07-14-2011, 10:28 AM | #21 | |
Join Date: May 2008
Location: CA
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Re: Reputation and Intimidation
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In any case, I don't think the rep will wind up being a net-bonus - sky pirates will still be more likely to attack him, try to screw him over, be not-loyal to him, etc. Just being better able to intimidate them won't change all that - especially since the character doesn't have any points in the Intimidation skill at the moment (just taking the generous default from Acting). Last edited by Langy; 07-14-2011 at 10:32 AM. |
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07-14-2011, 10:37 AM | #22 |
Join Date: Sep 2004
Location: Canada
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Re: Reputation and Intimidation
Heck, even Odious Personal Habit turns into a reaction bonus under the right circumstances (I believe the example is OPH: Constant Drooling and trolls or aliens that think the dribbles are cute), and that's -5 per -1 reaction, just like Reputation.
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07-14-2011, 10:40 AM | #23 | |||||||||||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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You know what, there are two problems with your approach, actually. The first is that you seem to be assuming that negative reptuations represent being disliked (thus, if sky pirates hate you, you'll have a negative reptuation). The second seems to be that you think a successful intimidation roll makes someone afraid of you. That's not actually what it does (though it can do that, but that's a different use of the skill than the context of our discussion). Intimidation is an influence skill. Success at an influence skill gets you a Good reaction. Thus, it makes people likely to give you information, makes them likely to assist you, gives you a better deal on something, and makes them loyal to you, and so on. The question here is if you have a -3 reputation for killing sky pirates, does that help you influence someone with your intimidation skill? Does that necessarily translate into that? Doesn't that really depend on the context of that reputation, and that context requires far more than "I kill sky pirates?" Consider, you've got a sky pirate tied down, you have this negative reputation, and you try to intimidate him into helping you. "I'll never help you," he says, "you'll only betray us and destroy us." That seems a logical conclusion to me. That -3 means he doesn't like you, doesn't trust you, is unwilling to believe you and, generally, is unwilling to help you. That's not going to change just because you're using the Intimidation skill. Contrarily, if you have a positive reputation (+3) for exactly the same thing (killing sky pirates), you can just as logically interpret the situation as him rushing to assist you out of terror that you'll destroy him otherwise. You say that I have my interpretation set in stone, but I think you're the one who does. "I kill sky pirates" can be either a positive or a negative reputation, depending on how you interpret it or choose that context. It can even be a positive reputation in regards to the sky pirates if it generally helps you more than it hampers you. That means if you see your reputation as assisting you most of the time, you should buy a positive reputation, and if you see it as hampering you most of the time, you should buy it as a negative reputation. Likewise, as a GM, if you see a negative reputation, you should assume that it generally hampers the player, and a positive one generally supports the player, whatever the context they choose.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-14-2011, 11:12 AM | #24 | ||
Join Date: Nov 2010
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Re: Reputation and Intimidation
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An example of a recursive reputation: my campaign has a player character who is a seductress. She has Smooth Operator, Fashion Sense, and Appearance modifiers that give something like +8 or +9 on reaction rolls. Now, she's earned a local Reputation for being a single woman in a patriarchal region, which leads everyone to presume that she is promiscuous. This reputation helps her Influence rolls in the right situations, it doesn't apply in others, and in some situations it is reversed as a penalty to reaction and influence rolls. I would only record this as one reputation, because mechanically I don't see a need to take points away from my PCs, and it is a logical consequence of the role-play. The details trump the generic rule. Which is not a strawman, by the way. That's an affirmation of core RPG rules. Quote:
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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07-14-2011, 11:37 AM | #25 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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And I'm still not entirely sure what you're trying to say in your example. Give me something more concrete. Quote:
But if you want me to make a hard judgment without knowing any additional context, then I will: I don't think he should get a bonus on his intimidation roll, and I'll explain, again, why: First, you run the risk of the point crock. If Langy says "I have a negative reputation with Sky Pirates because I'm constantly killing them and destroying them and they're utterly terrified of me, so -4 for [-20]." If he constantly points out how they should be running away from him (thus a bonus during potential combat situations), that he should get a bonus on intimidation and interrogation rolls out of their fear of him, and that they generally won't bother him, then what you really have is a +4 in all situations that Langy cares about for -20 points, and that's pure point crock. Intimidation often runs this risk, because players will try to justify how all their disadvantages should act as bonuses to Intimidation. What you end up with, if you follow that path too far, is that Intimidation becomes simply better than Diplomacy or Sex-Appeal or what have you, because those require modifiers that cost points while Intimidation requires modifiers that gives points. Second, mechanics