01-26-2021, 01:24 PM | #61 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Skills - maybe this game isn't what I'm looking for
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My examples were, as I said initially, an example of an extremely minimalist background, which, as you noted, is really more of a character summary; but only because that is what you get when you summarize a character and their backstory. I really dispute that the biggest difference is their social class. For example, it is implied Luke acts like a complete psychopath, that's pretty much the polar opposite of a Anastasia manners by just that trait alone, and very unlike the other two as well. I could go on, but I really don't think these characters have terribly much in common aside from all being thieves. Heck most of them would probably mutually hate each other. (Aside from Anatasia who would probably be able to work with Kim and Kat.) Kim is a scheming team-player. Kat is a reckless thrill-seeker. etc. etc.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 01-26-2021 at 01:31 PM. Reason: Added Quote since this ended up on a different page. |
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01-26-2021, 03:42 PM | #62 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Skills - maybe this game isn't what I'm looking for
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If the game involves lots of horse riding in high stakes situations, you'll need to know more, but at that point you should probably want to know more, just as you need/want to know more about your character's car when they're racing it than if they're just using it to get to and from their job in a nice safe city each day.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-26-2021, 03:53 PM | #63 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Skills - maybe this game isn't what I'm looking for
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-26-2021, 04:09 PM | #64 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Skills - maybe this game isn't what I'm looking for
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In the last session I ran, player M had no character 'on stage' and player K was unavailable, so player M ran K's character (with input from the rest of the table). Also, for many of the PCs their pre-campaign backstory is worthless for determining behaviour in-game because they've been in play for years of weekly sessions, and are quite different from the character described on their original sheets. Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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01-26-2021, 04:48 PM | #65 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Skills - maybe this game isn't what I'm looking for
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01-26-2021, 06:00 PM | #66 | |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: Skills - maybe this game isn't what I'm looking for
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FWIW: exactly the same here. |
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01-26-2021, 06:47 PM | #67 |
Join Date: Feb 2016
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Re: Skills - maybe this game isn't what I'm looking for
I am confused why Kim and Anastasia do not kill Luke, take his stuff, and leave his corpse for the vultures. The issue is that they are one dimensional characters, so there is no reason why the two women would not kill off the man and split everything. By the way, Luke sounds like a Power/Control Serial Killer, so he is likely to be a very bad person who will turn on the women as soon as they anger him.
Now, if Luke possessed Appearance (Handsome), Charisma, and/or Voice, then it might make sense for the women to not kill him off because his reaction bonus from his advantages would offset the reaction penalty from Sadism, at least until he turns against them. The charming murderer is an established trope, and it occasionally shows up among serial killers in real life. They might even rationalize his torture, rape, and murder of his victims, as he may convince them that his victims 'deserve' their fate. Such a trio might end up as villains in an adventure, as the women would loot the house while the man would 'take care' of any occupants (including the children and pets). Investigators would find horror scenes awaiting them, as none of the occupants would escape 'punishment' at the hands of Luke. Of course, a child might have managed to escape, so the three would be frantically trying to silence them before they can lead the authorities to them. |
01-26-2021, 06:59 PM | #68 |
Join Date: Sep 2019
Location: UK
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Re: Skills - maybe this game isn't what I'm looking for
Interesting discussion, but haven't most of you got rather a long way off-topic?
adaman14, if you have any other questions about your original topic, feel free to ignore the other discussion and ask them. It may look as though everyone's long forgotten about that and moved on to a different subject, but in fact if you ask more questions about that, they probably will get answered. We're just giving our favourite hobby-horses a bit of exercise while we're waiting. This is just how the GURPS forum is, and it's all right if you're expecting it. It's a well-known glitch here - new player comes in with questions, questions get answered for a bit, then something someone mentions sparks a huge debate in which the new player and their question appear to get forgotten about entirely, new player departs bemused!
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 Last edited by Inky; 01-26-2021 at 07:05 PM. |
01-26-2021, 07:40 PM | #69 | |
Join Date: Nov 2020
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Re: Skills - maybe this game isn't what I'm looking for
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01-27-2021, 05:01 AM | #70 | ||||
Join Date: Oct 2010
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Re: Skills - maybe this game isn't what I'm looking for
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1) characters without much background and their stories being created by their adventures have been the main for games like D&D, and for a lot of people D&D defines their expectations of what a RPG is. I was introduced to RPGs at a younger age than most players I know, by a family whose dad didn't like D&D, but most players I know either started in the 2000s with 3.x or more recently with 5th edition D&D, and those set some expectations I never had (3.x players particularly having an expectation of gear progression, for example). 2) I personally think it mirrors what happens in fiction (particularly genre fiction) a lot better than detailed backstories. In novel series and tv series we often get presented with a character we have to take in in a matter of a page or two, or a few seconds of screen time and understand who they are. That is usually defined by what they *do*, not their backstory, which we *might* get introduced to as the book/series goes on, but is rarely fleshed out in advance. For example, my first RPG character that I actually made (rather than rolled up, or created for me) was just "I want to be Han Solo" (to the extent that I just called him Space Smuggler, messed writing it up and so he was Space Smaggler). What do we know about Han Solo when we meet him? He is a cocky smuggler guy with a fast ship and a hairy co-pilot, who owes money to some guy called Jabba. That's literally it. He is defined by what he does, not where he came from. We don't need to know his backstory (and aside from his debt, I don't think it ever comes up in the films at all). Other heroic characters are similar. Another big one for me as a kid was Tintin. His backstory: he's a journalist, and that is pretty much just an excuse for his international travel. Kirk: Quick thinking action man captain. We get more as the series went on, but I doubt they had decided he was bullied at university, had been witness to crime against humanity as a child, and had seen his crew mates killed by a weird cloud thing before they wrote the first script. Probably his most infamous 'backstory' action (cheating at the Kobayashi Maru) was a projection of how he had been portrayed until that point, rather something that had informed how he was portrayed. Thinking of other Star Trek captains we have Picard: Older, more cerebral, dislikes children, allegedly French. Sisko was actively unusual at that point for having much of a back story: "has a son, wife killed by Borg, considering leaving Starfleet because of that trauma", and the third part is resolved by the end of the pilot. I can't remember much of early Voyager, so I can't remember if they gave more to Janeway other than "New Captain, woman" in the first episode or not, and Enterprise and Discovery did both put more time into the background of their leads. Quote:
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I feel similarly. I think I (and I certainly know a couple of players in my group) often feel we haven't got to know our characters yet *until* we get a chance to play them. I can't give you much of a backstory yet, because I don't know it. My last character (a 5e D&D game) was a rogue, but I was playing them as being an ex-soldier. They were not a thief, they just had the relevant skills because they were useful for his military experience... All that really meant was that I wasn't always on the look out for things to nick and/or dick around with out of curiosity, and if that had been it it would have been fine. However, I actually found the fact I had thought more about some other elements of their background a bit more inhibiting to gelling with the character than if I hadn't, and had determined them at the time they became relevant. Last edited by borithan; 01-27-2021 at 05:16 AM. |
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skills, success rolls |
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