02-27-2015, 05:43 PM | #11 | ||
Join Date: Aug 2004
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Re: GURPS: Adapting the Duel of Wits
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I'd love to have some GURPS mechanics that would do the same thing for social interactions - that way, I could run a campaign that emphasized social stuff rather than fighting, but was still tactically dense, with the game mechanics doing a lot of the storytelling work for us, as above. I think this is probably right. The idea of doing "rolling to hit", doing "damage" etc seems odd in this context. Some of the systems I've sen have used metaphors of positioning rather than destruction, but none have really cracked it, in my view. Fun challenge, though. |
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02-27-2015, 05:58 PM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS: Adapting the Duel of Wits
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right now it involves a lot of creativity on both the GM and players side or routine dice rolling. I can see an article where you add a table of random modifiers for things that are come up with and possibly skill modifiers that can be used like in the Technique article. The Quick Contest mechanic is a good fast option but I like more detailed ones to be available. We have that for combat and Technical Grappling gave them to us for Grappling, something for Social situations would be cool.
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02-28-2015, 10:01 AM | #13 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: GURPS: Adapting the Duel of Wits
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If you are looking for a combat mechanic analog for arguments that still unifies with existing rules you may want to consider the technical grappling rules. Additionally, I'd want there to be a heavy skill influence for factual arguments. e.g. I wouldn't want to argue about physiology with the chair of the medical school's anatomy department regardless of how skilled I were in rhetoric.
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03-01-2015, 12:47 AM | #14 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: GURPS: Adapting the Duel of Wits
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You could also base your "Argument" damage thresholds off the FP loss table. |
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03-01-2015, 02:25 AM | #15 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS: Adapting the Duel of Wits
In general - I don't like Burning Wheel (I'm not bashing, it's just preference), but I did like this. I think you could (as Refplace suggested) create some rules for rhetoric using TG, but modified. If there is enough interest for such thing, I might create it and put it on my blog. Let's say at least five "me too!" posts and I'll do it - if it's interesting to y'all that is. More will get it up sooner. :-)
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03-01-2015, 07:46 AM | #16 | ||
Join Date: Aug 2004
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Re: GURPS: Adapting the Duel of Wits
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03-01-2015, 08:00 AM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS: Adapting the Duel of Wits
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03-01-2015, 08:37 AM | #18 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS: Adapting the Duel of Wits
Modifying TG for this purpose - indeed, examining the Quick Contest mechanic in general - has been on my "write about this" list for a while. As you can see by my blog post frequency recently, I'm finally getting back into a proper creative groove.
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03-01-2015, 09:01 AM | #19 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS: Adapting the Duel of Wits
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03-01-2015, 10:12 AM | #20 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS: Adapting the Duel of Wits
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That's the analog of Cultural Familiarity here, and it's basically the rules of the game. In your own example, stating a position on homosexuality depends on the rules of the game. There's definitely a blog post or three in this, but the one that springs to mind is very much "let's walk through the possible mechanics that already exist in GURPS, and figure out how to use each one." Doing it as attack/defense/damage is one way. Regular and Quick Contests another. Reaction rolls a fourth (and likely the strongest given the outcomes desired).
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