04-23-2012, 02:02 AM | #21 | |
Join Date: Nov 2011
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Re: Luck: Mundane or not?
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04-23-2012, 02:18 AM | #22 | |
Join Date: Aug 2009
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Re: Luck: Mundane or not?
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Still, the Luck advantage is not the only way to make your PC be perceived as lucky and the skills a player may be using in real life to take advantage of fortuitous events can often be applied in the game as well to make his PC seem lucky for no point cost at all. |
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04-23-2012, 04:50 AM | #23 | |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: Luck: Mundane or not?
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Also Luck in Grups is not Magical unless it contains the limtation magical, otherwise it s wild.
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04-23-2012, 05:39 AM | #24 |
Join Date: Sep 2004
Location: Reading, England
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Re: Luck: Mundane or not?
GURPS uses various categories, such as Physical and Supernatural, to describe traits but one obvious category, as described by BlackLiger, is missing: Metagame. Such traits require the game world to be subverted for the benefit of the story or player, rather than changing the game world according to game world rules. Any magic is not Metagame because it exists in the game world and follows its peculiar rules whereas there is no game world method to interfere with Luck. There can only be pre-existing restrictions on Luck imposed for story or gameplay reasons. Luck should be categorised as a Metagame trait, not Mundane.
Other examples of Metagame traits are Serendipity and Signature Gear.
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04-23-2012, 06:22 AM | #25 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Luck: Mundane or not?
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Though given that Flyndarin doesn't believe in statistical anamolies, I wonder how he explains people who win the lottery three or more times. Perhaps they're not actually lucky? They don't exist? Or they have supernatural powers?
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04-23-2012, 06:51 AM | #26 | |
Join Date: Aug 2004
Location: U.K.
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Re: Luck: Mundane or not?
You believe your game characters exist in real life?
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If you're such a hardcore simulationist that the idea of a game character being one of those fictional characters who catch a few extra breaks from the author offends you, then feel free to ban Luck and those other advantages. Me, I'm cool with them.
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04-23-2012, 08:32 AM | #27 |
Join Date: Mar 2011
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Re: Luck: Mundane or not?
Luck can be a bunch of things
1) Luck can represent outright supernatural ability: "I've used alchemy to increase my fate." 2) It can represent hypercompetency: "I'm not going botch installing the experimental artifical spine". 3)It can also represent narrative plot protection: The Dalek's are going to miss the Doctor, he isn't going to randomly crit fail on dodge. It certainly doesn't have to be supernatural. Although I don't think that a real human could justify any version but number 2, and even then it would probably be aspected to something like "Luck: Brain Surgery" |
04-23-2012, 09:22 AM | #28 |
Join Date: Jan 2011
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Re: Luck: Mundane or not?
For what it's worth, Tactical Shooting p.7 lists it as a realistic advantage: "This is not an unrealistic advantage; real gunfights are often defined by lucky breaks."
Also, for a fourth option can't luck represent people who are simply better come crunch time, when it's all on the line and your in the zone and don't even think about it and just do it. Just like some people panic, some people simply have the clutch gene and act far above their average when everything is on the line, rather than being so hyper competent in general they are simply buying critical failure insurance. That seems to me to be the most realistic treatment, and aside from the obvious examples from sports I figure we all know someone like that. I know it applies to me playing first-person shooters, I can never play as well in Counter-Strike as when I do as when my entire team is dead and I'm at low health and I have only seconds to take 4 enemies and disarm the bomb. |
04-23-2012, 09:58 AM | #29 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Luck: Mundane or not?
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An example I like to use is Combat Reflexes. It has absolutely nothing to do with combat training or experience. It just means you react quickly and snap out of surprising situations faster. It could represent a trait of an athlete in a really fast moving sport how always has to move fast. It could represent someone who needs to rely on fast reflexes to get out of danger that suddenly appears in front of him (say, a race car driver). Or it could be a supernatural trait representing unusual awareness of a combat and what is going on around you (such as a Jedi's battle sense). The trait is merely called "Combat Reflexes" because it's probably the most common application of it - people will use it in combat. Many people will therefore buy the trait specifically to represent that fact - Combat Reflexes. Luck is the same. It's a trait that allows you to obtain statistical anomalies, represented by rolling more than once and taking the best roll. The character is not actively altering the probabilities - the player is (unless you have Wishing, of course). Luck therefore in no way actually implies being lucky, even though many would interpret such a trait as being lucky (thus the name of the trait). Some can view that is being really skilled (which is also realistic and mundane). Some can view that as just plain random circumstantial events (also realistic, as it does happen to everyone every now and then). And some can view that as being blessed by the gods (at which point I agree it starts becoming supernatural). So is Luck mundane? If you want it to be. Is it supernatural? Again, if you want it to be. A GURPS trait is a game effect. How and why it works is a special effect that you determine for your own character concept limited only by what the GM allows in his game. If you want to go into "probability altering" definitions and arguments, well... nothing in real life is determined by dice anyway. You try something, and it works or it doesn't. In a test, you either know something or you don't. You don't "roll the dice when the question is asked to see if you know it." If that were true, your real life knowledge would be constantly fluctuating. Oh, there are "odds of success" in life, or whatnot. But who says it follows a 3d bell curve for everything you do, at every given moment, just like in GURPS? I certainly don't critically fail tying my shoes every 1 time out of 100 (or whatever the odds of rolling 18 is, which is always a critical failure). Chance of success isn't as static as a person's skill level in real life. I think the Luck trait just helps vary a game trait a bit more. As to my campaigns, I allow low levels of luck as realistic coincidences. For higher levels I require that they be aspected to specific skills or trait the character is good at to represent uber-skill... or I require it to be supernatural. [Note, I house rule Luck at 5 CP per level, allowing one reroll - instead of two - per in-game day per level, with no maximum level.] |
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04-23-2012, 10:31 AM | #30 | |||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Luck: Mundane or not?
Phil makes the most fundamental point here: RPG characters do not exist. Thus, when constructing a "reality" around them with tools less powerful than a supercomputer with the complexity of the universe, vast tracts of reality must be compressed into fudge factors (a process not unlike what physicists call "renormalization"). Luck is such a fudge factor. It lets one tell a story where an actor enjoys a perfectly plausible but statistically unlikely outcome without worrying about butterflies flapping their wings half a world away, never mind cosmic rays streaking in from the far side of the galaxy. It isn't a supernatural device, but a dramatic one . . . it's no more supernatural than character points. Realistically, not everybody starts out with the same potential, yet every PC gets the same number of points at the start of a GURPS campaign, and for precisely the same reasons as why Luck exists: dramatic necessity.
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— Either way, Luck is intended to be viewed from the end of the story, so that you say, "Wow, wasn't he lucky?", possibly followed by the obligatory quip about skill rather than luck. But so is the entire combat system! Fighters don't actually move around in little overlapping pulses making discrete dodges and steps. They maneuver constantly, in a sufficiently complex way that you would need that supercomputer I mentioned to handle the outcomes. All the finite, discrete rolls do is establish a general thread that you can look back at and identify as "the battle." This doesn't make combat skills and HT rolls supernatural, though.
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