Skills - maybe this game isn't what I'm looking for
I have just started playing GURPS and really thought it would be the RPG for me but now I am not sure. I have DX 11 and Riding Horses as a skill. Every time I mount a horse I need to check my skill? 1 in 3 chance to fail and then what happens if I fail? Dang, a normal person without the specific skill fails to even mount the horse 95% of the time? I am starting to be afraid to do anything in the game.
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Re: Skills - maybe this game isn't what I'm looking for
Routine use generally gets a +4 bonus. Also look at the Riding skill.
Modifiers: +5 if the animal knows and likes you; +1 or more for a mount with the Mount skill (p. 210); So its pretty easy to ride any trained horse and trivial one you know well and your used to each other. |
Re: Skills - maybe this game isn't what I'm looking for
Where is the +4 if it is a routine situation rule? Thanks - edit: found it.
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Similarly, a character with driving skill is able to walk into a parking lot and start their car without a struggle. Is there some reason that the character is under duress? Trying to control a horse while traversing up a narrow and treacherous mountain pass might (at the GM's discretion) require a roll. Likewise, trying to run to a car an escape from an angry mob piling onto the outside of a vehicle might require a driving roll. Page 8 of Basic Set: Characters mentions this. It is also mentioned at the top-right corner of page 171. (Campaigns elaborates further.) "...what happens if I fail?" That depends. What is the situation? What was the character attempting to do? Did you fail by a little bit or fail by a lot? |
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P242 is something about spells so I will take your word for it. P325 is the second page of the quick combat rules, so again I will take your word for it. |
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Re: Skills - maybe this game isn't what I'm looking for
By TL2 in most societies that use horses, most horses that are commercially available/active as riding animals would have Mount +0 or more.
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I've been in D&D games like that too. Is the GM (and group) new to using GURPS? |
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The Table of Context is useful but GURPS supplements have awesome indexes and you can find most things that way too. As long as you recall enough about the thing your looking for to use the right keyword. I have a blog and much of it is aimed towards GURPS newcomers. https://refplace.blogspot.com/p/blog-page_28.html Just ignore the personal or political stuff if its not to your taste. I divy things up pretty well I think and the political stuff pulls a few new people into GURPS, plus I dont want to manage two separate blogs. |
Re: Skills - maybe this game isn't what I'm looking for
Chapter 10 Success Rolls starting p 343 talks about skill rolls. It refers to bonuses for mundane actions and as mentioned above, riding a trained horse for an hour or so should likely be a +4, equivalent to the book example of a "commute to work in a small town".
Time Spent discusses bonuses for spending extra (or less) time, not usually applicable to Riding but say you are trying to open a lock or tidy up a crime scene, you can swing things in your favour that way. A non-mundane example of checking vs. Riding to mount a horse would be if you are being hotly pursued by armed bandits at the time. That's a +0 roll. |
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One fun alternate rule from Pyramid was called "taking it to 11". I use this for many non-combat situations. All skill rolls are assumed to be 11. No more rolling, but the players need to learn their bonuses. Things go faster. |
Re: Skills - maybe this game isn't what I'm looking for
There are modifiers for just about every roll you do in Gurps, starting with Task Difficulty pp.345. In most unstressful situations, menial tasks should not even require a roll.
It's a GM judgment, really. There are too many modifiers to accurately calculate them all up and still have reasonable playtime. |
Re: Skills - maybe this game isn't what I'm looking for
I am a big believer in aplying large negative modifiers when appropriate, but I have to agree. Riding a horse on a decent road during a clear day with moderate traffic is going to be a +4 (mounting a horse should be at least a +6). Now, riding the same horse at night (-7 to skill) during a blizzard (a -5 to skill) cross country (a -3 to skill) bareback (-2 to skill) using only your knees because you hands are tied behind your back (-3 to skill) is likely going to be a suicidal -20 to skill (letting the horse find its way is generally a much better idea because it likely knows what it is doing better than you).
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At the risk of glibly summarising, is your GM running a "any little thing can kill you, so check for everything" kind of game? |
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Re: Skills - maybe this game isn't what I'm looking for
First, a mechanical point:
Look at the skill description in Characters. There are often important modifiers there. In this case, a +1 and a +5 that often both apply to 'normal' riding. If you've got the +5, that'll take your problem right out of the picture. (Also, follow through on the reference and read the skill Mount. A decent trained mount can give even a non-rider a semi-tolerable chance to get and stay seated. That said, trying to do things with default skill levels tends to be extremely ineffective unless you're being assessed massive situational bonuses. Do not depend on skills you don't have actual points in unless you really know what you're doing.) But really it sounds more like you have a problem with your GM that can't really be fixed by talking to us. It might be fixed by talking to them. |
Re: Skills - maybe this game isn't what I'm looking for
A minor failure at a routine task, like riding a horse down a road shouldn't mean much even if you did roll. It probably just means you struggled a bit with keeping the horse from making an unwanted turn or something. Perhaps relevant if you're trying to impress an NPC with your spotless riding, but otherwise irrelevant.
