are in one area long enough they may try to hunt with traps.
Cooking: to prepare the meat for the road.
Survival & Naturalist : to gather food.
Basic Set describes traps for hunting as being handled with the Survival skill (Traps being the dungeon type traps), but I thought it would be appropriate to separate Survival and Traps as everybody has Survival in Ice Age but not everyone is a hunter.
Daily activities:
Area knowledge: to navigate. As long as the PCs are in relatively familiar territory.
Navigation (Land): to keep direction after leaving familiar territory.
Survival: a roll made daily to get to fresh water or find shelter whenever there is need. A failure results in water shortage/inadequate shelter etc. and possibly a roll for damage
Hiking: to travel fast and safe.
Scrounging: to find material to build shelter, fire etc.
Weather sense: to know when to hurry for shelter.
Gathering herbs in case of injuries:
Natruralist: to know where to search and what to search
Pharmacy (herbal): to know what to do, to prepare adequate mixtures and to apply them properly.
Combat:
Available combat skills: Brawling, Axe/Mace, Knife, Spear, Thrown Weapon (Spear), Two-Handed Axe/Mace, Throwing (for throwing rocks) and Wrestling.
Weapons as described in Ice Age (1 and 2-handed axes, clubs, hand axes, stone knives and spears) but with the addition of rocks. I thought I would separate smooth and sharp rocks, the previous doing thr+0 crushing damage and latter doing thr+0 cutting damage. By the way, what do you think should be the 1/2 damage threshold for rocks? All I can find are rules about the maximum throwing distance (3.5 times ST for light objects etc.). About 2xST then?
I don't recall finding information of whether Neanderthals used bucklers but I'm leaning towards no. Additionally no spear throwers, slings or bows. Ranged options are thrown spears and rocks.
I hope the above was nice to read even if you won't have any comments. But if you do, please share. I feel like I should have as much as possible thought of beforehand to avoid book shuffling during game (in the case if the normally gentle people turn out not to be gentle gamers).
I would greatly appreciate if anyone has any ideas concerning these common, central activities; either if you think certain skills could be used in the ones I've listed or if I'm missing some great opportunities.
The PCs are Neanderthals that may come across other Neanderthal tribes and Cro-Magnons. Magic does not exist and shamans are thus treated realistically. I plan to balance survival, battle (against wildlife mostly but not exclusively) and social interaction (other tribes/Cro-Magnons). PCs are "on the road" from day one, so there is no relying on the tribe or stored goods.
Hunting:
PCs must hunt almost every day (depending on their success) or spend the day gathering other food. Relevant skills here are
Tracking : to find and approach game. One roll to find tracks, one roll every 30 minutes to stay on tracks.
Mimicry (Animal, Bird): instead of tracking. To lure game.
Disguise(Animal): to get closer. One roll to gather ingredients for disguise, one to apply the disguise.
Stealth: to get closer. One roll and 30 minutes to get to 30 yards. Another roll with -5 to get to 15 yards.
Throwing (Spear): to go for the kill
Traps: if the PCs are in one area long enough they may try to hunt with traps.
Cooking: to prepare the meat for the road.
Survival & Naturalist : to gather food.
Basic Set describes traps for hunting as being handled with the Survival skill (Traps being the dungeon type traps), but I thought it would be appropriate to separate Survival and Traps as everybody has Survival in Ice Age but not everyone is a hunter.
Daily activities:
Area knowledge: to navigate. As long as the PCs are in relatively familiar territory.
Navigation (Land): to keep direction after leaving familiar territory.
Survival: a roll made daily to get to fresh water or find shelter whenever there is need. A failure results in water shortage/inadequate shelter etc. and possibly a roll for damage
Hiking: to travel fast and safe.
Scrounging: to find material to build shelter, fire etc.
Weather sense: to know when to hurry for shelter.
Gathering herbs in case of injuries:
Natruralist: to know where to search and what to search
Pharmacy (herbal): to know what to do, to prepare adequate mixtures and to apply them properly.
Combat:
Available combat skills: Brawling, Axe/Mace, Knife, Spear, Thrown Weapon (Spear), Two-Handed Axe/Mace, Throwing (for throwing rocks) and Wrestling.
Weapons as described in Ice Age (1 and 2-handed axes, clubs, hand axes, stone knives and spears) but with the addition of rocks. I thought I would separate smooth and sharp rocks, the previous doing thr+0 crushing damage and latter doing thr+0 cutting damage. By the way, what do you think should be the 1/2 damage threshold for rocks? All I can find are rules about the maximum throwing distance (3.5 times ST for light objects etc.). About 2xST then?
I don't recall finding information of whether Neanderthals used bucklers but I'm leaning towards no. Additionally no spear throwers, slings or bows. Ranged options are thrown spears and rocks.
I hope the above was nice to read even if you won't have any comments. But if you do, please share. I feel like I should have as much as possible thought of beforehand to avoid book shuffling during game (in the case if the normally gentle people turn out not to be gentle gamers).
An Ice Age campaign: preliminary notes
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