01-21-2010, 04:35 PM | #31 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Kromm's list of skills every adventurer ought to have
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Call it something different if it makes you more comfortable. But I think the general concept is right on the money.
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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01-21-2010, 04:38 PM | #32 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Kromm's list of skills every adventurer ought to have
The key difference, though, is they rebel at any kind of command authority. That's not really "acting as a team", IMO, even football has the QB.
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01-21-2010, 04:43 PM | #33 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Kromm's list of skills every adventurer ought to have
And based on what most real adventures actually contain, they usually need to be. It winds up pretty crucial that many common adventuring situations not be brought to a teeth-grinding halt because someone's rolling against a 6- to do something that's assumed to be a simple plot element.
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01-21-2010, 04:48 PM | #34 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Kromm's list of skills every adventurer ought to have
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A unit like that is a perfect setup for PCs, both from a "don't hold my creativity down, you authoritarian GM, you!" point of view, but also from a niche protection and specialization point of view. Plus: blow stuff up.
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01-21-2010, 04:48 PM | #35 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Kromm's list of skills every adventurer ought to have
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In my current secret-agent campaign, for instance, there's an NPC team and a PC team that rate as "units." They have a handler but not leaders, and leadership is by consensus, not fiat. The teams are "led" by a shared desire to pursue a set of objectives, and cohesion is maintained by the knowledge that they can rely on each other, not by some boss telling them to pull together . . . or else. Mission failure is already a pretty convincing "or else." The notion that units can't be cohesive or qualify as units sans leadership is accepted by military services because coordinating hundreds of thousands of guys does require leadership. An army works best if you subdivide all those soldiers into progressively smaller groups, implement leadership at each level, and establish a chain of command. It's hard to hand-pick legions of intelligent, trained, motivated people. It's plausible to find just 5 or 10, though – and for them, leadership isn't as important. If they're intelligent and motivated enough, they don't even need to train together for long to coordinate.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-21-2010, 04:50 PM | #36 | |
World Traveler in Training
Join Date: Apr 2005
Location: Chicago, IL
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Re: Kromm's list of skills every adventurer ought to have
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And this is not to say that they party does not have specialists--those are the PCs that spent 8-16 points in that skill (or skill set). BUT, the rest of the party is composed of PCs with at least a point or two in similar skills, and maybe one or two who don't have said skill at all. So, as a unit, if the specialist goes down there are at least a couple of understudies who can step in temporarily; and if you get down to the last PC with that skill only at a default, well, the party's having pretty bad day already.
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01-22-2010, 08:44 AM | #37 |
Join Date: Jan 2006
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Re: Kromm's list of skills every adventurer ought to have
It seems to me another part of the issue here is exactly how you apply "cinematic" to your games. In many movies/books/etc., the action heroes are clearly using defaults. Attacking wildly with a baseball bat, falling off the horse, sneaking in a comically entertaining but ultimately futile way, outsmarting the villain and getting her to spill the plan through normal social interaction and trickery rather than applied psychology, etc. So players making PCs like those heroes don't expect to need to be professionals to succeed. (Luck is recommended though.)
GURPS can handle this fairly easily with cinematic IQ and DX, but a side effect of that in GURPS is to make the PCs absurdly awesome at the things they do put points into. This has pushed may GURPS players towards stat normalization, which makes most defaults in adventuring situations impractical. Which is realistic, but can kill the fun in cinematic settings. Kromm's approach works fine with lower stats, but leads to character concept drift, mostly for less worldly types. IMO at least, part of the fun of character development in adventuring and adventure stories involves less worldly types becoming worldly via hard experience. It's probably a trope. So another way to look at this is "Kromm's list of skills every adventurer ought to lean ASAP." Your nerdy hacker, idealistic farmboy, or academic wizard needn't start with all of these, but the GM should strongly encourage point investment given the slightest provocation. "OK, this last session Lake Marsrunner blew his defualt stealth roll and alerted the Cuspidian Bandits to your presence. Perhaps he wants to work on his stealth?" Then again, some characters are partly defined by their incompetencies. If your game can deal with the PCs being less optimized for their tasks, and the character flaws are fun to play with, I at least am not going to call you on hurting wrong fun. |
01-22-2010, 11:01 AM | #38 | |
World Traveler in Training
Join Date: Apr 2005
Location: Chicago, IL
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Re: Kromm's list of skills every adventurer ought to have
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My classic example is when I tried to play and Indy Jones style campaign, and they kept just killing Nazis. I sent the cops after them for murder. When they complained, I said--listen guys, it's 1936. No war. Wanna play WWII instead? And so we changed campaigns. Right now we are playing an "evil" PC campaign--vampires, necromancers, etc. But even in a circle of bandits--cutthroats and all--there is a large level of teamwork in the character party or you all stretch together.
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01-22-2010, 03:08 PM | #39 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Kromm's list of skills every adventurer ought to have
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01-22-2010, 04:17 PM | #40 | |
Join Date: Oct 2005
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Re: Kromm's list of skills every adventurer ought to have
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Another approach is to this list is that of "this is what adventurers ought to have. If you choose not to take one or more of these during character creation, realize that your character may have trouble with basic adventuring. You can do this, but think about what you're doing"
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essential skill, kromm answer |
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