01-01-2021, 08:09 PM | #21 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Hypercompetent 'Average' Citizens
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So many interesting things like Gavroche being Eponine's brother were omitted. It was to reduce complexity, I imagine, in the admittedly amazing musical.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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01-01-2021, 08:20 PM | #22 |
Join Date: Apr 2005
Location: Houston, TX
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Re: Hypercompetent 'Average' Citizens
Will this general-issue genome be designed with the idea of "multiple intelligences" in mind, or will it boost some while neglecting others? Perhaps musical talent will become the new distinguishing mark of random genius.
And how will those outside the "neurotypical" range respond to the project? Will Aspergers or other low-autism expressions be written off as "undesirable traits"?
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- - - - - - - - - - Looking for a GURPS game in Houston, Texas. |
01-01-2021, 08:27 PM | #23 |
Join Date: Jul 2020
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Re: Hypercompetent 'Average' Citizens
https://www.wired.com/2005/05/flynn-2/
https://www.exposingtruth.com/iq-sco...etting-dumber/ Though apparently as of late they have been going down. https://www.cnn.com/2018/06/13/healt...ntl/index.html well according to CNN at least. Regardless their was a massive uptick in average IQ after the decline of of lead based paint. This is because during the period in which it was being used, Lead poisoning was decreasing the overall IQ. Considering that you can actually soft map GURPS IQ to real world IQ 10 in GURPS would be 100 real life IQ, pretty safely. This would actually be worth one level of IQ. That's pretty nuts. So GURPS may assume no change for a very good reason (Game Simplicity) but this would be historically inaccurate, very inaccurate. People in different time periods would have different base attributes. So if your going for some kind of immersive game, you might want tot ake that into account. Hell I'd argue people with different body types might have slightly different stats, an Endomorph being stronger, but less healthy, on average. There is a strong argument to be made that a universe genetic template like you are suggesting would reduce genetic diversity in some undesirable ways, you'd get less biodiversity for one actually causing issue with natural pregnancy in birth making everyone biologically "Inbred", as well as reduce genetic outliers who's unique talents benefit society as a whole and grant a richness to the human experience. Last edited by Pbuckley; 01-01-2021 at 08:31 PM. |
01-01-2021, 09:04 PM | #24 |
Join Date: Feb 2016
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Re: Hypercompetent 'Average' Citizens
Low IQ could be justified by lead exposure, but the average human IQ is 10 regardless of the timeframe. Honestly, it would have been Rome during the Ran Empire that would have had the worst IQ. Bad nutrition, massive lead exposure, parasites beyond number, etc. should have had them averaging 8 in all of their attributes.
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01-01-2021, 09:15 PM | #25 | |
Join Date: Jul 2020
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Re: Hypercompetent 'Average' Citizens
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01-02-2021, 06:38 AM | #26 | |
Join Date: Jan 2010
Location: Brighton
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Re: Hypercompetent 'Average' Citizens
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I.e. if you have everyone with basic IQ of 15 than everyone spends 100 cp to get it. Even if IQ15 isn't very special in terms of comparison to the group it still gives you the advantages of IQ15 in the game system so it costs 100 cp. Depends on what kind of game I want to run, which would in turn inform how this kind of change came about and how it was implemented in the setting.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 01-02-2021 at 07:24 AM. |
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01-02-2021, 07:35 AM | #27 | |
Join Date: Aug 2007
Location: Denver, CO
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Re: Hypercompetent 'Average' Citizens
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Villages work, but not cities. Not without sanitation & decent medicine. |
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01-02-2021, 08:45 AM | #28 | |
Join Date: Jul 2020
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Re: Hypercompetent 'Average' Citizens
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Personally I would have a set of 6-7 (One for each possible combination of 2 attributes, and 1 for your Ubermench) different templates, with most costing around the same amount of points and one being a bit more expensive. Your liable to have different civilizations with different goals, so you can still have one of those factions function as you describe. It's always better to give your players some choice. If your worried about munchkins just be clear and concise about what parameters you want starting characters to be in or around. Build a foundation, Set boundaries, and let your players run wild within that set up. |
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01-02-2021, 08:46 AM | #29 |
Join Date: Jan 2006
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Re: Hypercompetent 'Average' Citizens
Firstly, RPG setting design overlaps futurology but is not the same. So if someone wants to make or emulate a setting with universal government-supplied wholly benevolent genetic upgrades that's fine. Ditto the dystopian version. Normally I wouldn't bring something this obvious up but a lot of folks seem to be posting as if they have forgotten this.
Note that education has a similarly large effect on the assumed template of a setting, and improvements on educational or psychiatric science and investment could have similarly large effects on the implied template of folks in an RPG setting. A group of 250pt Eloi with no skills or experience with aggression would be meat for a bunch of grotty 50pt Morlock PCs. Agemegos has played around with this a lot if you dig into the links in his sig. He has a planet where all citizens are optimized along genetic, educational, and psychological axes for their social role, and another where the politicians are all unironically honest and public spirited. However, this is not actually something most GMs spend much effort on.
This is not because these things are not important to humanity, but because they are not important for gaming. PCs are usually badly socialized attack moppets. Average folks NPCs are rarely given detailed character sheets. Extreme cross-setting gaming, despite being GURPS's specialty, is not very common. Statting it out is a lot of work. And to top it all off if you speculate in game that some human culture is worth more points than another you are risking make some players very uncomfortable and perhaps attracting players that will make you very uncomfortable. So while there's a LOT of interesting stuff you could do with this sort of thing, it has very limited utility. If your future setting is full of gene-fixed and augmented para humans who would make me feel stupid and inadequate, but does not spend any time interacting with TL-8 wild human savages, it is probably best to just ignore everything that is not "Don't take these traits" and assume difficulties etc. are re-normalized around the new norm. Statting it out in meticulous detail is probably not a good investment in terms of fun/work. |
01-02-2021, 08:58 AM | #30 | |
Join Date: Jul 2007
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Re: Hypercompetent 'Average' Citizens
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