Even a critical failure (which likely only happens on a 1-1-1 result due to all the bonuses probably just means 'The horse suddenly stopped while you were distracted. Make a normal-difficulty roll vs Riding to avoid falling out the saddle'. On success you remain seated, though embarrassed by the fumbling around. In short, don't roll for everyday routine stuff. This goes for any roleplaying system. You can make player characters behave like complete buffoons in D&D or World of Darkness too by demanding they roll vs Acrobatics to climb ladders or Athletics to walk up stairs, or whatever, but that isn't how any of these systems are meant to be used. |
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1) there should almost certainly be positive modifiers to this. If it is a riding animal it will gives at least +1 for having the "Mount" skill, and if it is *your* mount and you keep good care of it you are likely getting another +5, and even if it isn't in most non-stressful situations you are likely getting +4. (edited because I was working on a presumption that you has skill 11, and I realise that wasn't actually what you said!). 2) the GM shouldn't be asking you to roll *every* time you mount. Only when it is important, like mounting an animal in combat (where the time pressure matters), or where failure is likely to have a dramatic effect. Even if you wanted to enforce riding rolls for normal day to day riding it is probably best to treat it how it is suggested a job roll or commuting roll is treated, ie, you roll once for an entire month, with failure meaning some minor setback, and only a critical fail suggesting there is anything major going to have happened. The main issue is the number of rolls you are being asked to make, which isn't an issue with the system itself (though it may be impacted by the GM's confidence with the system, if this is the first time they have run GURPS, for example). If the GM did the same in D&D (for example), the chances of even a skilled character failing an average check are higher than you might expect. While the DCs have generally been lowered in 5th edition, the whole "take 10" mechanic (equivalent of the +4 for un-stressful situations in GURPS) doesn't technically exist except as a Rogue class feature. An good skill for a common person would likely be +5 and even on a DC 10 check that leaves a 25% failure chance. Of course the game doesn't actually expect you to roll for every little thing. Quote:
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That the chance of a unskilled rider mounting an untrained horse in unsupportive circumstances is very low is kind of fair enough. That kind of thing would be actively dangerous. |
Re: Skills - maybe this game isn't what I'm looking for
Thank you everyone for such detailed responses. I am a trying to learn this game by reading the rules and I must admit it is really a daunting task. I suppose trying to learn any RPG by reading the rules is daunting though.
To be honest I am disappointed in GURPS so far. I am sitting here wondering why anyone would actually use a horse for anything other than mundane day to day activity so buying and documenting the skill is a waste. I see that the modifier is anywhere from -5 to +5 or more depending upon the GM interpretation of about any number of variables (and a few of the variables one should always apply are located in three different locations of the rules and one must know the DX of the horse and the training of the animal...I am frustrated). I can resolve this whole thing with original D&D as a DM just saying roll percentile and in this situation you have a 20% chance to fail. I bet it is nearly the same thing. I really want to like GURPS but I feel that I would gut about 80% of the rules as ultimately pointless. Perhaps I should dig out my original 1986 version of GURPS and look through that. |
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In a fantasy game, throw out guns, activate magic and weapon quality. Tinkering is probably out, but alchemy is in. So, then, if there's that much monkeying with the rules, why GURPS at all? Why not just use a single-purpose system? Why not play D&D and then Deadlands and then Marvel and then...? 2 big reasons for me. 1) Learning curve. When everything uses the same base system, it is much faster to get into the game you want. You don't have to teach new players the intricacies of the new system every new game and then discard it again for each new genre. I have several players in my group who learn new rules slower. It's fine, they're great to play with, just less crunchy. 2) It works. I can make each genre from realistic to cheezy from ancient to post-modern work in GURPS. So many systems have giant gaping holes in them which they try to patch with new editions which have new holes. Sure, GURPS isn't flawless, but it hangs together quite nicely across the whole spectrum. |
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GURPS strives to be relevant to ALL genres. That means there will inevitably be pieces you don't want to use for one particular game. Don't try to use everything; just use the parts that make sense for you. Quote:
