02-28-2010, 10:39 AM | #81 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: GURPS and roleplaying
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We were fully OK with an explanation of what kind of speech the character was giving, some details ("...drawing on a recent paper on behavioural sociology, I point out that..."), and a few example sentences.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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02-28-2010, 01:46 PM | #82 |
Join Date: Apr 2008
Location: Philadelphia
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Re: GURPS and roleplaying
The party is in the lobby of GlutCoDyne Inc. headquarters trying to make contact with Mr. Johnson, who has stopped returning their phone calls. The girl at the front desk offers to set up an appointment for next week.
Player (OOC): We need to see Johnson now. Those explosions at the elephant reserve weren't our fault. I'm going to flirt with the receptionist and see if she'll let us in to see him. GM: OK, no mechanics, just role-play it. Player IC: "Hey baby ____ __ ____ _ ____!" GM: That was a terrible line. She gets ****** and calls security. Player: What? That was a great line! I used it on a girl at the bar last night, and she thought it was really funny. GM: She was probably drunk. I think it's a terrible line. Player2: I don't know, if you delivered it as a joke, it might be kind of funny. Player3: I don't think so, girls don't have that kind of sense of humor. Player1: This isn't about your issues with your ex. The GM is railroading us again. GM: No I'm not, I just didn't think the line was that good. Player2: Yes you are! GM: No I'm not! Player3: At least I had girlfriend! Player1: You know what else has been bugging me?... [general arguing breaks out as the scene fades to black] Social interactions are more complicated, and more unpredictable than combat. I'm fully in favor of having mechanics for them. When your glowering barbarian fails to intimidate the local plough-boy, or your bumbling nerd hacker sweet talks the supermodel, it adds a new twist to the story. If the GM just declared "She thinks you're really cute and invites you and your friends up to the party." it would break suspension of disbelief. "Yeah right, supermodel falls for nerd? What are the odds of that?" |
02-28-2010, 05:47 PM | #83 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS and roleplaying
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Bill Stoddard |
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03-01-2010, 03:49 AM | #84 | ||
Join Date: Apr 2005
Location: France
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Re: GURPS and roleplaying
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Either do I. That is why even with my solution (the bonuses for good ideas), the dice roll remains. It is a way to maintain some unpredicatbility... but not to much! Thus, the players have the feeling that they controll their actions (by having good ideas), but that they are in life (and not in a chess game): miracles (or fiasco) can still occur. Quote:
I give a lot of bonuses for good ideas but rarely penalties fo bad ideas. Indeed, I believe that if being skilled doesn't necessarily give good ideas, it still prevent from doing something which obviously won't work. |
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03-01-2010, 05:16 AM | #85 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: GURPS and roleplaying
Agreed. Roleplaying a situation is a waste of time if the player is not equipped to do so. If the PC is highly skilled in a particular field and the player comes up with a stupid idea, the GM should give some warning if the PC would know better. If the player continues with stupid idea after being warned then it becomes a situation that belongs in a different thread.
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Tags |
disadvantages, reaction rolls |
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