GURPS – Generic Universal RolePlaying System GURPS – Generic Universal RolePlaying System

How to Be a GURPS GM: Improvising – Cover

How to Be a GURPS GM: Improvising

Written by Sean Punch

14 pages. PDF. * Price $7.00 * Stock number 37-0379
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Expect The Unexpected

As the saying goes, "No adventure survives contact with the players!": No matter how prepared you are as a GM, your players will do things you didn't expect. Of course, you might not have prepared, possibly because you lack the time, perhaps because you don't see the point when your players always blow your plans out of the water. Thus, it's often necessary – and more fun, or at least more efficient – to improvise.

However, good improvisation takes skill. How to Be a GURPS GM: Improvising can't replace that, but it can start you down the right path . . . think of it as preparation for gaming without preparation! Its tricks and tips – swiped from the author's 45 years of gaming experience – cover improvising NPCs, locations, stats, combat, and more, at every level from individual encounters, through adventures, to entire campaigns.

Have players who like to surprise you? It's time to return the favor!

Related Products

  • This supplement builds on the framework of the GURPS guidebook How to Be a GURPS GM.
  • Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS – as well as many of our other game lines. Surf our site for the files you want . . . and get them instantly with a credit card or PayPal!

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