Where do you live? What your saying in this very old post sounds good. (I
don't check my e-mail often enough). I'm somewhat the same way. I just
started Dm'ing D&D but I decided to by the Forgotten Realsm Source book. You
might want to consider buying something like that and converting it.
As for advice for Dm'ing, the best advice I'm ever recieved on the subject
is this: The following are my rules of DMing
1) if it can't kill at least one of them and not by "pinging" them to death
(several one point clusters) Why is it fighting them...
2) Players will always sidetrack adventures and come up with new stuff that
you have never thought of before.
3) keep a basic game plan that is it. Flesh out if you want to but be
prepared to scrap the entire thing... The KISS (keep it simple stupid)
principle is very applicable here.
4) always have a twist that the players aren't expecting. It keeps them
jumping just enough to manipulate... (I won't tell you how to manipulate
people because it's my job to manipulate players, like you...)
Well, that's a little help I got from a friend of mine. Hope it helps.
Vincent
>From: michael_amberwind@...
>Reply-To: gurps_magic@yahoogroups.com
>To: gurps_magic@yahoogroups.com
>Subject: [gurps_magic] Campaign Ideas
>Date: Sat, 24 Nov 2001 10:02:55 -0000
>
>I am looking to start a GURPS campaign next year and would love some
>advice and input.
>
>First off I am a newbie to GMing and have not found any great advice
>online outside of the obvious. Any weblinks or resources anyone can
>offer would be appreciated.
>
>Secondly I have an outline for a campaign idea, and am considering
>putting up ads around local gameshops. I would not be seeking players
>- players are easy to find, I can find plenty of RPG groups, alas all
>have too many players as is, thus I am starting my own campaign - but
>to find local GMs. It seems to me too much work for one person to
>develop a campaign that would only be appreciated by a very small
>number.
>
>I think it would be better to find four or five likeminded GMs who
>would accept my basic world premises, and each person works on a
>particular area of the campaign, thus saving me the headache of
>developing the magic rules *and* history *and* geography etc and allow
>it to be shared among the group. My idea was a small circle of people
>meeting 2-3 times a month brainstorming ideas, then dividing up the
>work into managable areas. This would allow for several groups to
>"playtest" the adventures. Eventually I would like the works posted to
>the net. I have already made an outline of about 6-7 pages, plus a
>list of books that will be needed from the GURPS line.
>
>An ambitious project perhaps, but why start small?
>
>So I am also looking for RPG resources on campaign creation from the
>ground up -any books, links, articles one might offer would be
>fabulous.
>
>And - if I have not asked enough already - I am looking for GURPS
>specific tips and tricks for quick and smooth GMing - how to make
>combat go quickly, keeping track of time and details, all the minutea
>that some think too obvious to mention.
>
>Thanks for any help.
>
>
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