01-10-2010, 08:09 PM | #791 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Resolved,There is no point to statting up anything that is not a PC
Certainly! Bill's campaigns are really brilliant. Some of the best I've been in. Creative, surprising, intricate, open-ended, evolving, collaborative...really I can't use more superlatives to describe his campaigns.
I drove 2.5 hours, one-way, just to get to his game. What worked so well for me, was a real emphasis on character development. And Bill is very perceptive. He has a great ability to see ingenious ways to torture our PCs. I really liked the way our environment and our PCs were in a continual dance with each other. |
01-10-2010, 08:09 PM | #792 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Resolved,There is no point to statting up anything that is not a PC
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Do you mean character point totals or character point costs? The costs in general don't differentiate between NPCs and PCs, aside from certain important exceptions like making gold or body swapping. They also control important matters like skill traininig that are largely symmetrical for PCs/NPCs |
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01-10-2010, 08:16 PM | #793 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Resolved,There is no point to statting up anything that is not a PC
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If you accept that (you need not), just over 50% of the population will have any individual stat between 8 and 12. 25% would be below that, and the other 25% above.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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01-10-2010, 08:20 PM | #794 | ||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Resolved,There is no point to statting up anything that is not a PC
I must have missed it the first time.
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01-10-2010, 08:40 PM | #795 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Resolved,There is no point to statting up anything that is not a PC
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And the phrase "real emphasis on character development" captures one of the roots of my approach to this. So I'm going to write about that. When I'm a player, creating a PC, I don't go for any of that stuff about "write down your character's life story and we'll come up with stats that fit it," or "fill out this grid of your character's friends, enemies, and business associates," or the like. If I'm asked to do that, my imagination freezes up. There are too many possibilities. What works for me is to pin down some of my character's capabilities, which can be represented in game mechanical terms, and which give rise to what my character will actually do in the evolving story of the campaign. And then I start asking "what side effects do these capabilities have" (such as my speedster having a high food intake, being skinny, and having a quirk-level addiction to chocolate and chocolate energy bars in her utility belt) and "how did my character come to have these capabilities" (as in the story of Fornication Jones, who had formerly served in the artillery, where his name was shortened from Fly-Fornication Jones) and "what other capabilities would my character have picked up in his earlier life" (as in my character Nick Landry's being a skilled basketball player). The character's personality and life story come out of the core capabilities in an emergent process, like raindrop condensation around a seed crystal. When I'm creating an NPC who is supposed to be a full-dimensional character, and not just a bit player, I use the same process, because that's a process I know how to use. Unlike Icelander, I'm able to go into a session having identified NPCs who have a high probability of complex interaction with the PCs, and having thought out who they are and what they want. So I come in with a bunch of fairly well realized starting points for improv . . . including traits whose applicability I didn't foresee ahead of time, but will spot in play (as when I realized that the Russian telepath whose physical body was destroyed while she was in a psychic duel with Eben's telepath Morpheus could have used her Extra Life to jump into the other compartment of his Compartmentalized Mind). The more I have statted up, the better my chance of those "Easter egg" moments. It does sometimes happen that a character I didn't work out in advance turns into "real people" in that way—it happened with Constanza—but as Pascal says, "chance favors the prepared mind." I love those moments that I've called "condensation" (did you know that the German word for writing poetry, "dichten," etymologically is thicken or condense?), when working with a character design sets off a cascade of "if this, then that" jumps that turns into a fully formed character. And I love those "Easter egg" moments when some character traits suddenly comes to life in an unexpected way. I feel that those are the times when my GMing is at its best; and everything else in my methods is designed to maximize their probability and frequency. I have no wish to prescribe to other people how they should GM. I'm just describing the method that works for me. My disagreement is only with anyone who thinks that my approach is impossible or unworkable. Bill Stoddard |
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01-10-2010, 09:22 PM | #796 | ||
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Resolved,There is no point to statting up anything that is not a PC
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As for the way Kromm does it, his deprecation of different rules for PCs and NPCs (with some obvious exceptions) is one of the reasons I advocate for treating NPC builds like PC builds. This is especially true for allegedly NPC-only powers and abilities - if you check his LJ blog updates for his previous "Age of Magic" campaign, you can see that he lets PCs have the most godawful powerful abiltities - stuff that would leave your average Black Op reaching for his brown battlepants and leave stat normalizers on life support. Quote:
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01-10-2010, 09:48 PM | #797 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Resolved,There is no point to statting up anything that is not a PC
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At the risk of sounding extremely arrogant: many of the posts in question are written in such a fashion that I doubt the posters actually read the Basic Set cover to cover even once. I think it's a serious mistake to assume that they have. Quote:
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In practice, I usually stat what makes sense, and only tweak for balance for edge cases. In that situation, I'd figure out how experienced Mr. McNinja is and give him an appropriate skill level. Now Mr. McNinja is going to try to work things in his favor, he's going to use darkness, distance and so on for positive modifiers. Otherwise, let the dice fall where they may. |
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01-10-2010, 11:07 PM | #798 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Resolved,There is no point to statting up anything that is not a PC
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A noticeably physically or mentally gimpy person will have stats of 7- and such, a noticeable fitter and brighter person will have stats of 13+. Stats of 6 and below are crippling, stats at 20 are considered human maxes, there's lots of variation beyond that 50%+ in the 8-12 range, damn all stat normalizers to hell. *grin* |
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01-10-2010, 11:21 PM | #799 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Resolved,There is no point to statting up anything that is not a PC
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Bill Stoddard (Not that I particularly worry about percentage distributions; there is no indication that GURPS stats are normally distributed.) |
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01-11-2010, 12:07 AM | #800 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Resolved,There is no point to statting up anything that is not a PC
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crunchy, faq, no-wing, wing |
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