For example, if you declare you want to vault onto the back of your horse and spur him away all in one turn, the GM doesn't have to look up the modifiers for Riding. The GM could say, instead, "Well, it's your horse who knows you well, but the horse isn't really used to stressful situations, so I'm gonna call that 'favorable,' for +1." That's all you need to do. "Many skills suggest difficulty modifiers..." (p. 345). Notice the word "suggest." You are not required to search for and apply all possible modifiers if that's not the kind of game you're running. GURPS allows you to be flexible, playing with the level of detail that you prefer. Quote:
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But a lot of people are using their horse in combat, possibly with a lance, or using historical horse archery. Others have players riding around on wyverns. For that reason GURPS needs rules for that, otherwise it wouldn't be a very universal system. When you use GURPS you have to use it with the understanding that you should only pick the parts you actually need. If you're running a realistic conspiracy spy-game with little focus on combat there is no reason to even look at GURPS Martial Arts. If the only thing you're going to to in a spaceship is run around it and shoot aliens you don't need GURPS Spaceships, etc. If you want to use GURPS for fairly straight-forward 'dungeon fantasy' then I suggest looking at either GURPS Dungeon Fantasy, or the Dungeon Fantasy system which is a slightly modified version of GURPS. |
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So that is a 5% vs. .01852 of rolling a 17 or 18 for automatic failure, much better odds! Start with GURPS Lite which is free and just a few pages. That way you can read the core rules in maybe 5 minutes. Next important thing to consider is that GURPS is designed from the ground up to be modular, meaning most skills, rules, and advantages can be tossed out or ignored when desired. This of course is for different genres such as ignore magic in most sci-fi campaigns but also refers to granularity or depth such as techniques or advanced combat options. The idea is to provide basic tools to do anything - roll under skill on 3d6 to do something while letting those who want more granularity get into much more detail. You will never please everyone doing one or the other - so GURPS allows both and a lot in-between. If you have a skill and are trying to do something simple or routine, normally you dont bother rolling. The Campaigns book (mostly for the GM) explains this more clearly. Firs time I rode a horse (very young but dont recall the age) I was using default skill and nervous but had a relative helping me. So I was able to munt (barely) but had no control over the horse and it darn well knew it. It ran around the house a couple of times I think (at least once, my panicked memory may be exaggerating thinking it was several times) then jumped a low fence. I managed to hang on until the jump and somehow lost both shoes and a sock during the ride. I would call this a failed roll (though hilarious to my family), but much later on as an adult I could manage simple riding (still with the default) because the animal was better trained (Mount skill, +1), decent riding instructor who helped me (complimentary roll bonus,+1) and low stress for another +1 to +4. In many other systems I either can ride a horse or I cant (often based on class), very simple but unrealistic. Lets take Driving. After some practice and training in Drivers Ed I could drive a car but was very nervous and made lots of errors. Most people that drive in America dont really have the Driving skill, they operate off the default they get from their parents or school training. For day to day use like that dont bother to roll. However they get that +4 routine task bonus most of the time. But come a storm, ice, or idiot driver and you need to roll and may even lose that trivial/easy task modifier. Professional drivers, and in my experience many European drivers actually have the skill and you can really tell the difference. Quote:
How about playing a Old West campaign? You want to leap onto your horse when escaping from the saloon? Take the skill. Again, its all modular - use what is appropriate and ignore what you want. |
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I have Dungeon Fantasy and have been reading through it for hours. The rules are almost exactly the same but without the other tech stuff. It is obvious to not use the other tech stuff. What I said in earlier posts about gutting the rules refers to DF as well. I will slug on and see. I will get into a few other games as well but to be honest the gaming community of GURPS appears to be bleak. |
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You remain somewhat vague about what you're trying to accomplish with GURPS, and this makes it hard to advise you. What drew you to GURPS? What do you expect to get out of it? Besides "lots of modifiers," what about it disappoints you? |
Re: Skills - maybe this game isn't what I'm looking for
Sometimes the issue is less the game than its community. We're helpful here . . . but a company's forums for its games tend to draw a focused, invested community that jumps immediately to the most complex view of the game, or that forgets what it was like to be a beginner.
