02-21-2015, 07:16 PM | #1 |
Join Date: Nov 2011
Location: South Dakota, USA
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[Basic] Advantages by Category
A month and a half ago, I stopped starting new [Basic] Advantage of the Week threads. Though part of this was simple burn out (...yeah, cue world's smallest violin) another part was that even though I knew when I began I didn't want to cover ever single trait in Base Set on its own. Some traits are obviously closely related but some are related... and I would end up realizing it a couple pages into the discussion when it was clear to understand Advantage A we needed to compare and contrast with Advantage B.
Even after this much time... I need help. I won't claim I've been diligent but the attempts I have made have been... shaky at best. As I've demonstrated quite a bit, there is a lot about this game I don't understand (its why I wanted this series of threads to exist) and I think it shows when I try to group like with like. So in short I am asking for those willing to take the time to group Advantages that they believe are closely enough related that they ought to be covered at the same time to avoid needless redundancy to do so. Or to make it clear if they think I've been wrong and should have been keeping it simple and anything that isn't listed together in [Basic] should have its own thread, even if it seems like we are covering the same territory twice. I am also still wondering if I should be making threads to discuss the Basic Attributes and Figured Quantities, some of which were "Advantages" in previous editions and if so, how should those be divided. I realize this is pretty demanding; I'm asking people to do a bunch of work for a series of threads that I wanted to start. I really want to do a better job than some of the existing 26 threads demonstrates.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
02-21-2015, 08:36 PM | #2 |
Join Date: Apr 2006
Location: Brazil
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Re: [Basic] Advantages by Category
Someone did it https://gurps.net/wiki/_media/collec...categories.pdf
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02-22-2015, 02:42 AM | #3 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Advantages by Category
I decided early on for Skill of the Week not to start threads for subjects that get thrashed over a lot, even if that happens in threads on other subjects. For attributes, DX, IQ and HT, and the relationship between IQ, Per and Will seem to me to get discussed a lot, so it seems unlikely that new threads will stimulate much in the way of new ideas.
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02-22-2015, 07:41 AM | #4 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: [Basic] Advantages by Category
Quote:
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02-23-2015, 04:52 AM | #5 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Advantages by Category
Short-term thinking: the next pair seems to be Common Sense + Intuition. They're quite different, but perform functions on a related theme (even Powers admits that a connection of sorts).
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02-23-2015, 08:38 AM | #6 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantages by Category
Thanks all. This seems like a good start. My goal is to have a "schedule" of sorts so that, even if there are delays, even if in practice I realize that X should have been paired with Y, or that I need to add in Z even after the thread has already begun... there is still more order to it than there is now and when I've got time to prepare ahead of schedule, its easier to utilize.
Just to be clear; still open to more suggestions, but if you all gave me everything that was available already, I've got enough to go on. Again, thanks. :)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
02-23-2015, 08:50 AM | #7 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Advantages by Category
Okay then, my proposed schedule:
Common Sense and Intuition; Compartmentalised Mind; Constriction Attack (this could've been linked to Binding, but too late for that); Contact/Contact Group; Courtesy Rank and normal Rank; Cultural Adaptability, Cultural Familiarities, Xeno-Adaptability and Language Talent; DR and Injury Tolerance; Danger Sense and Precognition; Daredevil and Luck of all sorts; Dark Vision, Infravision, Ultravision, Night Vision, Hyperspectral Vision; Destiny and Serendipity; Detect; Digital Mind and the related meta-trait discussion; Discriminatory Hearing, Taste and Smell. Should suffice for now. |
02-24-2015, 07:10 AM | #8 | |
Join Date: Dec 2006
Location: Meifumado
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Re: [Basic] Advantages by Category
This is one of my hobby horses. Have we done Allies already? Because I think it's useful to look at the Allies/Contacts/Patrons as a single unified axis.
Quote:
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! Last edited by Daigoro; 02-24-2015 at 07:14 AM. |
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06-27-2015, 02:06 PM | #9 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantages by Category
Please pardon the post on such an old thread, but my attempts at getting organized have been proving woefully inadequate. This isn't my top priority (and my top priorities have been frequently getting out of whack as well) so I'll spend a few days on it, then a few weeks will go buy where I don't get to touch it.
Not an excuse, just an explanation. Unless it got renamed and taken up by someone else, it looks like the "[Basic] Advantage of the Week" series of threads is waiting for me to get my act together. One aspect of this is reflected in the last post (one I thought I responded to months ago but obviously didn't): Quote:
Allies, Ally Group, Contact, Contact Group Dependent, Enemy, Enemy Group and Patron all seem so interconnected that while I know they started as methods of modeling so many different things, the overlap is there. To me it seems like there should be a base cost for Ally and Enemy with the rest all being Enhancements and Limitations. An NPC that is "positively disposed" (Ally) towards the PCs should have a price relative to their point total. The same for one that is "negatively disposed" (Enemy). The rest really seems to deal with mechanics that can be separated from this baseline, including how for "Contacts" and "Contact Group" you're not dealing with fleshed out characters but abstract scores. That makes quite a bit of sense as either an Enhancement or a Limitation and there are plenty of tropes where it isn't information or a similar favor, but the mysterious, distant whatever that shows up and helps you with a well timed shot in combat, or the funds for a project, etc. Maybe as a full fledged Ally they would be worth more because you'd get that kind of help and then some... or maybe they would be less expensive as in this role they have access to things they just couldn't as an Ally (unlikely, but at the very least I can probably contrive something). TL;DR: Still working on this... just taking a lot longer than anticipated. I don't visit the forums often because when I do, I find myself distracted by other topics when I should be getting this stuff caught up. =P
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 09-25-2015 at 09:29 PM. Reason: Fixed code error, and no I still haven't abandoned this. >.> |
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06-27-2015, 02:10 PM | #10 |
Join Date: Sep 2004
Location: Chicago
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Re: [Basic] Advantages by Category
If you're looking to think about the Ally/Contact/Patron/Enemy axis you may want to put Claim to Hospitality in there as well. CtH has a lot of similar features to the others (in terms of NPC affiliations) but has a very different mechanical implementation.
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Tags |
advantage, advantage of the week, discussion, organization, week, [basic] |
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