09-14-2010, 02:12 PM | #31 |
Join Date: Sep 2004
Location: Canada
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Re: Alternate Common Sense
This is sort of standard operating procedure in my experience. Probably because we're very good at compartmentalizing metagame information, and probably because this way the high IQ/INT/whatever characters get to say and do smart things while players of brainless idiots can still have brilliant ideas and not sit around biting their tongues.
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09-14-2010, 02:31 PM | #32 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Alternate Common Sense
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09-14-2010, 02:40 PM | #33 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Alternate Common Sense
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09-14-2010, 02:50 PM | #34 | |
Banned
Join Date: Apr 2008
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Re: Alternate Common Sense
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And I'm okay with that, it was just an observation. |
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09-14-2010, 03:41 PM | #35 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Alternate Common Sense
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09-14-2010, 04:53 PM | #36 | |
Join Date: Sep 2010
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Re: Alternate Common Sense
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I don't buy that common sense as a meta-trait would solve any of the problems you listed either. In fact, it may even make them worse. Seriously, if you have to tell someone more than just that one time, before they even saw a character sheet (you usually need to know what setting you'll be playing in before you make a character), that no, they don't have unlimited ammo and car doors won't stop bullets etc, because your game world isn't an action movie, then you're not dealing with someone who can be helped by this advantage. Whatever you meant, though, how does assigning a point cost at all (despite it being optional to take or pay for) encourage the spirit of co-operation? <GM> New player, eh? Never roleplayed before? OK, the rules cover that so cough up the points and I'll make sure you don't do anything stupid. <New Player> 10 points? I only have 100 so no thanks, I think I'll try to muddle through by myself. <GM> 10 points? Aren't you going to bulk up on IQ too, give yourself a better chance to get advice when you need it? <Player> More points?! But I wanted to be a brawny warrior. Besides, I don't think I can get my head around too many skills right now and spells would be impossible. Nah, I'll skip it and create the character I had in mind to begin with. option A: <GM> Seriously? Good luck with that but no points and you're on your own! Screw up and it's tough luck. option B: <GM> OK but I don't feel that I could ignore it if you did something silly so, everyone, listen up! Have an extra 10 points. Not you, I'm giving you common sense instead. You'll need it so that's an end to the matter and even an IQ 10 is a better chance than none. Few would do this? No one would? I wouldn't know about that but I do know that assigning a point value to it doesn't say, "hey, ignore the points and just help the guy out until he learns the ropes, like someone probably helped you out back in the day". Or you could look at it another way... would anyone willing to grant common sense for free also grant other meta-traits for free, like luck? For the exact same reasons? If not, why are you giving common sense away gratis? Maybe it's because they aren't even similar, one being, essentially, a bonus to dice rolls while the other is basic gaming knowledge that is in everyone's best interests to share freely. Meanwhile, I disagree that it is crucial that common sense stays outside of the game setting. Despite clarifying your intentions, I see no reason that it can't be made to function from a character's perspective. It's actually extremely easy to do that because aspects on the character sheet interract all the time. I don't understand why is it crucial that this be different. What did someone call my idea earlier, "crippleware"? It's not even "crippleware" to take traits that rely upon, say, will rolls and then take weak willed and low IQ, or to take a disadvantage that reduces a skill level and then spend extra on that skill to bring it up to speed (or not and discovering the skill is needed). Those are player choices, like this would be except tying common sense to the character's perspective has no game-mechanical penalties. Common sense would still do what it says in the tin, only from a roleplayed perspective. How it interracts depends on an agreement between player and GM, no different to considering how any other set of individual traits make a whole character that the player and GM are satisfied with. If for example, your character doesn't have the self-control to resist attacking the local bruiser for insulting you then it's hardly a common sense move but since you'll do it anyway then you might want to think twice about punching the guy... when the place is full of barstools. There is no reason that common sense won't always be helpful to a character, they paid points to make it so, so by default of the player having chosen to roleplay that specific character it will be beneficial to the player too. The player didn't like how it turned out, despite that it was their choice to make that exact character? Well, if things always had to turn out how we wanted them to then we wouldn't need dice rolls either, or a GM for that matter. |
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09-14-2010, 05:09 PM | #37 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Alternate Common Sense
Why do so many have trouble with the idea of a little voice in their voice telling them something's dumb?
Don't most of us have that to a limited degree? |
09-14-2010, 07:43 PM | #38 | |
Banned
Join Date: Apr 2008
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Re: Alternate Common Sense
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09-14-2010, 08:20 PM | #39 |
Join Date: Aug 2004
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Re: Alternate Common Sense
Why crucial? If some GM decides that a non-player character or a race can have the trait, and that it just means that they will usually act 'sensibly', what is the drawback?
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09-14-2010, 11:19 PM | #40 |
MIB
Join Date: Sep 2004
Location: Melbourne, Australia
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Re: Alternate Common Sense
This will not necessarily stop GMs from berating you afterwards.
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