First, make sure you're in the right forum. Sometimes, the GURPS forum (this one) is like drinking from the hose. You have the Dungeon Fantasy Roleplaying Game, so you might find its forum more friendly. Next, make sure you even want company forums. You get less technical detail and more casual gaming input on forums not run by the company. Examples exist on reddit. If Facebook is more your thing, there are groups there for the Dungeon Fantasy Roleplaying Game and GURPS. After that, consider that discussion forums and groups let people info-dump rather easily, which can get intense. They're also full of threads that get entangled; it isn't always clear who's answering whom. You might prefer real-time interaction with people who are talking to you. There's a very good Discord server with #introductions and #gurps-newcomers channels. No matter which path you take, it really helps to word your questions in the form "X is what is I want to do but Y is the vibe I'm getting, based on what I've read on p. 00, p. 00, and p. 00. Is there any way to do X? Where can I find guidance for that in the rules? Do you have any specific advice you're willing to share?" Finally, don't overlook the official resources – particularly How to Be a GURPS GM. |
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The problem is GURPS more than most RPGS is a took kit. As such it kind of strives to cover all possible bases. And well that's pretty damn intimidating to come up against as a buy in! I personally bounced of GURPS for years, until somehow 4rd edition clicked for me. And even though I've been GMing GURPS for over 10 years now. I still don't have a clue on over half the advantages, disadvantages, skills and magic system. (let alone alternative magic systems, super power options and whatever else) but I don't need to to do what I want. Or put it this way, I know what I need to know. However that's not much help in abstract because well I had to learn that to know it, and it will likely be different for everyone and every game. You are also in a different situation from me I'm (always) the GM so I chose what goes into my games, you seem to be a player in the game you are in right now. So what is you would like GURPS for? EDIT: ah just read you next post (and Kromms) yep I'd suggest the DF sub forum, you will get more focused advice and help |
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I have done a conversion sheet, D&D to GURPS, since then updating it and making it more general as time goes on but even doing that there are just parts that I have to 'leave to the GM' as my style of play is different and if I want the sheet to be useful I have to keep it as general as possible. |
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Aside from the regular skills like Bicycle he let player characters learn amazing skills like "Eating", "Dressing yourself", "Homework". Iirc. 80% of the player characters died before their first school day was over. One character bled out catastrophically failing to dress themselves in the morning, another dropped dead from food poisoning after drinking milk past its expiration date. It was actually a lot of fun. We had some player characters either taking crazy risks (like trying to slice bread!) or doing everything they could to avoid risks like eating dry cereal sitting on the floor in a corner of the room. Quote:
For the dozens-of-skills problem spoken about in the thread I generally let people invest in skills after the fact if it makes sense that the character would know that skill. ("Oh crap, I forgot to give my Knight the Soldier and Leadership skills!") |
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Mounted combat, a mounted chase (as pursuer or quarry), mounted hunts, 'simple' mounted travel through extreme environments... I guess the answer might be Dungeon Fantasy characters who bought the horse exclusively to reduce travel-to-dungeon logistics time. Assuming they never get ambushed while on the horse and never try to use it for anything other than a 'off-screen' strategic mobility upgrade they don't really have any need for a point in Riding. Quote:
That, ST, and Move are probably the very most important and user-facing stats for a riding animal. (How well it performs, how much it can carry, and how fast it can go.) Mind, you should have the DX and some other traits, because you very easily might end up needing them. But you don't need those to resolve this. (Campaigns has animal stat block examples you can simply copy.) Quote:
I'd agree that if that's what you want to do I personally can't understand why you'd use GURPS. But some people do seem to. |
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IMHO it is too many GMs not using that section (it really should have been a quick reference table) that causes people to think they must have insanely high skills. From Skills on the GURPS wiki: Extremely High Skill Not Needed At first glance a mythological hero able to skewer foes while fighting from his back, with the wrong hand, while dealing with poor lighting, and injuries would seem to require a 40+ skill but there is a saner (and cheaper) way to do this. The warrior should be a master (level 20) in their base weapon skill, have the Blind Fighting skill (which negates darkness penalties), High Pain Threshold, and the techniques Ground Fighting, Hit Location and Off-Hand Training (removing penalties for position, hit location and off-handedness respectively). "The essential point here is that highly-skilled character concepts can be realized in GURPS through the artful use of reasonable skill levels that do not break the system." - Compendium II p. 125 |
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Ludicrous combat skill levels let you do ludicrous things, but that's only a problem if doing ludicrous things isn't the intended outcome. The Princess Bride "I am not left handed" and "My name is Inigo Montoya" scenes would lose their point if, respectively, the characters are effectively ambidextrous and entirely unhindered by wounds. (There might be skills where over-the-top levels do strain or break the system, but Melee Weapon doesn't seem to be one of them. And in 4th edition they don't break the pricing system either - IIRC they might have in earlier editions?) |
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Technique (Off-Hand Weapon Training); Weapon skill-4; cap - Weapon skill Technique (Feint): Weapon skill; cap - Weapon skill+4 This is ignoring any possible Cinematic Rules that might be in play. Quote:
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(Also, shouldn't really plug the superseded and deficient Off-Hand Weapon Training technique. It was mispriced compared to Ambidextrous, and replaced by a perk that fully buys off the penalty.) Quote:
I thought there was a thing where the price per point of skills could scale exponentially without limit? But that might be some nonsense I confabulated, my signature disclaimer about 3e ignorance is still mostly accurate. |
Re: Skills - maybe this game isn't what I'm looking for
Yes, the OHW technique was just really odd. One of the reasons why they had to get rid of it though was the Perk of Technique Mastery, as someone could have legally taken Technique Mastery and raised OHW to Skill+4 for an extra 4 CP (meaning that they could have effectively gained 16 CP of value for 10 CP of investment). Since they could have also taken Technique Master for Ground Fighting, and therefore Ground Fighting to Skill+4, you could have ended up with a character that attacked and defended better with their offhand while lying down than with their dominant hand while standing up.
