Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-02-2017, 03:50 PM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default What will you not allow?

I was curious what you will not allow in your games? What type of characters, behaviors, traits, etc will you not allow regardless of genre or setting? In my own case, I will not allow players to play 'evil' characters such as slavers or rapists, and I will not allow players to commit 'evil' actions without having their characters suffer an appropriately cruel and ironic punishment. I also will not allow characters that possess persistent abilities that give other players permanent advantages, and I loathe time travel (paratronic travel is fine though).
AlexanderHowl is offline   Reply With Quote
Old 12-02-2017, 03:56 PM   #2
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: What will you not allow?

Weirdness Magnet, potentially the most campaign-disruptive disad out there. I will reject all characters that have it, though usually in a "replace it with something else" manner
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 12-04-2017 at 10:47 PM. Reason: fixed punctuation
Phantasm is offline   Reply With Quote
Old 12-02-2017, 04:08 PM   #3
Kalzazz
 
Join Date: Feb 2009
Default Re: What will you not allow?

Dual wielding automatic grenade launchers . . . . . death by 10 million fragmentation, hit location, damage rolls etc? No
Kalzazz is offline   Reply With Quote
Old 12-02-2017, 04:30 PM   #4
talonthehand
 
Join Date: Mar 2008
Location: LFK
Default Re: What will you not allow?

Not me, but my first GM had a hard ban on the spell Rive. He felt it was too easy to use it to circumvent any plans he had made.
talonthehand is offline   Reply With Quote
Old 12-02-2017, 05:03 PM   #5
malloyd
 
Join Date: Jun 2006
Default Re: What will you not allow?

Quote:
Originally Posted by Phantasm View Post
Weirdness Magnet, potentially the most.campaign-disruptive disad out there. I will reject all characters that have it, though usually in a "replace it with something else" manner
I'm not fond of the RAW version either, but I think it just needs a better interpretation - one that ditches the talking dogs, groupies and witch hunters. Since I've replaced the reaction modifiers with "includes Unluckiness, but the guaranteed failure each session will fail in a *weird* way", only one player has been interested, and it wasn't any more disruptive than Unluckiness. A couple extra seconds of description of that failure and it earned its points that session, so I didn't feel I needed to force anything else in, plus the bonus that if the plot needed a bit of unlikely oddness it could just happen to him with no need to worry about whether it was plausible, or even made sense. If it needed more, you can simply change the descriptions you give for a few ordinarily rolled failures too. A technique I recommend for Unluckiness as well - there's no *practical* difference between "you miss" and "your foot slipped just as you made your lunge and you barely managed to recover your balance", but the one goes a long way toward making the player *feel* Unlucky.

The other major change I recommend is including in the description that a good source of weirdness is stuff only the victim can see, even if from his perspective it should be visible to others. That's weird in itself even if the event isn't that odd, and there's usually no need to even decide if is it real - suffering from random hallucinations is fairly strange too.... This sort of thing goes a long way toward explaining why people might hesitate to trust him.
__________________
--
MA Lloyd
malloyd is online now   Reply With Quote
Old 12-02-2017, 08:08 PM   #6
Bicorn
 
Bicorn's Avatar
 
Join Date: Aug 2015
Default Re: What will you not allow?

Quote:
Originally Posted by malloyd View Post
A technique I recommend for Unluckiness as well - there's no *practical* difference between "you miss" and "your foot slipped just as you made your lunge and you barely managed to recover your balance", but the one goes a long way toward making the player *feel* Unlucky.
I feel the rulebook description of Unluckiness kind of messes up by giving missing a die roll as an example of bad stuff that could happen. It's about the most boring possible way to implement "things go wrong for the character" - there are plenty of much more interesting ways to make Unluckiness come into play.
Bicorn is offline   Reply With Quote
Old 12-02-2017, 08:19 PM   #7
Captain Joy
 
Captain Joy's Avatar
 
Join Date: Nov 2006
Location: Heartland, U.S.A.
Default Re: What will you not allow?

As a rule, I don’t allow players to play not-their-sex. For some reason, that just takes me out it.
Captain Joy is offline   Reply With Quote
Old 12-02-2017, 09:13 PM   #8
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: What will you not allow?

Quote:
Originally Posted by Captain Joy View Post
As a rule, I don’t allow players to play not-their-sex. For some reason, that just takes me out it.
When I first started running campaigns that players had chosen by filling out prospectuses, I held a character creation for my first RuneQuest campaign. One of the players asked me, "You allow people to play characters of the other sex?" in tones that suggested surprise and perhaps concern. And I looked at him blankly and said, "Allow?" I really had never thought of disallowing it.

I've never restricted this, and really it's never been a problem. Except with the one player I refer to, who went on to play in a lot of my campaigns, but who has been observed (a) to roleplay attraction to female characters played by female players he finds appealing and (b) not to roleplay attraction to similar characters played by male players. This has caused reactions ranging from amusement to irony to irritation, especially among my many women players.

In the last analysis, though, since I have NPCs of both sexes, and as GM I have to play all the NPCs, my players are having to see my play female roles, so I don't see why players who want to play cross-gender shouldn't be allowed to.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is online now   Reply With Quote
Old 12-03-2017, 11:39 PM   #9
Lup3rcal
 
Join Date: Nov 2016
Default Re: What will you not allow?

Quote:
Originally Posted by Captain Joy View Post
As a rule, I don’t allow players to play not-their-sex. For some reason, that just takes me out it.
Interesting. Is it because of the voices? Or do you play in person and not manage to separate visuals from imagination?

I play online, and we've had plenty of people play the opposite gender, with and without accents. Hell, we've had people sleep together (in the classy, fade to black way of course) and/or marry as the opposite gender in our campaigns before.
Lup3rcal is offline   Reply With Quote
Old 12-04-2017, 03:55 PM   #10
Culture20
 
Join Date: Feb 2014
Default Re: What will you not allow?

Quote:
Originally Posted by Captain Joy View Post
As a rule, I don’t allow players to play not-their-sex. For some reason, that just takes me out it.
Do you expect all NPCs to be the sex of the GM?
Culture20 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:59 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.