their motives? In short, what is happening behind the scenes, and what is the "big pic -ture?" If this adventure is part of a campaign, a lot of the background is set. If it is a"one-shot," the background can be sketchy. But if you're starting a campaign, give thebackground a lot of thought.PlotThe "plot" is your plan for the things that are supposed to happen during the adventure.In a simple adventure, the GM guides the characters from one "encounter," or scene,to the next. Each encounter starts when the characters arrive; then it is played out, andthe next one can begin.In a more sophisticated adventure, the GM will have planned for certain things tohappen at certain times, regardless of the PCs' actions. If there is a murder to be solved, forinstance, some clues may vanish if they are not found in time - and others may not existyet if the characters come on the scene "too soon." The murders may even continue as theplayers investigate (that's one sure way to eliminate a suspect). Likewise, importantNPCs may come and go with little regard for the players' wishes. There is no limit to whatcan happen "offstage" - war can be declared, gold can be discovered in Alaska,Martians can land in England. All these things will present new challenges ...This sort of plot is harder to write, and more demanding for the GM during play.But it will give the players a sense of urgency that is lacking in a plain straight-lineadventure.IntroductionThe purpose of the introduction is to get the players' characters into your plot sothat the game can begin. If the players are not familiar with your game world, youshould tell them a little bit about it. If they know the game world (or are part of a continuingcampaign), you can just set the scene with a few words and start the action. Youshould not give them the whole background. In a well-designed adventure, one of theplayers' objectives will be to find out "what is really going on." Don't give away allyour secrets right at the beginning!The most hackneyed introduction of all (but still one of the best) is the Old Man in theTavern: "You are all strangers in town, looking for adventure. You are sitting in the localtavern when an old man comes up to you . . ." The old man can ask for help, order the PCsout of town, sell them a map, offer to guide them to fame and fortune ... it doesn'tmatter. Whatever he does, he will provide a mouthpiece through which the GM can givethe players a little background and start them off in the right direction. Some other good"mouthpiece" characters for an introductory encounter:An officer briefing a group of military men. supers, troubleshooters or espionageagents to (perform a mission/deliver a message/steal a secret).An injured stranger who staggers up and gasps a few cryptic last words.A strange story in the news (the "mouthpiece" in this case is the person the PCscontact to ask about it - a reporter, a scientist, etc.). Or the GM could let the party witnessthe mysterious event themselves . ..A storyteller, herald or town drunk, passing on an interesting rumor.A wealthy person who offers to hire the party for a dangerous mission.A retired adventurer telling about the treasure he couldn't quite get.An angel or deity visiting the faithful (or fairly faithful) with commands - perhaps ina dream.A villain's henchman, delivering a threat, ransom demand or boast.A friend of one of the characters - or. for that matter, a total stranger rescued fromimmediate danger - who needs help.A lawyer reading a will, which sends the party on a quest for an inheritance.The "mouthpiece" NPC can end the introductory encounter by providing the maps,passwords or whatever the party needs to start the adventure.TrapsFantasy adventures traditionally feature avariety of traps. The novice designer canoverdo this, with a crossbow behind everydoor and a pit in every corridor. If thisdoesn't kill the whole party, it will slowthe game to a crawl as they check everythingin sight for traps - and then checkagain, to make sure. But a few strategically-locatedtraps can make an adventuremore interesting.This is true for adventures in non-fantasygenres as well! A criminal stronghold ormillionaire's mansion may have unpleasantsurprises for the intruder.Primitive natives encountered by explorers,whether in Africa, South America orPlanet Zogbaum, may likewise have someupsettingly sophisticated defenses.Some common types of traps includepoison needles, hidden crossbows or otherranged weapons, hidden giant crossbows(or cannon, or antiaircraft missiles), pits(with spikes, snakes, or both), fallingweights, rolling boulders, sliding walls (ordescending roofs), explosives, chainedbeasts, slippery slides, poison gas, acidsprays and many more. Think of the lasthundred adventure stories you read!Not all traps are deadly. They can bedesigned to cripple, capture, annoy,embarass, or just frighten their victims. Aburglar alarm is nothing more than a trapthat produces only sound!Traps, like rooms, should be shown onthe map key - or a trap in a room can bepart of the room's description. For eachtrap, the key should show:(a) how hard the trap is to notice, andwhat skills can detect it(b) how hard the trap is to disable(and/or set off harmlessly)(c) what will set off the trap(d) what happens if t he trap is set off!Some GMs delight in the invention offiendish traps to test their players' wits.Such a "puzzle trap" cannot be disabled by asimple Traps skill roll, or escaped by anysimple skill roll. The players will have tothink their way out! A very simple examplemight be a sliding-wall trap that will crushthe strongest character to death . . . unlesshe opens the manhole in the floor. It's toosmall for him to fit into - but the lid is ofsuch solid metal that, if held in place, it willblock the closing walls!Much more complex traps are possible.Have fun. "Puzzle" traps can add flavor toan adventure when simple deathtrapsbecome boring.