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I suggest a game where characters start at around 125 points or so, where bonus character points are easily earned by accomplishing adventuring goals, and where lots of cinematic options are used. Most exotic and supernatural traits are only allowed in racial templates, but Magery and Power Investiture should be available. Keep the disadvantage limit fairly low, maybe a maximum of 25 or 30 points or so. This should keep the character sheets fairly simple and to the point. And remember only to roll for things that matter. |
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If it's not a dangerous, climactic, or other serious situation, there's no need to get serious about the roll and its mods. Or even roll at all. Like saddling up for a little ride. It's a quiet moment; the party's making dinner and inventorying their stuff. The knight says "I'm going to ride over to that ridge and see what's there." There's no raging battle, no bandit ambush, no flying lava bombs, just a bored knight and a grazing palfrey. All the GM needs to do (if anything) is note that the knight's spent a point and has a Riding skill of 12: clearly, she's been in the saddle plenty of times and can handle a mount competently. "Okay, you ride up there without incident. You see . . ." Dice can still happen, if the table's in the mood to play around. Someone - the knight's player, or the GM, or another player looking to get some banter going – might call for a quick skill roll for the fun of it. No mods, no complications, just a roll. The GM can respond to success with "Looking smooth!", or describe "failure" as "Whoa, a little shaky on the mount there, but you're fine." Even a crit fail on this zero-stress action might mean "Oops, you needed a second try to get up there. Be careful!". That gets followed by some expected ribbing from the party thief, which earns a comeback of "Yeah? How you doing with the stew there? Let's see a Cooking roll, buddy . . ." This sort of stuff happens all the time. In short: If it's not serious business, don't bother with serious mechanics; just eyeball the stat, or give it a simple roll, and make up something appropriate. (That falls under the official "Roll and Shout" rule of play, I believe. Though in practice, it's often "Roll and Make Jokes". : ) |
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Some backstory which explains why the characters are adventuring together can help make roleplaying easier for characters even if (hypothetically) the characters are forced together and forward by some narrative. F.ex. one character being the twin sister of the other, and that character having fought in a war alongside another older character. Perhaps the twins are driven by dreams of future greatness, while the older soldier is trying to keep them safe, but also interested in seeing where it all leads. That sort of thing creates more natural-feeling party-dynamics than the typical "An elf, a dwarf, and a bard sat at an inn", in my experience. |
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That way, the GM can decide players can choose to do things like Channeling spirits or having a Higher Purpose without them being part of a racial template, but can exclude effects not desired ("Sorry, Dominance doesn't exist in this setting"). |
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Also be on the lookout for places where no roll is needed! Mounting Up (p. B396) calls for no roll to mount a horse normally – only if you want to "leap astride" in one turn of combat time. Lots of specific tasks work this way, and it's important to note that the specific always trumps the general (e.g., a skill description, which is as general as it comes). |
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This is just me personally, but I wouldn't permit a player to sit at my table for anything but the most mindless of dungeon delving unless they can come up with at least a basic backstory that sounds slightly interesting. I have no interest in being the GM for Adventurer McDude who just materialized in an adventuring party one day to kick goblins and solve death-trap puzzles. |
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I wouldn't go so far as to say which style "most players" prefer, but neither would I try to convince someone which one was better based just on what I preferred. |
Re: Skills - maybe this game isn't what I'm looking for
There are some games and groups where its nice to be able to swap characters in and out seamlessly without changing the story. Sometimes players aren't the most reliable, but they're still good friends and good players when they can make it, and you really don't want to stop playing because the guy this session's side quest is built around had something come up ... three times in a row.
Its not my cup of tea: I play to tell stories and I want my characters to be deeply connected to the world, but I absolutely understand why a group would play with a collection of interchangeable mercenaries. |
Re: Skills - maybe this game isn't what I'm looking for
Well, that would fall under the wargaming-style playing, or "mindless dungeon delving" as I quite unfairly called it. Unless the campaign is very narrative heavy I tend to be fine with characters walking off at strange time because their player was missing. Or if not I'll just NPC the character and try to have them not die in the player's absence.
