12-23-2016, 08:37 AM | #31 |
Join Date: Dec 2006
Location: Meifumado
|
Re: Mechanics/techniques to incentivize disadvantages
For symmetry, wouldn't you also be required to adjust Advantage costs in a similar way? There are a couple of times I've spent valuable points on Advantages in chargen that have then rarely come up during play.
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
12-23-2016, 08:39 AM | #32 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Mechanics/techniques to incentivize disadvantages
Yes, for many Advantages, this would be very nice to have.
|
12-23-2016, 08:42 AM | #33 | |
Join Date: Sep 2007
|
Re: Mechanics/techniques to incentivize disadvantages
Quote:
Unaging is similarly weird with a pay-as-you-go mechanic, as it's free unless you die of old age, or at least fail an aging roll, which by itself is worth less than never aging at all. |
|
12-23-2016, 08:43 AM | #34 |
Join Date: Dec 2006
Location: Meifumado
|
Re: Mechanics/techniques to incentivize disadvantages
This strikes me as a trickier beast to handle. You'd need some way to stop a player just listing every conceivably useful zero cost Advantage, and only pay for it if it becomes useful in play.
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
12-23-2016, 08:44 AM | #35 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Mechanics/techniques to incentivize disadvantages
Hmm. That seems like another alternative to the FATE Concession / Rogue Trader Burning Fate Points mechanic.
|
12-23-2016, 05:15 PM | #36 |
Join Date: Aug 2004
|
Re: Mechanics/techniques to incentivize disadvantages
Sometimes you can overdo symmetry. I think there needs to be at least a nominal CP cost for Advantages, even if you're being asked to “pay as you go”. Either that, or put some other sort of restriction on which Advantages you can have: you can't just take everything, because not everything is going to fit your character's concept.
|
12-23-2016, 05:41 PM | #37 |
Join Date: Aug 2004
|
Re: Mechanics/techniques to incentivize disadvantages
Thinking this through a bit more: Attributes, Skills, Advantages that grant dice bonuses, and Disadvantages that impose dice penalties should ask be paid for up front. “pay/reward as you go” should be restricted to things that involve an active choice on the player's part preferably one of narrative significance. That's a key point here: it we're using Fate as a model, it's important to note that Fate aimed to model drama rather than attempting realism.
|
12-24-2016, 07:02 AM | #38 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Mechanics/techniques to incentivize disadvantages
Quote:
Second, a GURPS trait providing a dice modifier does not in itself mean that a trait is easier to predict in terms of usefulness. E.g. a hypothetical trait like "+3 to Influence Skill use against all Canadian Redheads" may turn up a dozen times in a campaign set in America . . . or it can never come up. For that, pay-as-you-go (with or without an initial investment) seems more likely to be fairly priced than a 'lottery' cost (i.e. pay N at the start, and hope that it will come up). |
|
12-24-2016, 02:43 PM | #40 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Mechanics/techniques to incentivize disadvantages
Quote:
Another nuance to FATE skills is that they can be swapped between sessions, which GURPS skills cannot. ---- An idea: how about letting players choose whether they want to buy a trait for permanent use, or for a per-activation basis? GURPS mechanics already support that for Advantages. |
|
Tags |
disadvantages, fate, fatepoints, gamemastering |
|
|