Features of a GoodAdventureA good adventure (by the standards weuse for our own publications) will include:Lots of opportunities for the PCs to usetheir non-combat skills - including somedifficult rolls, and some involving unusualskills (forcing the PCs to roll againstdefaults).Contests of skill between PCs andNPCs, and possibly between PCs as well.Situations where the players will haveto think about the right thing to do ... puzzles,moral choices, or both.Situations where proper use of socialskills, like Fast-Talk or Diplomacy, willavoid combat.Situations where no possible use ofsocial skills will avoid combat!Interesting descriptions of people,places and things," to give the players thefeeling that they are really there with theircharacters.A clear introduction; a plotline whichbuilds tension or mystery; and a clearconclusion.Opportunity for roleplaying and characterdevelopment. This should be presenteven if the adventure is the most lightheartedhack'n'slash imaginable! Fightersare interesting people, too - or theyshould be.A reward for characters who completethe adventure successfully, and a consequencefor characters who fail!Sample Encounter tableAn encounter table can be used to provideextra interest in an adventure. Part ofits value is that even the GM doesn't knowwhat he's going to roll. An example:Trivial Low-Tech RoadEncounters: roll one die1: A group of farmers (roll 2 dice fornumber)2: One holy hermit3: One not-so-holy beggar4: One merchant with horse, wagon,and 1 to 3 guards5: A single horseman6: NothingMapsAs described under Game Mastering, p. 177, you will need a number of maps - one forevery area you consider "important" to the adventure. Combat maps should be prepared inadvance for any location where a fight is likely.The experienced GM can save a lot of time by "recycling" maps. One house is a lotlike another. One tavern is a lot like another. And so on. Of course, if you always use thesame one, your players will kid you about it... "Aha, here we are, back in the GenericTavern!"Commercially-produced combat maps (from SJ Games, or any number of othercompanies) can also save time. And often an interesting map will suggest an appropriateencounter, helping you to design your adventure!Characters (NPCs and Adversaries)The non-player characters - the characters played by the GM and the Adversary -arevital to an adventure. Often, the whole adventure will be planned around two or threeinteresting NPCs, and what happens when the characters become involved with them.The most important NPCs should be designed first, before you work out theencounters and the other details of the adventure. Their abilities, personalities, motivationand background will set the tone for the whole adventure, and give you ideas forencounters and lesser NPCs. These important NPCs should be worked out according tothe Character Creation rules. You can start them off with 100 points, or even more.Make up a full-scale Character Sheet for each important NPC, and a brief characterstory - so you can roleplay him well.Less important NPCs - spear-carriers, cannon fodder, minor encounters and the like -can be made up after the encounters are planned. You do not need complete stats orCharacter Sheets for these characters - just notes on their important stats. Some trivialcharacters will require no pre-planning at all - if you suddenly need to know (forinstance) a Skill for one of them, you can just roll three dice and use the result.You will also want to work out a few "generic" characters to use, as needed, inimprovised or random encounters. For instance, in an adventure set in a fantasy city, youcould prepare a few city guards, a couple of storekeepers, a couple of thieves, andmaybe a strolling minstrel or wandering drunk. Then, if you need them, you have them. Ifyou don't need them, you have them for next time. (And guards, like taverns, can berecycled over and over again). The pre-generated characters in this and other <strong>GURPS</strong> setsshould be saved; they will come in very handy as instant NPCs.EncountersAn "encounter" is a meeting with NPCs, animals, a trap or anything else the GMwrites into his adventure. Encounters are of three kinds: planned, improvised and random.Ideally, as you run the game, your players should never know which kind is which!Planned encounters are worked out in advance by the GM. He has already decidedthat when the characters come to this place, they will meet these people (or animals, orwhatever). All the important encounters in your adventure should be planned.Of course, few encounters will go exactly as planned. The GM should always beready to adapt to the characters' actions. Suppose a planned encounter involves thebouncer at the "Blue Boar" - but the PCs don't go near there. You can drop a hint tosend them there, of course - but it might be easier to change things a bit. and let theinnkeeper at their rooming-house serve the same purpose. The more flexible you are. themore you can avoid the appearance of manipulating the players. And appearance ismore important than reality!Improvised encounters are "made up" by the GM in order to keep the adventuremoving along planned lines. The simplest "improvised encounter" is the little old man
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17. FLIGHT.........................
