01-06-2010, 09:47 AM | #521 | |
Join Date: Jan 2008
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Re: Resolved,There is no point to statting up anything that is not a PC
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I'd go on to presume that some people prefer to pattern match in different media, and intuiting a character from a trait list is just as much pattern matching as intuiting a narrative from random events, or a face from craters on the moon. |
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01-06-2010, 10:01 AM | #522 | ||
Join Date: Sep 2004
Location: Medford, MA
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Re: Resolved,There is no point to statting up anything that is not a PC
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Sometimes the PCs will have to go up against people who aren't average. Big powerful people. Those people are special and I stat them up beforehand. How do I do them? I don't do them with mathematical modelling. Usually I take the data I've come up with watching the players fight the average people and then use that to tweak my bigger foe. Because here is the thing: I have had players who were staggeringly effective in combat even with relatively weak PCs. I've also had players who were staggeringly ineffective in combat even with high powered PCs. I would probably put a stronger foe (or set of foes) up against those weaker PCs than the stronger PCs because the weaker PCs could handle it...whereas the stronger PCs might not be able to. But I also always have an in-character justification for this. If the weaker PCs are crazy effective, the bad guys are going to send stronger foes...they don't know what point total the PCs are. But I also what to tell you something else. The last game I ran were a bunch of D&D sort of power-gamer guys. And I ran them through one of my sorts of games...a sort of a deep horizontal. No, no one shot a rope in half at 300 yds...but by we got to the end of the first season they were hooked like they'd never been hooked before. Why/How? Because I work really hard on making the world a living place and making the actions of the PCs matter on a larger level. So, my players who were used to things like. Kill the dragon! Get more stuff! Stop the gates to Hell from Opening...all of a sudden started seeing their actions having far reaching and long lasting effects and consequences. The actions of the PCs ended up causing Faction 1 to attempt a coup against Faction 2 on planet Y. The PCs ended up doing a major amount of political maneuvering and adventuring to try and clean up the coup they helped enable and through some brilliance on their part were able to resolve the political instability and come up with a new path that I never presented them with. They were able to get Faction 3 in power...a faction that is now very well disposed to the PCs (Both Faction 1 and Faction 2 were both hostile to the PCs). The players really enjoyed seeing the world actually react in a deep and ongoing way to their actions. And when they came back to planet Y they had a safe place in the galaxy...but then gained a few more enemies. I've found other ways to thrill my powergamers in a deep horizontal way. Yeah, you have a Vorpal Sword and you're badass and killed Azmodeus. You are very cool. Now howabout you figured out a way to resolve a much trickier challenge. An evil Baron is about to invade your home...and the greatest hero in the land...is also really evil. When my players find a way to resolve that conundrum they end up feeling a huge sense of accomplishment...because that is a multi-layered complicated problem that they have to take initiative and come up with their own path. It makes them feel even more powerful than the Vorpal Sword when they finally do come up with an answer to that problem. So I try to have their progress marked not in the fact that they have a 25 Mechanics skill or they bought Combat Reflexes, but that the world itself progresses and progresses because of them. Their power and progress is marked in the world itself, rather than just on their character sheets. But there is nothing wrong with a cinematically vertical game either. Quote:
What I have a problem with are a number of Jeff's follow up posts that ascribe a number of judgemental values to people who improvise. Things like: I believe we can construct a sufficiently strong rebuttal to usefully reduce the frequency of chimes by showing most cases of statless winging to be optional at best and more generally a form of fudging or other deprecated game-breaking behaviors. I suppose this includes playing games where the adversaries are all one-dimensional figures of EEEEEVIL who do things only because the plot requires it, but that's not a good reason to give that kind of char build advice out all the time. The total point value alone may not, but on the way to calculating that value, you accumulate total points spent on skills for instance that does impact how a PC has spent his life and serves as a check on excessive or just plain unconsidered builds. I wing, and I don't fudge. I don't have broken games. I don't have one-dimensional figures of EEEEVIL who do things only because the plot requires it. I don't have excessive or unconsidered builds. My problem with this thread is Jeff's judgmental and insulting comments about people who don't game like he does. I don't care how Jeff plays his own games. I just want him to stop throwing stones at people who play differently. Last edited by trooper6; 01-06-2010 at 10:05 AM. |
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01-06-2010, 10:09 AM | #523 | |||||||
Join Date: Mar 2006
Location: Iceland*
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Re: Resolved,There is no point to statting up anything that is not a PC
