Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-11-2018, 06:40 PM   #23
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Skill to Plan and Execute a Coup

Quote:
Originally Posted by ericthered View Post
There are circustances where I would reduce plundering a dungeon full of monsters to a single roll.

The players had already identified 4 independent groups of the conspirators, including a clear mastermind.

They had identified a few different allies who are not part of it, particularly at the army level, and at the highest level.

The most interesting arrest, that of the mastermind, will have to wait until he gets back in town.

So we have mostly played it out...

Playing out the same adventure 6 times can be boring, at least for some. At that point the PC's had convinced me they had the methods and organization to pull off the coup. Most of what was left was details. Yes, I totally could have gone into more detail. There are several parts of this campaign were we could have generated secondary PC's and played a sub-campaign. But that's not the game we're playing.
If the question "is what skill covers a routine off-stage arrest carried out procedurally", it is Law Enforcement Officer, or if military justice, Soldier.
sir_pudding is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:23 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.