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Old 01-07-2018, 06:46 PM   #111
Alonsua
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Default Re: Realistic Point Gains

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Originally Posted by whswhs View Post
I think what I have to ask is, what function does it serve in terms of running the game for you to have these two high-powered characters in the world? In what way do they make actual appearances in play?
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Old 01-07-2018, 07:04 PM   #112
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Default Re: Realistic Point Gains

I think you might do well to compose an explanation of the general nature of the game or games involved here, because you're fairly consistently leaving people baffled on that point.
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Old 01-07-2018, 08:04 PM   #113
Alonsua
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Default Re: Realistic Point Gains

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I think you might do well to compose an explanation of the general nature of the game or games involved here, because you're fairly consistently leaving people baffled on that point.
I am not really sure that I have understood this, but I will try.

It is a simulation game taking the Earth as a base and forcing some alternate reality upon it. First I generate a population taking 10 as average and 1 as standard deviation, I make the world population 7.6 billion thus getting (after dropping decimals and considering that the same number goes for each the highest and the lowest stats, so 7 people with IQ-16 and 7 more with IQ-4)

attribute-(16/4) number of people in the world 7
attribute-(15/5) number of people in the world 2.178
attribute-(14/6) number of people in the world 240.701
attribute-(13/7) number of people in the world 10.259.225
attribute-(12/8) number of people in the world 172.901.003
attribute-(11/9) number of people in the world 1.205.779.930
attribute-(10) the rest

then I try to draw some lines as for skills, based on some Kromm posts and Who´s Who books, this time setting 12 as an average and 1,5 as standard deviation:

skill (7-) Unskilled.
skill (8/9) Beginners.
skill (10/11) Most background and secondary job skills for ordinary folks.
skill (12/13) Most job skills for ordinary folks.
skill (14/16) The most seasoned of ordinary folks.
skill (17/19) Extraordinary world-class experts.
skill (20/21) Top experts from all of history.
skill (22/23) Historical best.
skill (24) Maximum human capacity.

this meaning that it takes over 76 billion people to find a skill-22, and almost 9 trillion people for a skill-23, but since this is just a distribution, some exceptions can be made where reasonable.

With this data, I take a point in the timeline, from here on, I start bringing accounting from Back to School and Campaign Basic Set for introducing changes, I determine that these NPCs start their company when they are twelve based on the history of Cory Nieves, who started a company at ten. Since they got pretty high skills by this time, and they are midly popular and come from wealthy families, I set up their wealth as Filthy Rich (x100), and use some alternate GURPS rules to come with a networth of 6.4 millions each. They put that together and start looking for investors according to Social Engineering with Streetwise-14, Savoir-Faire (High Society)-16, Administration-18 and Finance-24, getting as much as "2 x 170 x monthly salary" for a total of 101.2 millions, for which they pay a bit over 13 millions a year for a total loan cost of 130,08 millions. Since their skills are so high and after looking at Apple, I set the company CAGR at 36%, getting to over 175 billions in book value after twenty-two years of activity. They also develop cutting-edge small computers, vatbrain personal computers, artificial intelligences, realistic-flesh robots, cancer vaccines, extended lifespan drugs, accelerated learning drugs, less sleep drugs, mutation repair treatments, HyMRI scanners, human gengineering, human biomod transplants, human genetic surgery techniques, limb transplant techniques, biofabs, bad back repairing techniques, a fast vatbrain megacomputer, an enhanced version of ebola, bodysculpting techniques, canidae gengineering, canidae biomods, smart mosquitoes, smart ants, felidae biomods, head transplant techniques and quite a few artwork...

Continues in the next post so this does not get lost if the connection fails.
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Old 01-07-2018, 08:15 PM   #114
Alonsua
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Default Re: Realistic Point Gains

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I think you might do well to compose an explanation of the general nature of the game or games involved here, because you're fairly consistently leaving people baffled on that point.
At some point, a pair of players decide they want to run some super genius characters too, so they create their characters (setting them up at IQ-15) and pursue their own inventions.

One of them gets to develop:
Terraforming techniques, a couple of advanced spaceship designs, multiple human cybernetic modifications and advanced weaponry.
This character´s goal is to rule over the world by force, starting by taking Russia with a private army.

The other develops:
Brain scanners, sensie technologies and psych implants.
This character´s goal is to acquire control over the world, he started by fixing the prison problems in North America for money and is currently running for president.

