Mike replied to me:
> I was trying to stick with the basic ideas but also add ideas and more.
> Free form thinking if you will.. I expect the scenario may be used other
> times and places so tried to be as generic and general as possible, also
> was sleepy so some might not make much sense for now.. Working on editing..

Hello Mike,

brainstorming is valuable at the start of the process, but it is no way 
to finish it. You can edit a list of questions as much as you like, but
it will remain a list of questions if you don't start giving answers.
Consider what happens when I ask something. First far-ranging questions,
then specific ones, and a few weeks or months later a couple of vehicle 
designs.

Decide if you are going to use a specific roleplaying system or not. My
advice is to use a specific system, it reduces the number of variables 
you have to juggle at the same time and it forces you to decide on the
details.

Decide if you are going to use a published setting or something generic.
GURPS offers specific settings like Traveller, Transhuman Space, Infinite
Worlds, Terradyne, Cyberworld, Uplift, ... and more generic ones like 
Cyberpunk or Space where the GM/writer has to make many decisions. I'm
not sure what I should advise, both have strengths and weaknesses.

Decide roughly what kind of party should play the adventure. A pair of 
smugglers will solve problems differently than a Marine squad, so the 
GM needs different answers. 

Write something down like "this is an adventure for the crew of a Free 
Trader in GURPS Traveller" or "this is an adventure for 4-5 freelance
troubleshooters in a generic TL10 GURPS Space setting" or "this is an 
adventure for 2-6 ISWAT agents in the GURPS Infinite Worlds setting" -- 
no ifs and buts and it depdends, make your choices and stick with them.

So the perfect reply to this mail should have one sentence and it should
contain the word "GURPS" if you want to keep it on GURPSnet ...

Regards,
Onno
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