The key intent for my fantasy world is to create a primal, primordial, prehistoric, and deeply primitive Otherworld. Given that my chosen rules set is GURPS, the biggest realisation I’ve had is that I need to customise my game in ways I’d not considered… like changing the names of skills.
In GURPS Basic Set: Campaigns, it says:
Rules are guidelines . . . Many things are left up to the GM to decide. A game world gets realism from its completeness. The GM adds all the details that make it come alive. With a good GM, even a bad set of rules can be a lot of fun. With a good set, the sky’s the limit. We semi-modestly believe that GURPS is a very good set of rules indeed – but without the GM, the rules are nothing.
GURPS Basic Set: Campaigns, page 486
Underneath that, in an outbox…
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