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#13 | |
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Join Date: Aug 2005
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Quote:
What of the above is impossible/incompatible with GURPS, barring a) players who cannot be trusted with that kind of power (which is as much, if not more, of a problem for games where the above is in the actual rules); b) players who accept neither deviation from the rules as written nor results that could be decided with a roll of the dice being decided by GM fiat; c) control freak GMs will not allow the players to add anything to his world, except possibly PCs, appropriately edited; d) and so on? Unless my players have explicitly been keeping track of their bullets (e.g. filled-in boxes on a scrap of paper), they are in danger of running out, or at least need reloading, if they're been firing a lot, if it would be interesting/dramatic, if I realise it and if I think I can get away with it. While there's obviously a big difference between "I describe the consequences of the hit" and "I describe to consequences of the hit that did 7 points of damage", I have little problem leaving the description to the player. If the player can techno-/bio-/clio-/legal-/whateverbabble something while referring to a character's relevant skill (possibly following a successful roll) and it and it fills in blanks or sounds better than what I wrote, why not. Heck, some of the campaign ideas I've been fiddling with (for GURPS) are partially built on that very idea. etc. I am a rather enthusiastic handwaver. |
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| Tags |
| narrativism, universal |
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