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#13 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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One possible approach:
Consider a GURPS Action-style campaign. The GM requires that everybody have three wildcards:
However, they can always use BAT! for ordinary action-story stuff that suits the campaign even if it's outside their role: driving cars, punching people, shooting handguns, sneaking around, using standard tech (like computers, flashlights, and phones) creatively, and so on. And they can use their personal wildcard whenever the player can make a good case for the hero having done something similar in their backstory . . . and for hobbies. So if Alexis is a globetrotting wine snob and ballroom dancer who spends their spare time on yachts, they can whip out Boating, Connoisseur (Wine), Dancing, and a boatload of Area Knowledge and Current Affairs specialties, among other things. But the best part is that BAT! can be used to enhance the template wildcard (so someone with high BAT! is good at shooting but someone with Shooter! and BAT! is better), and that personal wildcards can be used to enhance either with one of the more modest bonuses suggested in GURPS Power-Ups 7 (so it always helps but never as dramatically). Moreover, WP from all three go into a common pool, which can power up any of the wildcards in a suitable situation. Notably, this pool can be used to invoke Law of the Instrument; e.g., Sam could burn 2 WP from their pool to let Sam! work as Wheel Man! to do cool car stuff in a chase, the argument being something like "Well, Sam loves tech and plays a ton of Need for Speed, so duh!"
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| bang skills, kromm explanation, power-ups 7, wildcard skills |
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