mean something. A negative reaction modifier generally results in negative reactions and in the player not getting what he wants. A successful influence roll generally results in positive reactions and in the player getting what he wants. This includes intimidation: The primary purpose of intimidation is to get the player what he wants, whatever that is. In this function, it's no different than Diplomacy, Fast-Talk or Sex-Appeal. All of these skills are about getting what you want. Thus, without context (and "I kill sky pirates" is not enough context), we should assume that a negative reputation should result in a player having a harder time getting what he wants, and that means a harder time with influence skills. Obviously, he should have a hard time negotiating with them (Diplomacy) or tricking them (Fast-talk)... but he should be better at Intimidating them? I have a hard time accepting them. Sure, he can be scary, but (and this is key) he's unlikely to get what he wants. That's a key difference, there. "Being scary" can be either advantageous or disadvantageous. Horrific or Social Stigma: Monster is an example of a disadvantageous "being scary." It tends to result in people chasing you out of town with pitchforks, refusing service, lying to you, and assuming that they're morally justified in killing you. They don't tend to result in people giving you what you want or necessarily running from you in battle. "Terrify" on the other hand, represents an advantageous form of "being scary." Someone with Terrify has people running away from him, his foes being stunned or puking in the corner. Fear becomes a weapon that he uses against his foes. The question, then, is whether a fearful reputation is advantageous or disadvantageous. It can be either. You say "context" is enough, but I disagree. I think if someone takes "I'm really scary" as a negative reputation, then it amounts to Social Stigma: Monster, and you should generally, where possible, look at it in the worst possible light, and that will generally mean penalties, not bonuses, on influence skills. If it's says "I'm really scary" as a positive reputation, then you should interpret it more like Terrify, where the player can use his reputation to his advantage against foes, and you should interpret beneficially wherever that's reasonable, especially on influence rolls. Finally, you say that context should override mechanics, but that way lies the path of point-crock. I say that context should be represented in the mechanics. The problem with the Sky Pirate example is that it doesn't provide enough context on how people actually feel about all that killing. The negative itself provides additional context: it tells us that Langy intends for it to be a generally problematic reputation, and it's easy to interpret that problematic reputation as being problematic for (or at least not helpful to) influence skills, including Intimidation. If he really intended for his character to be scary and to get his way often, he should have taken it as a positive modifier. It's important in GURPS to dot your i's and cross your t's. This is an example of that. I'm not saying that being wanted by the police shouldn't give you an edge when you're hanging with criminals, or that being attractive never results in a Jealous character having a negative reaction to you, but I am saying that in the vast majority of cases, as a rule of thumb, when you have no additional information, then negative reputations should harm you (or at least not help you) and positive reputations should help you (or at least not harm you).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-14-2011, 12:12 PM | #26 | |
Join Date: May 2008
Location: CA
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Re: Reputation and Intimidation
You want more detail on the reputation - here's an excerpt from my character's background, which goes into detail on exactly how he got it and what people say about it.
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Malinka, you seem to have completely misunderstood the question. It was not 'should he get a penalty in general situations?' It was 'should he get a bonus in specific situations?' You seem to be agreeing that, yes, he should - sometimes a bonus turns into a penalty, and vice-versa. You've just used a lot of words to say that in general a penalty should be treated as a penalty and mostly ignored the actual question, which had nothing at all to do with 'in general'. |
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07-14-2011, 12:17 PM | #27 | |||||||
Join Date: Nov 2010
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Re: Reputation and Intimidation
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In my campaign, that Reputation could be milked for the bonus to be worth more than the points would indicate, but I wouldn't dock points (which I don't use in play) or even reverse the Reputation if the PC was behaving in character. If she was slumming it to sleaze past every obstacle, that'd be a problem. But if she was playing the role properly and using it as the character would, I'd find a narrative way to make the Rep still be negative. For instance, increasing her Recognition so that she'd be fighting off advances at inconvenient times--or even giving her a low-key stalker. In fact, something similar to this has grown out of the Seductress having a critical success and using it in a bad way since then. Yes, I let a critical success turn out to be more or less a bad thing for a PC. Quote:
