No quirks, disadvantages or advantages

mercredi 8 avril 2015

Folks,

It has been sometime since I posted, and I am hoping to get my GURPS campaign off the ground; however, I require some insight on how to handle the following items.



Quirks, advantages and disadvantages really do not fit into my style of GM. I like my players to come up with their own ideas, and get away from the min/max, since I will be having a number of vid-gamers coming to play this time around.



Due to the latter, and being lazy - I am not going to use quirks, advantages or disadvantages that are beyond my character/class templates.



It should also be noted that I am starting my characters off roughly around 100-150 point templates. My main question is - how many points should i allow for character customization? These points will be in addition to the template. Also, should i scale the template points back, since 40+/- points will not be used for quirks, advantages and/or disadvantages?



Looking for player thoughts - and insight since this will be my first time running GURPS.... coming from Classic Traveller and Classic D&D.



Thanks

No quirks, disadvantages or advantages

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