03-30-2016, 10:43 AM | #11 | ||
Join Date: Sep 2004
Location: Canada
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Re: Narrative Descriptors - how to do them in GURPS
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The article you linked came out with Impulse Buys (pretty deliberately timed), and they're meant to go together. The GM is allowed to give out points whenever they feel like it, naturally, but I understand frustration at lack of guidelines. I haven't GM'd a game making serious use of Impulse Buys or impulse points, but every game I've GM'd that uses some kind of "hero point" or "bennie" or whatever system, I hand them out whenever someone is roleplaying well, and whenever someone does something that's the kind of thing I want to encourage the other players to do. I also hand them out for particularly appropriate jokes (only when its appropriate to be joking!) or shrewd/dramatic commentary that adds to things. Or when a player gives me a totally wicked GMing idea, deliberately gives me a big ol' hook into a situation, or otherwise makes my life as GM more awesome. I'd be very tempted in GURPS to hand them out when players point out something NPC enemies are missing, even when its to the PCs detriment.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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03-30-2016, 12:37 PM | #12 | ||
Join Date: Mar 2016
Location: Lake St. Louis, MO
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Re: Narrative Descriptors - how to do them in GURPS
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What About Talents? So, about the other aspect of rules-lite RPGs of late: the incredibly dramatically descriptive trait that can be used for anything the player can imagine and the GM can use against them. Would Talents be something worth looking into? What about Modular Abilities? Part of the goal is to let the players come up with things so that they don't have to go shopping in a list and encourage their personal creativity. I don't know if either of those would, work, though. What About GURPS Ultra-Lite? How in the world do the GURPS Ultra-Lite levels calculate out? I know it is meant as a really paired-down version of the game, but the math behind the levels it mentions intrigues me. I appreciate all the responses. You all are awesome. (And Yes, Bruno, you figured me out. Kudos.)
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-Aaron from A'n'SR -entertainments |
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03-30-2016, 05:05 PM | #13 |
Join Date: Mar 2008
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Re: Narrative Descriptors - how to do them in GURPS
I think Talents would help for some kinds of descriptors.
Aspected Serendipity might fit others. |
03-30-2016, 05:24 PM | #14 |
Join Date: Sep 2004
Location: Canada
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Re: Narrative Descriptors - how to do them in GURPS
Wildcard skills are also useful, more complicated is getting into Defaulting Abilities from Powers.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
03-31-2016, 12:23 AM | #15 |
Join Date: Aug 2004
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Re: Narrative Descriptors - how to do them in GURPS
Just use Impulse Buys and You Have A Point There, with the added restriction that you can't earn or spend Impulse Points unless you can point to an appropriate Descriptor. If you want to get more detailed than that, then for each Descriptor, list a few examples of how you might use it to justify an Impulse Buy and a few examples of how you might earn more points.
EDIT: note that the Illuminator article is essentially a mini-supplement for Impulse Buys, and it incorporates Fate's notion of Compels. Last edited by dataweaver; 03-31-2016 at 12:28 AM. |
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fate, rules-lite, ultra-lite |
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