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Join Date: Jun 2018
Location: The Wired
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Your interpretation of Obsession seems like a decent one, but I'm not getting it from the text at all. I would ask how you're getting from "all actions" to whatever specific subset of actions you believe that clause to refer to, but I know that would be missing the point, so instead I'll ask: What is the point? What should the text say instead of "You must justify all actions as an attempt to forward your goal," if that isn't really what it means? |
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#2 | ||
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Join Date: Jun 2006
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If you have goals but don't give up on a normal life, and can say "you know what, that should work but is just too dangerous/costs too much, I'll wait for a better opportunity" then your goals are probably worth zero points. Well OK, most GMs will allow you a quirk for just about any goal that will come up in play, but close. Quote:
It's a [role playing][game] for a reason - slavishly following the letter of the rules gets the [game] part, but that other element matters too. That is, there really is nothing the wording "should be", all traits are necessarily more flexible than you can put into a short description. It's true GURPS managed to simultaneously fuzz that up and make it even more vital with the introduction of Enhancements and Limitations, but it's still a key insight to being able to play any game in a way that doesn't convince half your group you are a munchkin rules lawyer out to ruin the fun.
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-- MA Lloyd Last edited by malloyd; 10-27-2022 at 06:14 PM. |
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#3 | ||||||
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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#4 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#5 |
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Join Date: Sep 2007
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If read literally and taken to absolutes, nearly all mental Disads in GURPS are unplayable. As noted upthread, that can be taken as an indication that you shouldn't read them that way.
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#6 |
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Join Date: Aug 2004
Location: Pioneer Valley
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(shrugs) Yeah, it's extreme. (And as such, is badly lowballed in terms of point cost.) That's why it's not a suitable disad for PCs. I don't allow it in my campaign, and therefore don't worry about it. Problem solved.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#7 | |
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Join Date: Jan 2008
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That's not how Obsession is written in GURPS but it is how it should be written, and how it is in fact written in Dungeon Fantasy. A single goal dominates your life and thinking. Make a self-control roll whenever you believe (rightly or wrongly!) a course of action would bring you even a bit closer to this. Failure compels you to pursue that path regardless of the consequences. |
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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No it doesn't. As worded, all it does is permit every action which would further the goal.
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#9 | |
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Join Date: May 2007
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This is odd from a characterizations standpoint; it is bad from a game design standpoint because it means it's mostly a trait that locks you out of adventures rather than complicating the ones that do occur. I think, as discussed up-thread, the best thing to do is to play it as if it said "While the obsession need not consume your every waking moment, whenever an apparent opportunity to advance it arises, you must make a self-control roll to avoid pursuing this opportunity even if it means neglecting your duty or walking into an obvious trap". That's easily enough complication to be worth 5-10 points, and it's more interesting, more psychologically plausible, and less hostile to game participation. EDIT: Come to think of it, a disadvantage of that nature really should exist even if Obsession does something else.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 10-28-2022 at 01:17 PM. |
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#10 | |
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Join Date: Dec 2007
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