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Old 09-22-2020, 09:41 AM   #5
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Life of a Weirdness Magnet

The biggest message here, though, is that abilities and disabilities don't interact before play begins. That's how you can start with One Hand despite having HT 14 and Rapid Healing, know Two-Handed Sword skill despite having One Hand, be Struggling yet trade five quirk points to have a total of $3,000 worth of gear, and so on. Somehow, you got amazingly unlucky or lucky before your career started, and ended up with an exceedingly improbable combination of traits and equipment. But that's just backstory – a fluke that might never occur again! – and doesn't have to be possible in your adventures going forward.

Personally, I have a thing for PCs whose current state suggests a completely different character sheet at some unspecified time in the past. Stuff like "I was training to be a wizard, until . . .," "I used to be pretty, until . . .," and "I was a real king once, you know?" is a lot of fun to roleplay.
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