03-18-2019, 12:07 PM | #71 |
Join Date: Dec 2009
Location: Saint Paul, MN
|
Re: Hey total newby here
Well, I know you've got real work to do, but if you ever get a moment to compile the list, I'd enjoy sharing it with my gaming group. (I'm also mulling over a plan to teach a summer class on role-playing games where I could see your list broadening the horizons—even blowing the minds—of the folks whose prior experience has been primarily with traditional fantasy computer RPGs.)
|
03-18-2019, 12:12 PM | #72 | |
Join Date: Aug 2006
Location: L.I., NY
|
Re: Hey total newby here
Quote:
https://web.archive.org/web/20140928...com/wstoddard/ |
|
03-18-2019, 12:13 PM | #73 | ||
Join Date: Sep 2007
|
Re: Hey total newby here
Quote:
That kind of in-game limit is easiest to get away with in magic, because you can always just say "that's the way magic works". It's much harder to do with anything that supposed to be "normal" activity. The narrative solution is to try to think of reasons why the character simply doesn't choose to do that attack more than three times a day. That's easier with some abilities than others (particularly some sort of super-attack while he's in the middle of a life-or-death combat), and of course the spur-of-the-moment rationale can be hard to improvise for many players. Quote:
You can build whatever you want in Fate, too, but that's more because of the lack of mechanics than any particular support for breadth (or anything else). When the game mechanics are just "write down five (or seven) things about your character" and "you can have a +2 any time you think of a reasonably plausible reason some phrase fits the situation and you want to pay a Fate point", then obviously you've got a lot of flexibility. |
||
03-25-2019, 08:35 PM | #74 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: Hey total newby here
Quote:
The convoluted way the old DMG1 showed how to convert between AD&D, Boot Hill, and Gamma World only served to show that having a different system for each genre was not a good idea. I also remember Heroes and Champions and really didn't like all the min maxing nonsense and the largely 'you want to have spell x? Well build it' mentality. |
|
10-17-2019, 08:56 PM | #75 |
Join Date: Mar 2019
|
Re: Hey total newby here
So its been a while since I started this thread, but I recently began the campaign I was asking advice about. Does anybody have any advice for the first few sessions? I currently have two players, one is playing a pilot for hire, and the other one is a witch/detective. Whats a good way to integrate these two occupations into one quest?
|
10-17-2019, 09:34 PM | #76 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Hey total newby here
Quote:
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
10-17-2019, 09:34 PM | #77 |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: Hey total newby here
What if the detective hired the pilot.
|
10-17-2019, 09:37 PM | #78 |
Join Date: Sep 2007
|
Re: Hey total newby here
The witch/detective is tracking down the ancient cultural MacGuffin somewhere in the wilds of Africa / the Pacific / South America. They'll need to hire a bush pilot to get there.
Or you could flip it around. The pilot is recently back from a trip, relaying ridiculous stories he heard from natives on the trip. The witch/detective is part of his audience, and perhaps the only one that realizes those stories might not just be superstition. |
10-17-2019, 09:43 PM | #79 |
Join Date: Mar 2019
|
Re: Hey total newby here
Oh sorry I didnt specify. They already work together as a sort of hired gun agency. They work case by case. I'm just worried one will be more involved in a given case than the other I suppose. I'm gonna steal some of these ideas anyways though.
|
10-17-2019, 09:47 PM | #80 |
Join Date: Mar 2019
|
Re: Hey total newby here
Also whats some general advice for early sessions? This group tends to go a bit off the rails but not to an unmanageable degree.
|
|
|