The adventure is 14 pages and 175 numbered entries. It's also good for an introductory adventure - clear mission, low social interaction, lots of skill checks (sneaking, climbing, etc.), risk-reward decisions (push for more loot, carry extra and suffer penalties, fight or run), and low but not necessarily no combat. Seems reasonable - it's easier to solo capers than have people hang around while you're on them also, being sneaky helps when it's just you. Like a fair amount of solo and one-on-one adventures I've seen, this is an adventure for a thief. It's a lot more fun to play through and see how everything works, rather than try to read 150 pages all at once. "You can start playing right away - even if you don't know the GURPS rules yet. The copy I have came with the original 1st edition boxed set, and is back-to-back with an inverted Caravan to Ein Arris. Since I usually do a GURPS post on Thursdays, and I've started reviewing my solo adventures for D&D/AD&D, why not look at the first GURPS solo adventure?Īll In A Night's Work is a solo, introductory adventure for GURPS.
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