I'm not expect (or really even want) players to write 5 page essays about their characters. I don't even need a single page. I just want something that explains who the character is and how they got here. 'Kat is a rather overconfident and highly thrill-seeking thief who grew up on the street. Opportunistic more than kleptomaniac. Not so much loyal as wanting to avoid enraging people she might travel with or meet again. Kat became an adventurer mostly for the thrill and her not-so secret dreams of great riches.' - would be fine as a one paragraph backstory. Frankly it is also easier to feedback on and make requests for changes to get the party to fit together better than the player who writes a long epic about their warrior queen mother, and their older sister who was a paladin and got eaten by a dragon, and the younger brother who was a bard and married the dragon, etc. etc. Those long stories also have the unfortunate tendency to not really go into much about the characters actual personality, although if well written they can be a great source for plot-hooks. |
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So I don't really think adaman14 is talking about anything particularly different from what you do. |
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How many people really bother with a backstory for their, say, Diablo 3 character? Now ask how popular such computer games are, and how many people they bring to tabletop gaming; the answers are "very" and "lots." And whether or not we on the tabletop side like it (I don't, especially, so be very aware that I'm not taking sides, just reporting facts), these games are called "computer roleplaying games" . . . the little person running around killing monsters is the role in its entirety. Quote:
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When that happens, it's never, ever the case that the players say, "Well, let's look at their backstory and see what they would do." It's without exception the case that they say, "Well, let's look at how so-and-so has been playing them lately and continue down that path." It's about ensuring that the PC continues the same path toward some targeted future, not about ensuring that the PC follows some trajectory established prior to the start of the campaign. Quote:
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I will add that for certain rare, pivotal PC choices, players might take a step back to recall their backstory. And if the player is absent, their fellow players might do the same. |
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Not every character is a thrill-seeker, it is a trope, in your party it you might find your Warrior or Paladin is in it for justice, the cleric for faith, the barbarian is out to prove something, etc. Lots of characters are hot-headed and don't mind stepping on toes. Most characters don't have gold as their ultimate objective. If anything I'd argue many PCs are very unconcerned about angering NPCs or even other PCs. Overconfident is far from universal either, lots of players are overly cautious if anything, and overconfident dungeon delvers or whatever tend to be fairly short-lived. Whatever your opinion on the short snipped I spent 5 minutes writing, it is a heck lot more than "I'm a rogue, I do rogue stuff". Not every character needs to be breaking sterotypes, but they need to have a clear personality and identity. What I wrote was a fairly typical version of a rogue, but far from the only. ------------------ But hey, to make my point, here are a few more. 'Luke is a cutthroat-seeming thief from the pirate-infested docks district. He cold and calculating, ruthless and murderously sadistic, but ultimately he steals and kills with the ultimate goal of getting rid of the kinds of "rotten" people that made his own life so miserable.' 'Kim is a thief who forced to leave the thief's guild of her hometown. She is fiercely loyal to those she considers her "clan", but dismissive and unemphatic of those outside of it. She will jump at any chance to make elaborate heist plans. Eager and excitable she often seeks to prove her skills in any situation she feels capable.' 'Anastasia is an elegantly-dressed thief and scam-artist who used to be seen nicking valuables from right under the nose of the upper class. Dashing and charismatic her victims rarely realize they were robbed, and even when found out she is skilled at making an escape using rapier wit and rapier blade or any kind of distraction. While she keeps most of the wealth to herself she likes throwing some valuables to the children or any handsome rugged man who strikes her fancy.' ------------------ Are those three generic as well? I'm pretty sure they are all walking thief tropes. I'm also pretty sure you wouldn't play any of them particularly alike. There is nothing wrong with stereotypes, but if you're playing a stereotype with a stereotype backstory, well, you need to know which one of the stereotypes you're going for. I'm not expecting anyone to write some masterpiece, I just want to know what type of character you are playing, because a list of advantages, disadvantages, and skills is not a character, that's just a character sheet. Besides, in my experience the player who didn't sum up their character's traits as even short backstory won't even remember that they picked "Bad Temper" + "Selfish" + "Loner" and should probably react when some NPC gets all up in their space and compare them to a sewer rat. |
Re: Skills - maybe this game isn't what I'm looking for
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But on the other hand, creating backstory can be a tool for figuring out who the character is now. Indeed, I'd say that it's often useful for doing so, that indeed that's its primary function, and perhaps even that any backstory that doesn't do this may not be worth spending time on, beyond perhaps the barest minimum. To put it in GURPS terms, it's a set of zero point features, like the wealth and Status and Enemies of a portal fantasy character before they stumbled through the portal. But if backstory does affect the character's present motives and capabilities, it's not a mere feature. |
Re: Skills - maybe this game isn't what I'm looking for
I tend to mine character backgrounds for adventure hooks, NPCs, etc. For example, a younger sibling showing up is a greater way of integrating backgrounds to campaigns.
