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Old 11-18-2017, 03:03 PM   #11
sir_pudding
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Default Re: How to implement Loyalty Missions in tabletop RPG?

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Originally Posted by whswhs View Post
I'm going to say that normally, what you would acquire from helping someone out wouldn't be a Perk, but a Favor: A one-time use of an NPC relationship advantage (such as Allies, Contact, or Patron) at 1/5 cost.
I think he means perk in a general sense, not a GURPS term-of-art.
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Old 11-18-2017, 04:05 PM   #12
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Default Re: How to implement Loyalty Missions in tabletop RPG?

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Originally Posted by Irish Wolf View Post
"Loyalty Missions" are from videogame RPGs
Also one of the few places I've seen that do the paperwork necessary to represent per-faction (much less per individual) attitude ratings. A hypothetical Loyalty Rating would entail the question "loyal to whom?", so you really need not one stat, but one stat for every entity of interest in the game. CRPGs can track that more easily than humans playing a tabletop RPG, likely one reason we don't see those rules doing into that kind of detail.

In GURPS terms, you might wind up with a bunch of Reputations with various characters or organizations to reflect their improved opinion of you (and vice versa) and thus their increased likelihood of helping you out.
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Old 11-18-2017, 11:36 PM   #13
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Default Re: How to implement Loyalty Missions in tabletop RPG?

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Originally Posted by sir_pudding View Post
I think he means perk in a general sense, not a GURPS term-of-art.
Perk is a Fallout term of art for minor advantages, such as these. And it's well-known that the Fallout character building system owes a lot to GURPS.

A mixture of GURPS Favours and Perks could be appropriate awards. Can't think of many examples of good Perks at the moment, but things along the lines of Perk-level Claim to Hospitality ("drop by anytime, man!") or a martial arts Style Familiarity ("my friend, I will demonstrate the Eight Fists of Smiling Monkey") are what I'm thinking of.
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Old 11-18-2017, 11:47 PM   #14
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Default Re: How to implement Loyalty Missions in tabletop RPG?

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Perk is a Fallout term of art for minor advantages, such as these. And it's well-known that the Fallout character building system owes a lot to GURPS.
While this is true, perks didn't exist in GURPS until 4th edition; they were in Fallout first.

Mass Effect doesn't have perks and the loyalty benefits are a general improvement of the character.
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