Re: Player Paranoia and Character Surprise: How to GM
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Re: Player Paranoia and Character Surprise: How to GM
This is one of the rare cases where I agree with Kromm's approach to things, more or less. If you want to be the all-round hero - spend the points on it! And the GM, for their part, should cut some slack. "But I would have -" "Would you? Okay, make an IQ roll."
There's also a degree of trust involved. I've sometimes found that players new to my GMing take a while to settle in, and realise that I'm there to present an interesting game world - I'm not there to screw them up for giggles. I'm not an adversary, I'm just a guy who has a whole heap of NPCs to play. That's a GM - a player who has many characters instead of one, and who makes judgments about rules. There is no malice at my game table. Once they realise that, most settle down and relax. But it's true there are different player responses to character failure, loss, imprisonment, maiming and so on. Just the other day I was saying to a gamer buddy, "I have these two players... for one, a failed dice roll is just a failure, and something to swear at. For the other, a failure is something to laugh at, or something which is going to make the game more interesting." And then last night at the first session of a new campaign, they confirmed this view for me. One was creating a character, and gave him "bad knee" and "law-abiding" as traits. The other player said, "why do always create flawed characters?" The player looked puzzled and surprised, and said, "Because they're fun, of course. Being flawless is boring!" Guess which of the two players consistently has more fun... ;) |
Re: Player Paranoia and Character Surprise: How to GM
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This is one of the places I miss half point skills. There are lots of places where IQ-1 or -2 is enough. |
Re: Player Paranoia and Character Surprise: How to GM
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Re: Player Paranoia and Character Surprise: How to GM
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Do you have recommendations for a good old fantasy game or Space opera? |
Re: Player Paranoia and Character Surprise: How to GM
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In movies, many details are just there to make the inevitable victory of the hero more heroic. If you want a similiar effect in RPGs, you need to scale up the description (The pain! The blood!), and scale down the game-mechanical effect (You lose 1 HP. Roll vs First Aid. You get back 1 HP.). Unless, of course, you're running a very realistic and gritty game. In this case, by all means check whether Bruce's wounds get infected! :) |
Re: Player Paranoia and Character Surprise: How to GM
Our group's ex-werewolf always carries a guitar case containing a two-handed battle axe. Doesn't seem unreasonable to most, she looks like a rock musician.
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Re: Player Paranoia and Character Surprise: How to GM
It's a cool list, but I disagree about the unarmed combat skills. With most skills, 1 point buys you +4 to your skill. With action hero PCs, that' usually a jump from a default 6-8 to a semi-respectable 10-12. That's a good investment; you'll certainly do better if you spend one point each on Diplomacy, First Aid, Stealth, and Streetwise, than if you just increase your main skill by one level.
But with hitting and grabbing, you get that 1-point level for free, since you can use DX at no penalty. And I'm not convinced it's a better idea to spend 4 points on Wrestling to get that +1 than to spend the points on whatever skill you're focusing on and get an equal +1. |
Re: Player Paranoia and Character Surprise: How to GM
I think perhaps Kromm's assuming 200+CP characters, which he's previously stated is about minimum to be "action heroes". With 200 CP to spend, you're not going to be needing to save 1 or 2 here or there. There are 16 skills as a minimum in Kromm's list. 4CP in each would be 64CP in all, giving an average of Attribute+1, or a "professional minimum" level of 11 in each, even with entirely average attributes - and I'm sure Kromm would argue that "action heroes" should not have average attributes ;)
I go for lower-powered campaigns, myself... 30-75CP. |
Re: Player Paranoia and Character Surprise: How to GM
If you want to employ a ruse, you need to make sure that there is a sense of "normalicy" in social situations. Thus, you should use social settings extensively even outside of such ruses. Make sure that the PCs frequently try to get information, gain allies, request favors or similar things that require them to go to pubs, high society functions, and so forth. Actual combat at such situations should be rare - but make sure to ask the PCs what they will take with them at these situations, implying that carrying weapons or armor will be a terrible faux pas if discovered.
But if the PCs wish to conceal such items when going to such a setting, only give the NPCs a chance to spot them instead of making it automatic. The skill of the PCs should count for something, and sometimes such paranoia does pay off. |
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