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Re: Skills - maybe this game isn't what I'm looking for
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PERSONALITY Luke: cold, calculating, ruthless, cutthroat-seeming. Kim: Doesn't care about people outside her "clan," eager, excitable. Anastasia: Dashing, charismatic, rapier wit. APPEARANCE Luke: ? Kim: ? Anastasia: Elegantly-dressed. GOAL Luke: Steal and kill to get rid of "rotten" people. Kim: Make elaborate heist plans, prove her skills. Anastasia: Keep wealth, but give some to children or handsome men. CHARACTER POINTS Luke: Sadism. Kim: Sense of Duty (her "clan"). Anastasia: Rapier skill. BACKSTORY Luke: thief from pirate-infested docks district, life has been miserable. Kim: thief forced to leave the thief's guild of her hometown. Anastasia: thief and scam-artist, used to steal from the upper class. Are these interesting characters? Sure. Are their backgrounds unique? "Miserable thief from the docks," "thief forced from guild," "thief and scam-artist of the upper class." They're not very different. Mostly, the difference is their Social Class. Quote:
I think you're taking this far beyond adaman14's intention. |
Re: Skills - maybe this game isn't what I'm looking for
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My examples were, as I said initially, an example of an extremely minimalist background, which, as you noted, is really more of a character summary; but only because that is what you get when you summarize a character and their backstory. I really dispute that the biggest difference is their social class. For example, it is implied Luke acts like a complete psychopath, that's pretty much the polar opposite of a Anastasia manners by just that trait alone, and very unlike the other two as well. I could go on, but I really don't think these characters have terribly much in common aside from all being thieves. Heck most of them would probably mutually hate each other. (Aside from Anatasia who would probably be able to work with Kim and Kat.) Kim is a scheming team-player. Kat is a reckless thrill-seeker. etc. etc. |
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If the game involves lots of horse riding in high stakes situations, you'll need to know more, but at that point you should probably want to know more, just as you need/want to know more about your character's car when they're racing it than if they're just using it to get to and from their job in a nice safe city each day. |
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In the last session I ran, player M had no character 'on stage' and player K was unavailable, so player M ran K's character (with input from the rest of the table). Also, for many of the PCs their pre-campaign backstory is worthless for determining behaviour in-game because they've been in play for years of weekly sessions, and are quite different from the character described on their original sheets. Quote:
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FWIW: exactly the same here. |
Re: Skills - maybe this game isn't what I'm looking for
I am confused why Kim and Anastasia do not kill Luke, take his stuff, and leave his corpse for the vultures. The issue is that they are one dimensional characters, so there is no reason why the two women would not kill off the man and split everything. By the way, Luke sounds like a Power/Control Serial Killer, so he is likely to be a very bad person who will turn on the women as soon as they anger him.
Now, if Luke possessed Appearance (Handsome), Charisma, and/or Voice, then it might make sense for the women to not kill him off because his reaction bonus from his advantages would offset the reaction penalty from Sadism, at least until he turns against them. The charming murderer is an established trope, and it occasionally shows up among serial killers in real life. They might even rationalize his torture, rape, and murder of his victims, as he may convince them that his victims 'deserve' their fate. Such a trio might end up as villains in an adventure, as the women would loot the house while the man would 'take care' of any occupants (including the children and pets). Investigators would find horror scenes awaiting them, as none of the occupants would escape 'punishment' at the hands of Luke. Of course, a child might have managed to escape, so the three would be frantically trying to silence them before they can lead the authorities to them. |
Re: Skills - maybe this game isn't what I'm looking for
Interesting discussion, but haven't most of you got rather a long way off-topic?