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Materials Needed for PlayThe GURPS
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WHAT IS ROLEPLAYING?A roleplaying g
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Character TypesThere are no "charac
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Four numbers called "attributes" ar
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You are free to set the physical ap
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REPUTATIONSome characters are so we
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These are character traits that are
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Legal Enforcement Powers 5, 10 or 1
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Rapid Healing5 pointsThis advantage
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A minor deity as Patron to a travel
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ReputationVariable (see p. 17)Socia
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Lame-15,-25, or -35 pointsYou have
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Bad Temper-10 pointsYou are not in
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Dyslexia-5 or -15 pointsYou have a
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Pacifism-15 or -30 pointsYou are op
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Shyness-5,-10,-15 pointsYou are unc
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You have a significant responsibili
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A "quirk" is a minor personality tr
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SpecializingRequired Specialization
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MEANING OF SKILL LEVELSSo you have
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Teamster (Mental/Average)Defaults t
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Skiing (Physical/Hard)Defaults to D
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Guns/TL (Physical/Easy)Defaults to
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Any of these skills can be self-tau
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Levels of Language SkillThis table
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Most outdoor skills can be learned
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PSIONIC SKILLSThese are special men
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Forensics/TL (Mental/Hard)Defaults
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Few Hundred Acres: Knowledge of far
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Many skills in this category are ta
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Lockpicking/TL (Mental/Average) Def
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Gunner/TL See Combat Skills, p. 50M
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Now you need to decide what equipme
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Each suit of "real" armor includes
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Listing Weapons On Your Character S
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Recording Encumbrance on YourCharac
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Passive Defense. The first blank is
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The longer (and the more skillfully
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When you improve a skill, the cost
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Not all the advantages and disadvan
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But remember . . . some skills have
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ClimbingTo climb anything more diff
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SwimmingThe Swimming skill (p. 49)
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WILL ROLLSWhen a character is faced
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The GURPS combat system is designed
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WaitDo nothing unless a foe comes w
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You may only block one attack per t
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Missile WeaponsMissile weapons are
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At the end of your move, if you hav
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The rules for attacking a foe are e
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tell you how long it will take. In
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You may normally parry only one att
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CLOSE COMBATUsing the Move, Step an
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(adjusted) ST! Note that a shield h
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Ranged Weapon StatsFor each ranged
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second. On the table, this rounds u
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If you are using the "hit location"
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Removing or folding the stock of a
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After the initial "freeze" ends, ea
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ATTACKING INANIMATE OBJECTSThere ar
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This subtraction will mostoften aff
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Psionic healing (p. 175) and magica
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DrowningSee the rules for Swimming,
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protects completely. Toughness prot
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Resolving mounted or vehicular comb
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Using Ranged Weapons From Horseback
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This section covers special rules f
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HT: Health and Hit PointsFor a roug
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Swarm AttacksA group of small creat
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Encumbrance and MovementEncumbrance
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VITAL ORGANSThese are optional rule
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INSTANT CHARACTERSThis quick refere