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Old 12-25-2010, 10:08 AM   #1
Kage2020
 
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Default Metagame 'tricks' in GURPS?

While I consider GURPS my "home" or "go-to" system of choice, I like to take a gander at other systems, not with an eye to playing them but because something about their setting appeals to me or because I've heard good things about the mechanics. In the latter case, not only do I like to appreciate some well written mechanics, but I also like to pilfer them where possible.

As a quick example, from Amber DRPG I liked the idea of "player bribes." I'm not saying that it was unique to the system, just that it was the first place that I encountered it and, well, I liked the idea. For the most part, the pilfering from different systems has mostly taken the form of method as it contributes to what I see as improvements to the experience of character generation, and especially so when dealing with online campaigns (which is what I'm mostly restricted to). There's nothing wrong with the approach in GURPS, of course. The whole templates, setting-restricted materials (ads/disads/skills, etc.), etc. is all just peachy. This is just something that I like.

Moving on to the point of the thread, though, at the moment I've been taking a look through Smallville and am liking some of the cooperative background creation, but also the Dresden Files and thus one of my first encounters with the FATE system. There's a whole lot of "meta" in there with regards to Fate chips, etc. Going beyond that, taking a gander at Deathwatch, the idea of the different tactical modes (Squad, Solo) is intriguing regardless of quite how this is handled in-game.

And there's the question: Has anyone been inspired to introduce some "metagame" element, perhaps inspired from a system, to suit your particular style of play? For example, perhaps you like a Group Karma system whereby players can, say, chip in CP that can be used for the benefit of players at specific points, or as a "resource pool" for development of group contacts, allies, or whatever? Or maybe the Good Stuff/Bad Stuff gets your RP juices flowing and players can have Good Stuff (saving up CP) to represent a sort of temporary Luck, whereas Bad Stuff (point burden, or over-expenditure) can be Bad Luck, Weirdness Magnet or just generally just if something is going to go wrong, then the bottle is going to stop spinning on that PC?

Obviously this little quirks aren't going to work for everyone, but as I read through the different systems I realise that they could be useful to some groups in some genre or flavoured games.

Anyway, that got me to wondering whether anyone has done this and, if so, what you've done. Or do you think that this is a bad idea universally, just for you and/or your group, or any combination therein?

This email is brought to you by good holiday spirit and reading through Dungeon Fantasy that really got the 'ole nostalgia flowing. :D

Kage
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Old 12-25-2010, 10:51 AM   #2
thalassogen
 
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Default Re: Metagame 'tricks' in GURPS?

I imported "bennies" from Savage Worlds and changed only how they are spent during the game by setting 1 benny = 1 CP in Buying Success.

- CP are earned by overcoming obstacles or by completing missions/quests/etc.
- Bennies are earned by roleplaying (especially entertaining depictions of disadvantages), good ideas, etc.
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Old 12-25-2010, 02:11 PM   #3
Christopher R. Rice
 
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Default Re: Metagame 'tricks' in GURPS?

Quote:
Originally Posted by Kage2020 View Post
While I consider GURPS my "home" or "go-to" system of choice, I like to take a gander at other systems, not with an eye to playing them but because something about their setting appeals to me or because I've heard good things about the mechanics. In the latter case, not only do I like to appreciate some well written mechanics, but I also like to pilfer them where possible.

As a quick example, from Amber DRPG I liked the idea of "player bribes." I'm not saying that it was unique to the system, just that it was the first place that I encountered it and, well, I liked the idea. For the most part, the pilfering from different systems has mostly taken the form of method as it contributes to what I see as improvements to the experience of character generation, and especially so when dealing with online campaigns (which is what I'm mostly restricted to). There's nothing wrong with the approach in GURPS, of course. The whole templates, setting-restricted materials (ads/disads/skills, etc.), etc. is all just peachy. This is just something that I like.

Moving on to the point of the thread, though, at the moment I've been taking a look through Smallville and am liking some of the cooperative background creation, but also the Dresden Files and thus one of my first encounters with the FATE system. There's a whole lot of "meta" in there with regards to Fate chips, etc. Going beyond that, taking a gander at Deathwatch, the idea of the different tactical modes (Squad, Solo) is intriguing regardless of quite how this is handled in-game.

