useable for Gurps.
Doing a rewrite today, will see how it comes out.
Yes, first questions are.
What is the groups skills and bent and do things for them..
What sort of adventure is it to be.
NCIS or like or snatch and grab, rescue or treasure hunting or even full out
fire fire or hostage or chase down someone
that was there first and took something and now someone wants it back?
Would your team chase after a space ship full of something possibly valuable
or just investigate and let someone else do the chasing?
Maybe here I should just post:
What is your favorite teams members and skills and go from there?
Mike
----- Original Message -----
From: "Onno Meyer" <[email protected]>
To: "The GURPSnet mailing list" <[email protected]>
Sent: Sunday, January 19, 2014 10:34 AM
Subject: Re: [gurps] Lab Goes Dark - Scenario Building?
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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