And this brings us to the current date, I think I have not forgotten anything, buy you can ask whatever you want.
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Old 01-07-2018, 08:22 PM   #115
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Default Re: Realistic Point Gains

You only briefly said anything about an actual game at the end, in the second post. What mass of logic you've got behind justifying your NPCs is not (in any obvious way) relevant to what happens at the (physical or metaphorical) table.
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Old 01-07-2018, 08:45 PM   #116
AlexanderHowl
 
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Default Re: Realistic Point Gains

I disagree with the population distributions for IQ. When it comes to IQ distribution, I assume that IQ 10 encompasses fifty percent of the population, IQ 9- encompasses twenty-five percent of the population and IQ 11+ encompasses twenty-five percent of the population. The exact distribution that I use for my games is IQ 11 at 20%, IQ 12 at 4%, IQ 13 at 0.8%, IQ 14 at 0.16%, IQ 15 at 0.032%, IQ 16 at 0.0064%, etc. High IQ characters will tend to have Per and Will up to four levels above or below their IQ, which will explain a lot of intellectual variation.

In addition, I assume that the maximum skill possible in my games is equal to (Attribute plus Advantage plus 10). An IQ 16 character with Mathematical Ability 4 could reach Engineer-30 while an IQ 10 character without Mathematical Ability could only reach Engineer-20. Skills beyond 30 are possible, but the number of people who would bother to develop any skill beyond 25 are vanishingly small because of diminishing returns.

When it comes to education in the USA in my games, I assume that a character must have an effective IQ 8+ to complete a high school degree, IQ 9+ to complete an associate's degree, IQ 10+ to complete a bachelor's degree, IQ 11+ to complete a master's degree, and IQ 12+ to complete a doctoral degree. Higher IQ characters tend to do better than lower IQ characters. Talented characters tend to do better, work less hard, and have their talents recognized by their peers more than untalented characters.
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Old 01-07-2018, 10:10 PM   #117
Flyndaran
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Default Re: Realistic Point Gains

Intelligence doesn't follow a smooth bell curve. It takes everything to go right to be at the top, but only one bad thing to put someone at the bottom.
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Old 01-07-2018, 11:25 PM   #118
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Default Re: Realistic Point Gains

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Originally Posted by Alonsua View Post
I don't understand why you need a character sheet to do that. You just say that the corporation exists and is on that economic scale. At most you might write it up in GURPS terms as an organization; there's a very detailed GURPS system of organizational stats.
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Old 01-07-2018, 11:38 PM   #119
whswhs
 
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Default Re: Realistic Point Gains

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Originally Posted by Alonsua View Post
It is a simulation game taking the Earth as a base and forcing some alternate reality upon it. First I generate a population taking 10 as average and 1 as standard deviation, I make the world population 7.6 billion thus getting (after dropping decimals and considering that the same number goes for each the highest and the lowest stats, so 7 people with IQ-16 and 7 more with IQ-4)
GURPS certainly wasn't designed for running large-scale world simulations, and its rules probably aren't a good fit to that task. So I think using it that way may give you problematic results.

If nothing else, I don't think you can say, "Here is the way the GURPS mechanics works, and I'm using that as a model of reality, so whatever it produces is realistic." I think the way GURPS is meant to be used is that you decide what the world/setting is like—it can be "realistic" if you want, defining that either by your own personal judgment and sensibilities, or by coming up with a statistical model (which need not use GURPS in any way at all)—and then figure out how to represent whatever it contains in GURPS terms, so far as needed for running your game. The GURPS mechanics comes in after the world modeling, not before.

I'd also note, but as a minor point, that I don't think "1 point equals 1 standard deviation" is even suggested in any GURPS book. If you're actually rolling dice, one standard deviation equals 2.958 points, but I wouldn't apply that as an actual basis for interpretation. GURPS attributes are more handwavy than that, and any interpretation that +1 on an attribute equals such and such fraction of a standard deviation is likely to be overspecific, though of course you're free to do so if you like.
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Old 01-07-2018, 11:56 PM   #120
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Default Re: Realistic Point Gains

To the OP, what, exactly are you trying to discover in this post that hasn’t already been answered by the very knowledgeable posters here already? If you just want to post info on your campaign do that. If you’re trying to get the consensus of posters here to agree with you, I don’t think that’ll happen as they seem to disagree with most of your base assumptions, and that’s fine as it’s your game but do you have anything substantive to ask that hasn’t already been answered?
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