Quote:
Originally Posted by weby
There is actually a fair amount of the extra you can easily introduce, though getting to the level of normal Gurps combat is... very hard.
Basically my solution has been to make some of the requirements so high(huge penalties) that the PCs have had to try to find ways to reduce the penalties and to get bonuses. In different situations that has included things like:
-academic research on topics related to the action
-starting of separate rumor campaigns to make the initial actual approach easier
-burglary to plant incriminating evidence on a rival
-collecting rumors on what a target likes
-finding extremely rare items that the target has been looking for a long time
-using several complimentary skills, like applying disguises to seem part of a more acceptable group.
-and many many more
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Well, yes, those things add variety. But they're qualitatively different. Simply put, they're like going on a quest to find a magical sword that happens to be the vulnerability of someone with Supernatural Durability. Or similar logistical preparations.
But once that phase is over, the tactical situation is relatively 'flat'.
Another consideration is that, much like the quest for a magical sword, what you describe seems to rely very heavily on fiat and eyeballing. That is, to a large extent, the result of the way Fixed Reactions work: simply put, there is no game-mechanical correlations between a character's traits and said character's ability to say "Nope, no matter what, I won't react better than Poor to the PCs".