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#1 |
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Join Date: Jun 2005
Location: Lawrence, KS
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I think in GURPS terms what you're talking about seems a lot like a Delusion, worth negative points. If faith makes no difference in the game, it's no more than a zero point feature, and it would then be something you roleplay because you choose to.
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Bill Stoddard I don't think we're in Oz any more. |
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#2 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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A Feature (or Delusion) would be similar to the third case I described. But I'm more interested in the first two cases, i.e. where there is no [conclusive] evidence that would [reliably] confirm or deny the hypothesis that a supernatural power (or equivalent) to has an effect on the natural world.
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#3 | |
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Join Date: Jun 2006
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Quote:
A game needs rules, and if there are any differences in effects between characters for them, you need to tell the players at least the outline of those rules when they are opting in or out of them in order for them to be fair. "This trait it may or may not do something" either cheats everybody who took it (or didn't), or it has a fair cost, and if it has a fair cost, it's automatically relatively apparent if it will have much effect or not.
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-- MA Lloyd |
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#4 |
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Join Date: Sep 2013
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I've played a character who was a devout christian in a grimdark historical fantasy setting. He had no supernatural advantages but his faith served as a justification to make him rather minmaxed to fit the "martyr" stereotype - absurdly hard to kill or intimidate, with strong social skills, but insignificant in a fight and almost pathologically selfless and naive.
That was fun for me because I am the method actor/tactician type of player. My fun isn't particularly tied to my character's success in absolute terms, and I enjoy the challenge of overcoming handicaps more than the glory of being the most effective member of the party. If you want faith to have concrete game mechanical effects while still capturing the feel of genuine faith, you want to use subtle mechanics like rerolls or serendipitous coincidences, or things like GURPS's higher purpose and daredevil advantages, where the faithful can't count on any particular concrete effect but just do better across the board when acting according to their faith.
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GURPS Self-Improvement: Recent gains: Scaling (default+1) [2], Immunity (COVID-19) [1] Current goal: improve Mandarin from Broken/None [1] to Accented/Broken [3] |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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I'm not sure what distinction you're making between 'having' faith and 'roleplaying' faith. In general, if 'faith' has a meaning, its effects can be either direct (if you have faith, you get plusses) or indirect (if you have faith, certain entities react differently towards you). Note that faith can have indirect effects even if there are no supernatural forces associated with it (entirely mundane entities might still care about your faith), it's just that supernatural entities often have supernatural means of detecting your faith.
However, if you're charging points for faith, it should have reasonably defined concrete effects. Even if the only concrete effect is "you detect as faithful". |
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#6 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Why is the player expected to have faith?
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| belief, faith, metagaming |
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