Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-25-2010, 10:08 AM   #1
Kage2020
 
Kage2020's Avatar
 
Join Date: Feb 2005
Location: Virginia, US
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
Kage2020 is offline   Reply With Quote
 

Tags
game mastering

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:26 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.