adaman14, if you have any other questions about your original topic, feel free to ignore the other discussion and ask them. It may look as though everyone's long forgotten about that and moved on to a different subject, but in fact if you ask more questions about that, they probably will get answered. We're just giving our favourite hobby-horses a bit of exercise while we're waiting. This is just how the GURPS forum is, and it's all right if you're expecting it. It's a well-known glitch here - new player comes in with questions, questions get answered for a bit, then something someone mentions sparks a huge debate in which the new player and their question appear to get forgotten about entirely, new player departs bemused! |
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1) characters without much background and their stories being created by their adventures have been the main for games like D&D, and for a lot of people D&D defines their expectations of what a RPG is. I was introduced to RPGs at a younger age than most players I know, by a family whose dad didn't like D&D, but most players I know either started in the 2000s with 3.x or more recently with 5th edition D&D, and those set some expectations I never had (3.x players particularly having an expectation of gear progression, for example). 2) I personally think it mirrors what happens in fiction (particularly genre fiction) a lot better than detailed backstories. In novel series and tv series we often get presented with a character we have to take in in a matter of a page or two, or a few seconds of screen time and understand who they are. That is usually defined by what they *do*, not their backstory, which we *might* get introduced to as the book/series goes on, but is rarely fleshed out in advance. For example, my first RPG character that I actually made (rather than rolled up, or created for me) was just "I want to be Han Solo" (to the extent that I just called him Space Smuggler, messed writing it up and so he was Space Smaggler). What do we know about Han Solo when we meet him? He is a cocky smuggler guy with a fast ship and a hairy co-pilot, who owes money to some guy called Jabba. That's literally it. He is defined by what he does, not where he came from. We don't need to know his backstory (and aside from his debt, I don't think it ever comes up in the films at all). Other heroic characters are similar. Another big one for me as a kid was Tintin. His backstory: he's a journalist, and that is pretty much just an excuse for his international travel. Kirk: Quick thinking action man captain. We get more as the series went on, but I doubt they had decided he was bullied at university, had been witness to crime against humanity as a child, and had seen his crew mates killed by a weird cloud thing before they wrote the first script. Probably his most infamous 'backstory' action (cheating at the Kobayashi Maru) was a projection of how he had been portrayed until that point, rather something that had informed how he was portrayed. Thinking of other Star Trek captains we have Picard: Older, more cerebral, dislikes children, allegedly French. Sisko was actively unusual at that point for having much of a back story: "has a son, wife killed by Borg, considering leaving Starfleet because of that trauma", and the third part is resolved by the end of the pilot. I can't remember much of early Voyager, so I can't remember if they gave more to Janeway other than "New Captain, woman" in the first episode or not, and Enterprise and Discovery did both put more time into the background of their leads. Quote:
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Re: Skills - maybe this game isn't what I'm looking for
I feel like in all these responses someone had to bring it up but I see most folks talking about routine use skill modifier and pointing out that 11 is a pretty low skill.
Skill checks aren't for every use, It's only when you're struggling or need to make it look easy and only when there's a real consequence to failure. So you'd make a riding check if your horse got bit by a snake or if you're trying to break-in a horse you've never ridden with, or performing on the Dressage Square. 11 is a pretty ordinary skill, what most teenage girls who've been out to the farm a few times have. Those tests are tough for that level of experience and you could fail them very easily. Failure depends a lot on the severity of the circumstances and the margin of the roll. You might fail your riding roll to control your snake-bit horse by one and the horse just wheels around in place in a panic letting the snake strike again. You might fail your roll to break in Mean Butch with a critical failure and he throws you into a ravine. You might fail your roll to perform your dressage routine by 2, but other competitors fail by even wider margins so you win the chance to be rewarded by the Duchess and have a few seconds to speak to her without her handlers. |
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Thaumatology: Urban Magics pg 30 goes at this from the other end: "The standard rules are designed for adventurers, not for ordinary working professionals. Professionals make one job roll a month. On a critical failure, something bad happens, with harmful consequences – but not usually as bad as a critical failure during an adventure. (...) With one roll a month, a mage with effective skill 15 or less goes 54 months between mishaps, on the average; one with effective skill 16 or better could go 216 months (or 18 years)." |
Re: Skills - maybe this game isn't what I'm looking for
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Of course, a ttRPG is often less likely to have the arc of the plot detailed in advance. Retconning connections in as things progress is an option for those who like it but that also favors light initial backstory so you've got plenty of room to insert relevant connections. |
Re: Skills - maybe this game isn't what I'm looking for
The monthly roll for ordinary jobs, is fairly standard in GURPS it was at least in the 3rd Ed. , and is mentioned in the 4th Ed. P. 516.
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However, I warn them that I will feel free to add anything that doesn't contradict their backstory. Many players have given me quite detailed backstories because of this. I have rarely used this, but I have occasionally told people that they have run into a friend from their childhood, but that's it. |
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(As for Luke, just within A New Hope Luke is established to be the heir to a Jedi Knight, watched over by another Jedi of note, and connected to Darth Vader by way of his father. Sure, the ESB twist probably wasn't planned in at that point, but ANH-only Luke is already firmly stuck with plot-critical lineage.) ((Particularly in fantasy it seems pretty common for the really important backstory to be a character's parents rather than anything the character themselves did.)) |
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Of course, I've known this guy for a long time and we were good friends. He was the best man at my wedding. |
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