Re: Player Paranoia and Character Surprise: How to GM
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For 16 points, you get all those skills at the 1-point level. Compared to your suggestion, that saves you 48 points. Assuming you have two primary skills* from outside the list, each at 12+ points, you can drop those down two levels as well. That saves you another 16 points, for 64 points total. Now, for 60 points, you could get +2 to DX, IQ, and HT, buying down Will, Per, and Basic Speed. All the skills you bought stay at the same level** and almost all of your defaults go up by two. Plus you just saved 4 points. A better deal, yes? In GURPS, it's simply not reasonable to spend more than one point on nonessential skills. You should put the minimum investment in each of your backup and emergency skills, and spend the savings on attributes. This has been the case for twenty years, though the exact numbers have changed. check it out *Obviously, most characters have 3+ primary skills, which makes it even more profitable to redirect points from backup skills to attributes. **Unless you took Observation or Scrounging - but remember those 4 points you saved? |
Re: Player Paranoia and Character Surprise: How to GM
How about if the 'you're at the corner shop hung over' is an excuse for some red herring or positive outcome RP based stuff - say helping an NPC who's locked herself out of her car.
She may be a one episode extra, or she may be the spouse, girlfriend, daughter or indeed the persona of a significant NPC... If every 'interrupt time' encounter features the Glasgow Triads leaping out from behind a post box your players are probably right to be paranoid. |
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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(That... was a pretty bad session; none of us were acting in character because we didn't really care about taking out the Bad Guy Base in question, but these Leet NPCs were shoving it on us (with promises of Nifty Tech), and neither we nor the GM had anything else that we could do instead. So instead of being captured and fighting our way out, we gave them a floating derelict ship that was contaminated with uber-viruses. And kept the Nifty Advanced Tech.) If the PCs come up with the idea themselves, though, it's not bad at all. |
Re: Player Paranoia and Character Surprise: How to GM
The only time my group has a problem like this is when the munchkin is present. If the PCs are searching every seat for a trap and trying to conceal full body armor on a trip to the grocery store then the characters should have paranoid, otherwise, it’s bad role-playing. I realize that those are just “bad” examples, but if you’re having that problem with your PCs then they need to explain why their characters are so incapable of trusting other human beings (or whatever species they are).
Our Hero game has the characters ambushed every time we take them out and we still don't act paranoid. Why? Because they don't get ambushed every time they go out, and we understand the difference. And, honestly, the characters don't necessarily know when the session has begun. Once it becomes obvious that someone is gunning for us, we begin to take reasonable precautions (activating powers before leaving, calling ahead to inform where we’re going that we’re coming, and, if we can, we’ll bring Jessica, the walking-talking disaster area). Sometimes, to mess with the GM (because it’s funny) we might do something off the wall like decide not to leave the club, but to send someone else to go get the movie projector (which was so blatant a ploy to get us out in the open, we couldn’t resist messing with him). In my GURPS Supers Super San Diego game, I have reveled in watching the munchkin slowly drive himself insane as his expected ambushes never materialize. For two game-weeks the PCs were tracking down leads and getting information trying to determine who had originally kidnapped them. The munchkin wanted to go to the public library in full battle gear, the other PCs said he could go, but they wouldn’t be seen with him . . . ever again, if he did that. A healthy amount of skepticism is fine, and, realistic for characters, but when they take every situation to the most improbable extreme, then there is a problem. So, in my opinion, if your players are acting too paranoid outside of possible logic, start asking them some pointed questions, all beginning with “If you’re so paranoid:” “Where do you keep your money?” “Where do you buy food?” “Why do you have a security system?” “Why do you trust the other PCs?” |
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Besides, I think I'd have run that one a little differently these days. Anyway, he got the sword back, didn't he? |
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1. I didn't suggest "put 1 point into each of these skills" but "have these skills." For unarmed skills, I'd strongly recommend that the player spend enough to get the ST or damage bonus that the skill offers fighters with higher levels. 2. It isn't entirely true that DX is as good as skill. Sure, basic punches and grabs can use DX, but players usually want to do fancier stuff. You can't try, say, arm locks, choke holds, elbow strikes, judo throws, knee strikes, and lethal strikes without learning skills. These have no DX default. And many skills offer built-in bonuses at any level. For instance, Judo and Karate let you parry weapons effectively -- and give a superior retreat bonus -- allowing an unarmed fighter to take on a guy with a knife, like in the movies. The unskilled unarmed parry of DX/2+3, at -3 vs. a weapon, gives a DX 10 man a Parry of 5, or 6 if he retreats. The same guy with Karate at DX-2 for a point has an unarmed parry of (DX-2)/2+3, with no -3 vs. a weapon, for 7, or 10 if he retreats. |
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