01-22-2010, 04:31 PM | #41 |
Join Date: Oct 2005
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Re: Kromm's list of skills every adventurer ought to have
You don't necessarily have to go to the point of "paramilitary black-ops team" to have a basic background in a lot of these basic skills. Look at FBI Special Agent Fox Mulder, Ph.D and FBI Special Agent Dana Scully, M.D. of The X-Files. Neither one is special-ops, neither is a combat monster, both tend to use brains over force. Still, both have firearms training, being FBI agents. Due to physical training requirements [or that's the justification that can be made], both have a point or two of Running and Hiking. Dealing with investigations and suspects has given both some degree of social skills.
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01-22-2010, 04:49 PM | #42 |
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
And then there's the whole issue of why the PC with the best combination of charisma, intelligence, and motivation – doubtless destined to become the party's de facto face and coordinator, if not its leader – would tolerate a crew of bickering incompetents. You could say, "That's what he had to work with" . . . but it's just as valid to say, "These are the people he selected from among the available candidates." Even in a group that lacks leadership and that coordinates spontaneously, it's fair to say, "Yeah, there were other people before, but we're the ones who stuck together."
It often isn't a good idea to game out the party's formation and recruitment process. Frequently, it's better for the players to plan the PC party collectively and agree to an off-screen "origin story," and then to start the campaign with the PCs' first adventure together – the shakedown cruise, as it were. You'll note that in most caper movies with ensemble casts, the whole recruitment process is a montage that gets comparatively little time before the plot starts; e.g., The Italian Job or Ocean's Eleven. In stories that do focus on group-building, there's inevitably a stick beating people into a team; e.g., Full Metal Jacket or The Dirty Dozen. Unstructured recruitment resulting in a flawed, uncoordinated team is a trope of slapstick, not adventure. The stick approach is mainly military, and could justifiably be criticized as inappropriate for nonmilitary teams. However, the montage approach is entirely valid for all adventuring parties, from random fantasy heroes met at the tavern to modern-day crooks. Old-school fantasy games could chuck together random adventurers at the tavern chiefly because they had character classes to ensure certain niches were filled and protected . . . and you can be damned sure that back in the 1970s and 80s, gamers did a lot of "I'll be the cleric!" and "I want to play the thief!" before the tavern scene ever started.
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01-22-2010, 05:19 PM | #43 |
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
Well, if my old DnD games are indicative, no one actually wanted to be the Cleric. :-)
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01-22-2010, 06:14 PM | #44 | |
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
Quote:
Which plays right back into the OP, more or less--there are certain elemental skills that ought to be represented in every "Adventurer."
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01-22-2010, 06:16 PM | #45 | |
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
Quote:
(Other than Elves in old-school "Basic" D&D, of course, but then you had that pesky level limit to contend with.)
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01-22-2010, 06:29 PM | #46 | |
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
Quote:
'twas all he could do. That didn't last long. :-\
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01-22-2010, 06:30 PM | #47 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Kromm's list of skills every adventurer ought to have
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01-22-2010, 07:26 PM | #48 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Kromm's list of skills every adventurer ought to have
Could it be because GURPS does a better job at simulating how effective ambush tactics are, than AD&D or D&D3 does?
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01-22-2010, 07:29 PM | #49 | |
Join Date: Aug 2005
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Re: Kromm's list of skills every adventurer ought to have
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01-22-2010, 07:36 PM | #50 |
Join Date: Jul 2008
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Re: Kromm's list of skills every adventurer ought to have
I'd say the crew from Firefly is not an adventuring party.
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essential skill, kromm answer |
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