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All I meant was that in my campaigns, at least, those NPCs which according to your criteria are deserving of character sheets are numerous enough to make statting them out a chore that I simply do not have the resources to even contemplate. Quote:
I have no way of knowing ahead of play which characters will be recurrent, distinctive, cool, picturesque and so forth. NPCs don't come divided into extras and guest stars. Yes, I might be able to guess that some people are unlikely to become important and others are almost certain to become so, but that still leaves hundreds, even thousands, of which I am not sure. Quote:
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More broadly, I always start with a narrative concept. The character can do thing X or he is an expert at thing Y. Then I translate this into game stats. Coming up with mechanics first is so alien to me that I can only grasp it intellectually that there are some people who do so. I am utterly unable to empathise with it. So if I were to stat out a character, the work would be 1) Come up with a narrative concept. 2) Write that concept up in game mechanical language. For me, step 2 always follows step 1. It can't precede it any more than I could decide to digest food before I ate it. So, for me (and before I heard Bruno said that some people weren't wired that way, I thought it went for everyone), it's not a choice between statting people up in game terms or describing them narratively. It's a choice between describing them narratively or doing both. This means that if I assume that my budget of time remains the same, statting up characters means that I spend less time on describing them, since statting is exclusively translation and no new creation. Quote:
But that's not the part that's the most bothersome. Oh, no. The most bothersome is figuring out precisely what Enhancements and Limitations to apply to emulate a certain power, which you already know how works. You've written mechanic-heavy books. You know that it can be non-trivial to take a complex effect and write it down in precisely legal form. But the point is that deciding whether a given usage limitation constitutes Preparation Required, Limited Use, Requires Recharge, Costs FP (Energy Reserve with Special Recharge) or something else is not going to tell you much if the end result is that it works a certain way and you already know how. Sure, it makes a difference for a PC whether the point cost is 125*.8*.95*.70*.95*.6 [38] or 80*.8*.8 [52], but it doesn't really matter to the NPC or the GM. You know well that it's possible to get functionally the same effects for very different point budgets. And that it may require hours of fiddling to get precisely the effect you are trying to stat. But it requires only seconds to just write down the effects and ignoring the point cost. And that's what 'don't bother statting it if it's for an NPC' really means. Quote:
I think that while it may be fair to compare the language of character creation to a poetic form, that form is more like the limerick than a sonnet. In other words, it's fine for its purpose, but trying to express anything of real depth while confined exclusively to that form is pretty much doomed. Just because certain limitations on communications may help one organise one's thoughts it does not follow that the best poetry is written using only four letter words. And character creation using the mechanics as a starting point instead of narrative description is in my mind even more limiting than that. Quote:
But that doesn't change the fact that for anyone that I have ever seen gaming, statting only what you absolutely need is good advice.
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Za uspiekh nashevo beznadiozhnovo diela! |
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01-06-2010, 10:21 AM | #524 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Resolved,There is no point to statting up anything that is not a PC
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It's kind of like insurance. You pay, say, $250 a month for medical insurance to cover major illnesses. And in most years, you don't have a major illness, and you don't get that $250 back. You might go your whole life and never collect on your medical insurance. But if you do get a major illness, you'll feel that the insurance was worth it. In a crowd of 10,000 people, having everyone pay into a fund that goes out to the minority who are sick is a good deal for everyone . . . if they don't know if they're going to be among the sick minority. I don't know which traits are going to be important, or which characters are going to see lots of playtime (though I can often guess). But I get substantial enough benefits from the ones who turn out important to justify the relatively trivial expense of time on making up some who turn out not to be important. Bill Stoddard |
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01-06-2010, 10:27 AM | #525 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Resolved,There is no point to statting up anything that is not a PC
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Given that I know many forms of effort that do reliably pay off in game, I'm disinclined to spend effort on something that is unlikely to do so. Quote:
This sounds like when it comes to your health, you adopt my strategy. Quote:
I spent too much time on doing so and the NPCs that resulted were neither more interesting, more plausible nor more lifelike than NPCs made using my current, more narrative method. I've tried both methods. One works about an order of magnitude better for me and also works better for my players when they try to GM. Have you tried starting with a narrative concept and statting only when it becomes necessary?
