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Old 04-02-2020, 11:04 PM   #3
Apollonian
 
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
Default Re: Using lore skills to build a world

Quote:
Originally Posted by Refplace View Post
Interesting idea. I would apply Impulse Points to this just as I do for certain Bards, spirits, and those knowing certain powerful narrative or coincidental type magic. Since the skills may not be Wildcards (normally how I do it) apply the rules from GURPS Power-Ups: Impulse Buys and purchase a pool to draw upon.
Its similar in some ways to coincidental magic from Mage the Ascension.
That sounds like a way to discourage players from using the system, or only using the system when it will benefit them as opposed to just contributing to game play and setting building.

Personally, I've always let players toss in new facts about the setting. It's a lot less world building I have to do and it dramatically increases their enjoyment if they like world building. If I wanted to apply a cost to it, I'd probably use Serendipity as a base, and it would only apply to facts that actually benefit that player's PC. Not much point in slapping a cost on that player who only ever chips in facts about the local cuisine because his PC is a gourmand - unless that leads directly to a clue about the current mystery, or the cannibal cook who can get them into the ghoul cult's initiation ceremony undetected, or some such.
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