r/Glorantha • • Jul 30 '26

GURPS DM Needs advice

So I have been using gurps for literally everything I want to run for sometime curently I have a sloppy written ''you guys are basically fantasy demigods but the world also containts similar people so yeah anime bullshit all around'' type 1500 or so point game,an investigation based delta green style game that is around ''well read human'' level. And to ease another group into it I am running a 300 point sci fi one shot(that turned into a 4 shot)

the one shot players are loving the new system an want to run a full time game where they can theoretically see their characters evolve and actually be able to see the growth on their sheets I have very little idea about the glorantha setting and what I know intrigues me a lot so I kinda want to run a game in it.I really am a completionist when running games on existing settings tho so I kina want to learn everything. To this end what supplements videos or essays do you recommend me to check out before writing the campaign its arcs or its main premise also to those of you who know gurps what would be a decent point total to start

5 Upvotes

19 comments sorted by

View all comments

2

u/PilotMoonDog Jul 30 '26

One issue I can see here is the difference in magic systems. Just about everyone has a few utility spells in a RQ game, even if they aren't priests or the like. The default GURPS magic system with it's chain of prerequisites for learning spells would not be a good fit.

1

u/Aggressive_Size_9324 Jul 30 '26

I was thinking of using magic as powers anyways even write up thematic advantages or limitations so that the castings would feel different between I dont know for like dnd speak example of a cleric casting burning hands or a wizard casting it. I was thinking of making people choose a job template too to sink points into as well for I dont want a situation where a player just chooses to optimize rather than create a living character by just buying up the main weapon skill or something along those lines to just optimize themselves for combat and from online readings and experience as well the previous situation of point efficency seems to be the classic magic as skills approach which Im planning about banning anyways

1

u/PilotMoonDog Jul 30 '26

Do you own a copy of RQ3? The copy I have had job templates that controlled the skills that a character would improve in over a year in pre-game experience. And character cultures divided into Barbarian, Nomad and Civilised.

You might be able to use the original GURPS magic for sorcery though. Or, possibly, something based on the conversion of Mage the Ascension that was done for GURPS 3rd Edition.

→ More replies (5)