And there's the question: Has anyone been inspired to introduce some "metagame" element, perhaps inspired from a system, to suit your particular style of play? For example, perhaps you like a Group Karma system whereby players can, say, chip in CP that can be used for the benefit of players at specific points, or as a "resource pool" for development of group contacts, allies, or whatever? Or maybe the Good Stuff/Bad Stuff gets your RP juices flowing and players can have Good Stuff (saving up CP) to represent a sort of temporary Luck, whereas Bad Stuff (point burden, or over-expenditure) can be Bad Luck, Weirdness Magnet or just generally just if something is going to go wrong, then the bottle is going to stop spinning on that PC?

Obviously this little quirks aren't going to work for everyone, but as I read through the different systems I realise that they could be useful to some groups in some genre or flavoured games.

Anyway, that got me to wondering whether anyone has done this and, if so, what you've done. Or do you think that this is a bad idea universally, just for you and/or your group, or any combination therein?

This email is brought to you by good holiday spirit and reading through Dungeon Fantasy that really got the 'ole nostalgia flowing. :D

Kage
Plot Points (i.e. Player Bribes can be found in Powers p. 192 under the Box Heading GM Bribery).

I have a couple of systems Kage, I'll email them your way and you can take a gander.

Ghostdancer
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Old 12-25-2010, 03:59 PM   #4
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Default Re: Metagame 'tricks' in GURPS?

Thanks, Ghostdancer.

There are a number of options in GURPS, of course, but I was just wondering if people had imported other options, be those for the individual player/PC or the group. :D

Kage
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Old 12-25-2010, 04:49 PM   #5
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Default Re: Metagame 'tricks' in GURPS?

I use a system I call Drama Points (or, less formally, Drama Cards or Drama Chips, depending on what tokens I'm using for them at the time). They let people mess with die rolls. They are also character points. When you use one on a roll, you're also spending it on the skill/attribute involved in the roll.
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Old 12-25-2010, 05:20 PM   #6
Christopher R. Rice
 
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Default Re: Metagame 'tricks' in GURPS?

Quote:
Originally Posted by Kage2020 View Post
Thanks, Ghostdancer.

There are a number of options in GURPS, of course, but I was just wondering if people had imported other options, be those for the individual player/PC or the group. :D

Kage
No Prob, check your email when you have time.

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Old 12-26-2010, 12:38 PM   #7
Kage2020
 
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Default Re: Metagame 'tricks' in GURPS?

Checked and... interesting. I would still be interested in hearing peoples' experiences in their own additions to their games, but that's an interesting document to look through to save myself some slogging. :D

Kage
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Old 12-26-2010, 02:43 PM   #8
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Default Re: Metagame 'tricks' in GURPS?

I have played in games GM'd by Greenneck, where we have had a Luck stat. It went up if you roll a 3 or a 4, and it went down if you rolled a 17 or 18. He would use success/fail numbers from rolls against this stat to help determine who the mutant crocodile would attack, on whom the piano would fall etc.
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Old 12-26-2010, 03:04 PM   #9
Kage2020
 
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Default Re: Metagame 'tricks' in GURPS?

That sounds like a randomised variation of the karma concept, or what we used to refer to as the "luck die," or were the GM would make us all roll a die (oh, how appropriate a word) to see who the detritus came down on.

Did you find that a fun mechanic or too arbitrary? Perhaps not tied into the choices in-game, or, alternately, great because it didn't punish you for those choices?

As always, though, thanks for the responses. I'm just exploring options for the "underground living" setting and enjoying reading through how other systems achieve something and how they might be integrated into GURPS (if I wanted; as an option) in an interesting fashion.

Kage
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Old 12-26-2010, 03:39 PM   #10
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Default Re: Metagame 'tricks' in GURPS?

Quote:
Originally Posted by The Benj View Post
I use a system I call Drama Points (or, less formally, Drama Cards or Drama Chips, depending on what tokens I'm using for them at the time). They let people mess with die rolls. They are also character points. When you use one on a roll, you're also spending it on the skill/attribute involved in the roll.
I like that one.
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