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Za uspiekh nashevo beznadiozhnovo diela! |
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01-06-2010, 10:38 AM | #526 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Resolved,There is no point to statting up anything that is not a PC
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Consider the wench. Assume for a moment that we want her to be a major character in the game (for a minor character who shows up once, this isn't actually important), so we actually stat her up. All she needs is appearance, right? Well, er, no. She also needs her professional skill, whatever that may be. And let's say we want to make her on exactly 25 points, something the average person in this thread would probably say is craaazy, but let's do it anyway, because it will force us to think, and we'll also give her at least one character defining disadvantage, and five quirks. We'll start with HT +1 (10 points), Beautiful (12), and Bartender at IQ+2 [8], which puts us at 30 points. We have disadvantages to choose from, and we could easily pick Lecherous or Bad Temper or possibly Addiction or what have you, but what about Dependent (child)? Assuming he/she is worth 50% of her cost (10-15 points), this is a -10 point disadvantage, leaving us with 5 points to spend. Plus we need need 5 quirks, which gives us another 5 points. How are we going to fill out those last 10 points? Well, we could grab an advantage (Common Sense would be great), but we should probably save some of those points for a few skills, so nothing worth more than about 5 points. Fashion Sense might work, but I think Sensitive would be more fun. And for skills, we grab Sex Appeal (How she got the kid and earns her tips), Carousing (good for the job) both at 1 point, and a few others that catch my eye: What about Accounting at 2 points (Because it's interesting), and Current Affairs (Regional) (Because she would hear alot of gossip and this makes her fairly useful to the players). From there, a picture starts to emerge, and we stretch ourselves with quirks: She worries about money, She has a thing for Elves/Fighters/Mages/Rogues (Pick one that'll make her interested in the party), Ashamed of her bastard child but loves him/her fiercely, and then we need two more... flipping through the quirks, Cautious and Code of Honor (Professional) at quirk level both make sense, the first for the fact that she's no adventurer, and the second means she takes her job very seriously. And there we have it. I envision scenes with a beautiful woman with some broken dreams, a boss whose ineptitude is running the tavern into the ground. She has two major hooks to involve her in the game (her child and her fascination with one of the players), and her child can be an interesting secret we can reveal later on. In retrospect, I really like the idea of Common Sense, so we'll ditch Sensitive and take Common Sense instead (That way she's a voice of reason in the party, an NPC who can say "Woah, maybe setting fire to the building we're in isn't a good idea!"). That violates our point value, but it already served its purpose: it gave us a decent order of magnitude on the character, and it inspired some ideas that wouldn't have happened if we hadn't done it this way. It's easier in other systems with more hard mechanics in place, like Vampire (Covenant and Clan? And what disciplines? Virtue and Vice?), and some have systems that aren't really conducive to this sort of thing (Giving her a D&D class is actually counterproductive), and GURPS sort of stands in a middle ground, as it's system is rather "descriptive" than "prescriptive," but it's still handy to try. It's not necessary, but it can help. And it's fun. It makes you think, and thus it's a useful mental tool.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 01-06-2010 at 10:43 AM. |
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01-06-2010, 10:41 AM | #527 | ||
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Resolved,There is no point to statting up anything that is not a PC
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Bill Stoddard |
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01-06-2010, 10:54 AM | #528 | |||||||||
Join Date: Dec 2006
Location: Houston
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Re: Resolved,There is no point to statting up anything that is not a PC
Its true that it can be a rewarding experience when done this way! Sadly, as we game in 2 or 3 12 hour blocks with 3 month interludes, its difficult to keep that sort of game straight. I have to keep adventures relatively simple and episodic. When your 13-18, 3 months is an eternity and as so much happens in life during those years, details and subtlety fade from memory quickly.
With that in mind, we tend to break out the 'epic' brush and paint in broader strokes because the details are easier to remember that way and it makes gaming feel more like a 'special event' than the weekly/bi-monthly hobby that most gamers enjoy. Quote:
As it turned out when the term 'hand waving' was used, it was meant as 'I have preset standards which I go by for Attributes and Skills of various degrees from layman to expert that I always have on tap so individual sheets aren't needed.' It did NOT mean 'I produce a random number from my hinder parts.' 'Handwaving' was also used to describe building powers and abilities. In the context of most of the speakers that meant 'I know what it is and how it works AND it is either consistent with the Rules (Either Raw or House) or the players don't complain about it.' It did NOT mean 'It does whatever the heck I say it does whenever the mood so strikes me and the players can whine like cats in heat for all I care.' 'Dice Fudging' is still something I find reprehensible and it still feels like cheating, but can you truly cheat participants who accept it as part of the game? If the players and the GM are ok with fudging then who are any of us to judge? I will say this: When you abandon dice resolution of conflicts your either playing a different game, or your storytelling. I use the word conflict here to generally denote Contests, Sucess, and Reaction. I'm not the arbiter of what the ONE TRUE GURPS is, but I do know that using dice for conflict resolution is a key part of the system and when you stray from that you stray from the system. Im not advocating rolling for eveything all the time, narrating past things is the story telling element Im talking about. But even the Almighty Dice are only a part of the system, not the system in its entirety. You could I suppose, use the point buy system, skills, and Abilities from GURPS and then simply take turns narrating. Quote:
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Nymdok Last edited by Nymdok; 01-06-2010 at 01:35 PM. |
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01-06-2010, 11:01 AM | #529 | |
Join Date: Mar 2005
Location: near Houston
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Re: Resolved,There is no point to statting up anything that is not a PC
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This also gets back to something mentioned a few hundred posts back about time management -- I'd rather spend six hours reading things that might give me ideas for the campaign than spend six hours statting NPCs.
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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01-06-2010, 11:07 AM | #530 | |
Join Date: Mar 2005
Location: near Houston
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Re: Resolved,There is no point to statting up anything that is not a PC
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(I GM once every two weeks, but could GM once a week)
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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