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Old 06-12-2012, 08:34 AM   #17
dataweaver
 
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Join Date: Aug 2004
Default Re: GURPS Power-Ups 5: Impulse Buys

Power-Ups 5 gathers all of the existing uses for character points other than character development into one place, organizes them for ease of reference, examines them more closely to point out some of the intricacies involved, and provides some additional rules. Just like Power-Ups 3 did for Talents and Power-Ups 4 did for Enhancements.

So this does codify it; but it doesn't just codify it.

Personally, the only qualm that I have with Impulse Buys (and it's a minor one) is that it seems to focus exclusively on using character points in a cinematic fashion ‒ that is, in campaigns where the "cool factor" traditionally trumps reality. I would have liked to see a box or the like on other styles of play that impulse buys can enable, and perhaps a bit on how to tailor the earning of character points, not just the spending of them. Two examples:

• Comedy games: earn character points by getting other players to chuckle; spend character points to allow "cartoon physics" (where it succeeds if it's funny, and injuries are almost always recovered by the next scene) to override realistic physics; Schtick Points replace Wildcard Points as the currency for niché protection (not quite sure which traits would grant Schtick Points, though), and Silliness would replace Destiny as the source for "generic" Impulse Points. Cartoons are the most obvious example of this, but any campaign with a penchant for silliness could benefit (I'm thinking in particular of GURPS IOU).
• Melodramatic games: earn character points by making important discoveries about your feelings or relationships; spend character points in cases where drama trumps reality (being sufficiently motivated is often enough to ensure success or to overcome handicaps); niche protection comes from your relationships and drives (Allies, Enemies, Sense of Duty, etc.) instead of extraordinary skill, providing Relationship and/or Determination Points in appropriate circumstances.

In general, Impulse Buys are good for any game where you want players trying things (and succeeding/surviving the consequences) for reasons other than in-setting tactical or logistical considerations; and cinematic/over-the-top play is merely one example of this.
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