04-17-2013, 03:39 AM | #31 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Pointless GURPS
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For your example, you might want to snatch up that bully for an NPC who will be forced to cooperate with the party, or use the unrequited love interest to add some drama to the B-plot of the campaign. * == Generally well-meaning people got into the wrong place at the wrong time, and through various courses of events were mildly pressured into working for a guild solving odd cases (investigative or otherwise). |
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04-17-2013, 04:35 PM | #32 | |||
Join Date: Aug 2004
Location: Louisville, Ky
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Re: Pointless GURPS
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04-17-2013, 04:56 PM | #33 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Pointless GURPS
I can sort of live with a player giving me a set-in-stone backstory that doesn't conflict with the campaign premise / the setting. But not being allowed to use it at all? Sheesh. What's the point then? If I'll ever want to be a solitary author without cooperation, I'll solitarily write stuff and post it somewhere for solitary authors. If I want interactive story-making, I'll start with a backstory and let it live on.
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09-23-2014, 10:41 PM | #34 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Pointless GURPS
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The problems that I have are mostly related to some players specifying far too little and/or (very often related) characters being created for very different roles in the setting. Any time you place some responsibility for character creation in the hands of players, either you have already established benchmarks or the consensus of the players establishes some form of consensus on how much each level of skilll or capability means. So it's super jarring to see a character meant to be 'average' be orders of magnitute better than other PCs at something or, vice versa, somone established as having 'great skill' at something, to the extent that it defines the character and has gotten him noticed by movers-and-shakers of the setting, actually barely managing to equal the average Corporal in the setting. Basically, everyone has to have the same understanding of how the world works, if they are to sucessfully design characters in it.
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Za uspiekh nashevo beznadiozhnovo diela! |
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09-23-2014, 10:46 PM | #35 | |
Join Date: May 2005
Location: Oz
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Re: Pointless GURPS
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Postscript: Also, a character who fits a point total can be unsuitable for a given campaign.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 09-24-2014 at 02:00 AM. |
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09-24-2014, 01:41 AM | #36 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Pointless GURPS
The problem comes when the player has come up with a wagonload of complicated backstory and expects it all to be significant to the plot, even though he created it without knowing much of what the campaign is about or even about the setting. I've not had this problem in GURPS campaigns, but I have with other systems. Its influence means that I'm quite happy to have players retcon some of their backstory, provided that they don't thereby try to gain advantages without paying for them.
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09-24-2014, 06:13 AM | #37 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Pointless GURPS
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The extensive modifications that proved necessary were more work than if they'd simply brought back-story and we'd then GURPS-fied the concept that emerged from the backstory. One of the major changes from stats as the PCs designed them was that the civilian CIA analyst* was the combat expert, having a wide range of expertise in hand-to-hand, melee, gunplay and making stuff go kaplow with heavier ordnance. The Delta Force operator was a techie, with mediocre to poor weapon skills, Befofe we started cooperatively modifying them, they character did not diverge from each othter in Disadvantages at all. They had the same goals, for the same 'reason not given in non-existing backstory'. Essentially, there was a Warrior from the CIA and a Rogue from Delta Force. How the characters happened to have learn their particular skills** and how people with their particular skill set fit into the desired organisations was the GM's problem. I told them that as written, the characters needed redesign. Either a small adjustment to a few skills accompanied with a massive change to background and status in the campaign wordld or a ground-up overhaul if you want these characters to have and be competent at the job you have indicated for the, They choose ground-up dedesign and we all made new characters together. It was fun. Now the characers are fun. *Whom the PC did not want to have been a former member of any armed force. **And only those particular skills, in that they did not learn any other skills belonging to Styles that their skils might have been taught in or learn sklls that in real-life are connected. An example is that one PC wanted to know how to Pilot planes and helicopters, but he didn't want to have any other skills related to that, just the Pilot skills.
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Za uspiekh nashevo beznadiozhnovo diela! |
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09-24-2014, 10:36 AM | #38 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Pointless GURPS
Several successful RPGs do that. Presumably because their fans can't see the problem that that kind of design creates.
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09-24-2014, 05:42 PM | #39 | |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: Pointless GURPS
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I'm running my current campaign in a somewhat pointless fashion. Character creation is "Here are some templates for guidance, but you have no point budget; make a character that you want to play and will fit into the campaign." We still keep track of points, though, for character advancement; instead of me awarding points and the players spending them, we've been doing a riff off of CoC/Burning Wheel skill advancement. Any time you get a crit, you get a point in that skill or the appropriate attribute (player's choice). If you make a significant skill check (GM's call) you can then make a roll against that skill at the end of the session. If you roll HIGHER than the skill level, you get a point. ... haven't really figured out a method for buying advantages yet. Ads or disads gained in play just adjust the character's point total. I was worried that it'd be too much bookkeeping and/or lead to too-quick advancement, but so far it's worked out pretty well. The players like it, at least... |
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09-24-2014, 11:08 PM | #40 | |
Join Date: Dec 2011
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Re: Pointless GURPS
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In Ars Magica, one could purchase supernatural/Hermetic virtues (the equivalent of advantages) via intervention by supernatural entities or by engaging in a mystery cult, which both have their own individual rules. For most advantages, I'd probably do some equivalent of time training roughly corresponding to the value of the advantages, if you have no supernatural or sci-fi elements which can provide them. Trained by a Master has something like that. If Supernatural or Sci-fi elements are present, let them buy them with wealth or favors.
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Robots 4e - Conversion of Robots to 4e. Force as Esoteric Skills - For SW campaigns. Last edited by Jachra; 09-24-2014 at 11:17 PM. |
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alt gurps, characer points, creation, house rule, study |
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