Father Thomas is missing, the villagers say there are strange noises coming from St. Gregory’s, and the Reeve wants some answers. What’s going on in the old stone church?
For some reason, I am not entirely sure why, I found myself sketching out the floorplan for a church today. As I was drawing, the idea for a beginning adventure set in a low-mana fantasy realm began to take form in my mind. Could this be the location for some of my GURPS-curious friends to explore?
A few strands have been weaving closer together in my mind over the past few weeks. There are several elements of methodology that I am keen to introduce to my own GMing and explore through play. Alongside this aspiration to improve how I run my games, I also want to offer curious friends the chance to learn to play with GURPS.
The learning game needs to teach the core basic mechanisms from GURPS: the 3d6 score low success roll, the dice plus adds damage roll, and the reaction roll. On top of that, I want to introduce basic combat and keep the game as descriptive as I can.
The methodological strands are all about introducing some investigative play alongside a more traditional location-crawl scenario structure. Of particular interest to me is developing my map keys utilising The Alexandrian’s ideas from his series on The Art of The Key plus deploying the Three-Clue Rule.
The problem is that, as I sit here ready to key the map, I have no idea why Father Thomas is missing nor what the strange noises in the church might mean. Maybe you have a few suggestions? For now, I’ve decided to let the subconscious have a stroll and see what pops up by morning.