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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07-14-2011, 12:25 PM | #28 | |||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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If you're just trying to ask "Would you ever, ever, in a million years, allow someone to use a negative reaction modifier in a positive fashion, in really odd circumstances, ever?" then sure, yeah, I'm sure it would come up. But if you're asking "Would you apply a negative reputation as a positive modifier for intimidation," no, I generally wouldn't. Let's ask the question in a different want, and go ahead and invoke Godwin. Let's say you have a member of Mossad, an Israeli intelligence agent. In scenario 1, he's been captured by a Nazi, who obviously has a negative reputation with Jews. In scenario 2, we have he's been captured by an Italian Mafioso who has no specific beef or reputation with Jews. Both attempt to intimidate their target, and both had an intimidation of 16. Who do you think will fare better? Do you really think that the Nazi deserves a +4 and the Mafioso doesn't? I think it's more likely that the Mossad agent will do everything he can to resist the terror-tactics of the Nazi precisely because he doesn't like the guy, whereas he's less likely to have a strong opinion about the Mafioso one way or another. I think Xplo is right: You're conflating negative reputations with threats of violence. Obviously, a saintly saint has a hard time making a believable threat of violence and bloodthirstiness against his target, but the Nazi isn't more believable than the Mafioso. Both are violent men. Both should be able to earn up to +4 because they're obviously dangerous and bloodthirsy, but I don't think the Nazi is going to be MORE intimidating. I also don't think his reputation is going to hurt him in this case, so I simply wouldn't apply it. EDIT: Quote:
But you WANT it to be a negative modifier. That's fine, but it should be have like a negative modifier. That means they're going to attack rather than retreat, they're going to refuse his requests for aid, and are generally going to try to stymie him wherever possible. That has nothing to do with his intimidation ability, though. He's going to get that +3 or +4 because when he makes threats of violence or bloodthirstiness, they're much more believable. You might say that translates as his reputation as a bonus, but I don't think that'll be the case. I mean, if he does nothing but stand there, he's not going to have a +4 against them in potential combat situations. Quite the opposite: They're going to try to attack him and destroy him. If he says "I wouldn't do that if I were you," that's just a base Intimidation roll. If he triggers an explosive on a nearby airship, turns his dour expression on them and says "leave, before I do the same to you," that'd be a +4, but that'd be true if he didn't have a reputation at all. It would certainly earn him a reputation of some kind, though. Personally, I'd do it in an entirely different way: I'd give him a +4 reputation among the Sky Pirates, described as "Bloody Terrified" and "Bogeyman," and then give him Sky Pirates as Enemies. That seems closer to what's actually going on: Every few sessions, Sky Pirates try to screw over Jack, but face to face with him, they're likely to bolt, surrender, and/or give him whatever he wants just to make him go away.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 07-14-2011 at 12:39 PM. |
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07-14-2011, 12:27 PM | #29 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Reputation and Intimidation
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-14-2011, 12:45 PM | #30 |
Join Date: Dec 2010
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Re: Reputation and Intimidation
The reputation rules include the ability to make multi-faceted reputations. Use them! A -4 reputation, with no corresponding positive one, indicates "Sky pirates loathe you as a monster and will tirelessly attack you whenever possible." Intimidation is difficult against people who are so fanatically opposed to you! I set these things up with the Frequency of Recognition modifier, which I take to mean "Frequency that this Reputation Applies." If Sky Pirates are likely to react negatively to you on a 12 or less, you get the -4 on a 12 or less. That's what the points you've spent say.
Now, the same story-based motivation might be a good excuse for an entirely opposite Reputation! Sky Pirates might sometimes bow and scrape or cower in fear before their mighty foe! That's a Positive reaction modifier, which you buy with a Positive Reputation. You can have both at the same time! Just modify them with the appropriate frequencies, add together the point costs, and you'll find out if the multi-faceted reputation is a net advantage or a net disadvantage. If you haven't paid points (or, in this case, sacrificed some of the points you might have gotten back) for getting a positive reaction sometimes, I don't think you should get a positive reaction except in extraordinary circumstances. "All Intimidation rolls" is not extraordinary circumstances, in my book. There's a player in my old west game who had a negative reaction modifier with honest citizens (he's a semi-reformed bandit). When he tried to intimidate people his reputation for betrayal and bloodthirstiness worked against him - citizens would cower and pray (if they're a fearful sort), or spit and curse (if they're brave), but they steadfastly refused to give the character what he wanted. The memory of all those people dead was a barrier he had to overcome. After a few sessions of being (occasionally) reasonable, I let the player ameliorate his reputation with a lower-frequency positive reputation based on the same background. Now he's well-known as a "hard man," a dangerous and quick-tempered thug, but people know that he'll spare them if they cooperate. He still gets penalties to most "civilized" interactions, but under the right conditions... The multi-faceted reputation is a disadvantage. But it's not worth as much as it was before - sometimes it's helpful now, where it wasn't before. It seems that some people on this thread are arguing that a reputation for bloodthirstiness is worth the same amount, whether it sometimes helps or not. That seems very anti-GURPS to me - you ought to get what you pay for. If you get points for the reputation never helping, it should never help (except perhaps in the <4% or the time not well covered by a positive reputation with frequency of 6 or less). If you want your reputation to help in some significant subset of cases (say, Intimidation checks), you should pay for that. The reputation might still be a net Disadvantage, but it's not as much of a Disadvantage as a reputation that never helps. |
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reaction modifiers, social engineering |
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