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Steve Jackson Games
We believe that GURPS is a good set of rules! But no matter how solid your system, the quality of your game depends on how well the GM runs it . . . and on how willing the players are to do their part. To a large extent, those things rely on everybody meeting everybody else's expectations.
How to Be a GURPS GM: Managing Expectations offers a quick course in getting everyone at the gaming table on the same page. It tackles such topics as finding common ground on issues like: realism level, rules interpretations, and character competence; how often to roll the dice; player engagement; and the complications of mini-games. Although it pulls specific examples from GURPS, almost all of this advice is applicable to any game system.
Because the real name of the game is collaboration.
Written by Sean Punch