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#11 | |
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Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Stuff from The 'Forge'/ Indie games or the IPR world likely doesn't work that well with GURPS. GURPS is a traditional roleplaying game. Now if what you really want is to streamline things so its easier for you to GM a GURPS game session or two - thats already very doable with GURPS as it is. One player could makle up some aspects of the game world ahead of time and e-mail it to you and the rest of the group, another player could coordinate making the characters and character sheets with the GCA - things like that. You would still be the one in control as the GM, you just had some of the lkegwork and research done ahead of time. - Ed Charlton
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Take me out to the black Tell them I ain't comin' back Burn the land and boil the sea You can't take the sky from me.... A vote for charity: http://s3.silent-tower.org/TheKlingonVotes/index.html |
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#12 | |||
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Join Date: Aug 2004
Location: Edmond, OK
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The thing is that I am so familiar with GURPS, and I so love the simulationism of it, that in the long run, I don't want to abandon it when I decide to run other more narrativist systems. It seems like GURPS could accommodate narrative mechanics, and that's the purpose of the original post. |
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#13 | |
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Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Also, give up on using the term 'Narrativist'. One time in the Roleplaying In General section we had a thread that discussed GNS theory and all that stuff. I kind of remember Kromm and a few others got in there and said things to the effect that GNS and GURPS don't mesh well. On other forums folks complain that GURPS is too Narrativist already. My response is that I think GURPS is just fun if run with the right attitude. Also, if you think GURPS is a bit complex - there are plenty of shortcuts and tricks that GURPS GMs have come up with over the years that make it run faster. Believe it or not 3 by 5 cards and 4 by 6 cards help a lot during a game session - especially for back * forth idea sharing and questions between players and the GM. If you want - PM me and I tell you how I run my Combat scenes in a way so that players hardly even notice the mechanics of it all. Another thing you can do is to focus heavily on the characters once your players and you have created them. - Ed Charlton
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Take me out to the black Tell them I ain't comin' back Burn the land and boil the sea You can't take the sky from me.... A vote for charity: http://s3.silent-tower.org/TheKlingonVotes/index.html |
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#14 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I honestly think the best way to implement more FATE-like mechanics is to use already established GURPS mechanics whenever possible. I mean, Qoltar's right, you can create a more narratively focused game by giving PCs Luck, Serendipity, Destiny, or using CP for flesh wounds, rerolls, etc.
The problem (in my mind) is that these mechanics aren't tied into roleplaying your character well. I mean, sure, my Spiderman character has Serendipity, but he gets to use that regardless of whether I'm playing him as the smart-talking webhead we all know and love or as a grim Punisher clone that doesn't represent the disads on my sheet. Sure, I'll get docked CP at the end of the session if I have Spidey go around shooting people in the head during the session, but wouldn't it be nice if there was a way to reward players mid-game for roleplaying well? As previously mentioned, I find awarding CP tends to rapid inflation in characters, and plus I want the players to be hungry for more rewards, so I want them to use whatever I'm rewarding them with instead of hoarding them. Perhaps players could even use the eeps to power Ultra-Power style abilities from Supers or something. I really think having some sort of "X Point" (Fate, Luck, Hero, whatever) that is awarded mid-game for sticking to the traits on your sheet works well. However, I don't think they should stand double-duty as both character improvement eeps and narrative control eeps, as it encourages players to give up one to pursue the other. I think you could scale what precisely the Luck Points allow you to do depending on genre. In Supers games they allow you to use Ultra-Power, in Pulp games Seredipity, while in more realistic games they just let you use Luck. |
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#15 | |
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Join Date: Aug 2005
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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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#16 | |
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Join Date: Aug 2004
Location: Edmond, OK
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#17 |
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Join Date: Jun 2005
Location: Lawrence, KS
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I am not able to talk about narrativism in GURPS, because I have read Forge material on GNS, and I have not been able to get even a general sense of what any of the three key terms means. Gamism doesn't have much to do with my concept of "game," narrativism has almost nothing to do with my understanding of narrative, and simulationism is radically in conflict with my understanding of the proper methods of simulation. So I don't think I can contribute productively to a discussion in those terms.
More concretely, you seem to be asking for a way to get interesting narrative elements to emerge from an rpg by providing game rules that generate such elements. That seems really odd to me. If anything, I would call it a "gamist" attempt to simulate "narrativism" without actually engaging in narration, by coming up with rules that substitute for the narrative art. What do I mean by the narrative art? Well, take my just ended supers campaign. One of the players created her character with an Enemy of equal but different powers: Nemesis, her character, was a woman who had been granted strength and combat skill by Ares (the gifts of Achilles) and commanded to wage war against a man who was granted intelligence and strategy by Athene (the gifts of Odysseus) until one of them won. Well, I brought him in as a hidden mover of a series of attacks on her superteam—but eventually I had him decide that if the team could defeat high-end supers, they had a shot at defeating gods. So he and the whole team went to Olympus and defeated Ares and Athene in battle. And just as they fell, I had the titan Prometheus come through and call on Zeus to surrender his throne to his successors: Not a new generation of gods, but mortals of godlike power, as Prometheus had long ago prophesied. Now, the whole storyline emerged from things that were on Nemesis's character sheet. She had bought Aegis as an Enemy; she had bought the gods as a power source; she even had her character under a curse from Aphrodite for her rejection of love. But turning them into a meaningful story meant my taking a theme that the player had given me, and coming up with incidents that suited it . . . and that's what I think of as "narrative." You get it not from rules, but from going away and thinking about the PCs and the game until things pop up from your subconscious. That's not to say that there aren't useful rules for letting players shape the narrative a bit more. I admire greatly, for example, the use of drama points in Buffy the Vampire Slayer and of FUDGE points in FUDGE. I'm just not sure whether I'd call them narrativist. . . . Bill Stoddard |
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#18 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Yeah, I'm not really up on the Forge aside from knowing it's a website on which pretentious people discuss RPG design. But I thought it was fairly clear what the OP was asking about.
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#19 |
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Join Date: Feb 2008
Location: Idaho
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Don't get me wrong, I like the GNS idea, just not the way FORGE describes it.
As they see it, narrativist play is simply letting the players power the story largely independent of the GM, and (a bit more specificly) trying to dominate the other players into following *their* storyline. I don't agree with that. Of course, by their accounting, I'm a simulationist. I build the world. The players tell the story of their characters within that frame. This also makes me a narrativist. Except that it doesn't. (There's WAAAAAAAAAAY too much mental masturbation over there.) If you want to run a sandbox-style game, GURPS is wonderful. You don't need to go thumbing through a monster manual or try to modify rules on the fly. It's when you want to abandon the frame that things start to fall apart. |
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#20 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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| Tags |
| narrativism, universal |
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