11-06-2013, 01:09 PM | #21 |
Join Date: Jun 2013
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Re: Additional Craft Secret Perks?
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11-06-2013, 01:34 PM | #22 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Additional Craft Secret Perks?
If you mean the slings and arrows of gamer logic, I'll note that I find it very helpful to reply to "But X would imply Y, and then everybody could figure it out!" arguments from players with something like, "People in the setting – including your PCs – think in a different paradigm and don't see these connections. Discovering the new paradigm is an Amazing invention . . . roll against the the lowest of Philosophy, Psychology, or Teaching at -22. After that, you can teach others at the usual 3d months per class." Gamers who live in today's rapidly changing near-Singularity society have a blind spot where such things are concerned. That is, they don't realize that most implications are missed by generations of thinkers who can plainly see them, until a suitable Zeitgeist emerges and removes their blindness. Great-man thinking is amusing and all, and plays well to gamers' power fantasies for their PCs, but it's probably bunk.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-06-2013, 05:32 PM | #23 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Additional Craft Secret Perks?
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11-07-2013, 08:48 AM | #24 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Additional Craft Secret Perks?
That's just the usual penalty for something the GM considers an Amazing invention.
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11-07-2013, 09:43 AM | #25 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Additional Craft Secret Perks?
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EDIT: Sorry for the brain-whooft. I meant Fleming's dirty dishes, not Pasteur. I can see Pasteur and his dirty dishes being a fluke kind of success, but interpreting paradigm shifting results from the LHC experiments seems like something of a different matter to me.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. Last edited by benz72; 11-07-2013 at 05:49 PM. |
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11-07-2013, 01:36 PM | #26 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Additional Craft Secret Perks?
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For hard stuff like particle physics, the ideas about what might actually be going on very rarely come from the people doing the experiments. They'll come a year or ten later from theorists who have been using the equivalent of the Hyper-specialisation perk and lots of extra time modifiers to get a chance to make a roll. And most of them come up with wrong ideas anyway. |
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11-07-2013, 02:22 PM | #27 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Additional Craft Secret Perks?
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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11-07-2013, 05:25 PM | #28 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Additional Craft Secret Perks?
To be very clear: My post was not talking about specific discoveries, inventions, and secrets. I was addressing the "meta-issue" of looking at others' discoveries, inventions, and secrets in such a way that one can undertake to understand and reproduce them. Things like "reductionism," "the scientific method," and "reverse engineering" aren't timeless . . . they were invented and developed, and people without them were fundamentally ill-equipped to reproduce results from analysis, observation, etc. Those who wish to create a world of the mind in which Craft Secrets are routinely grasped and disseminated by observers have their work cut out for them. I'd say that the necessary thinking needs to be reinvented at each TL, too.
My point is really only that players who say things like "Oh, I saw gunpowder made, so now I should be able to do it!" are thinking like modern gamers with meta-game knowledge. In a TL3 world, say, "making gunpowder" may well be a Craft Secret that always flops for those who lack it, sometimes disastrously, and that can't easily be understood because the essential analytical methods and concepts of experimental controls don't exist to allow it. If they want to change that, then they should first develop TL4 scientific thinking as a philosophy (or something like that). That's because they're trying to change the setting TL from 3 (gunpowder is a rare secret) to 4 (gunpowder is well-known and mass-produced) in an important respect.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-07-2013, 06:01 PM | #29 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Additional Craft Secret Perks?
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But if you double the bonus from Versatile, and allow several Complementary Skill rolls (with each roll taking a lot of extra time), and disallow retries (or at the most allow one try per thing per decade per character), then -22 might in fact be simulatively apt. I mean, going by my Ärth setting, I don't want the player characters to invent tonnes of anachronistic crap. On the other hand, if the players create geniuses, then entitles their characters to be geniuses, and so they sould have a chance - a non-zero chance - of doing something amazing. I'm perfectly okay with that. |
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11-07-2013, 06:13 PM | #30 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Additional Craft Secret Perks?
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