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#1 |
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Join Date: Jul 2023
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Have you guys ever gave 100, 150 or more character points for each player at once? That will happen in my upcoming campaign 3 or 4 times, with different amounts. I’ve been thinking of 50 as the minimum and 250 as the max, but I would really appreciate your experiences with it.
This would happen after they take down specifically powerful “BBEGs”. The more powerful they are, the more points they give. Example: Lets say Big Bob is worth 1125 character points but the set is worth 1000. If the players kill Big Bob they’d have 1000 for themselves (divided among the players would give 200 each) Ofc I would not count the NPCs point, but eyeball it. Last edited by Doppă; 10-08-2024 at 08:18 PM. |
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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I have not, though I have held off letting players spend points till an appropriate time. That measn that sometimes they save up a lot then spend a bunch at once. That is especially good in a Supers campaign where you have large jumps in growth.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#3 |
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Join Date: Aug 2014
Location: Snoopy's basement
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I have never given that many CP at once. I usually give 2 points per session, with 'realism' constraints on how that is spent. At the end of an adventure arc I have may give from 10-25 points. Maybe sometimes with the addition of narratively appropriate Advantages (typically Social ones).
The most I've seen a GM give is 50 CP, and he was contemplating a significant shift in tone, practically moving the PCs to a new campaign (albeit in the same setting several in-game years later). |
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#4 |
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Join Date: Jun 2006
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Not that many. At least not as a choose your own - I do sometimes hand out specific advantage, and sometimes those can be worth a lot of points.
I suspect the main problem with handing out big chunks of points the players can spend on anything is you are basically committing yourself to repeating the campaign startup session. Your players will spend a significant period of time deciding what to spend them on, and you are going to need time to consider whether all those choices are problematic in some way - obsolete one of the other characters, break something when combined with the traits they already have etc.
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-- MA Lloyd |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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I've seen it done for origin stories (build your normal human; okay, now we have an origin story where you turn into a vampire or some such), or for specific advantages gained in play (guess you're all Very Wealthy now, gain 30 cp), but giving out a package of points without strong restrictions on how they get used will take in ordinate amount of time.
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#6 |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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If you do this, expect a shift in the kind of game you're running. It would be like going from the Wonder Twins to Superman, permanently, in an instant.
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#7 | |
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Join Date: Oct 2005
Location: Earth
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Quote:
I would only consider the OP's situation if the large lump represented some Signature Gear points for assets for each individual warrior (fighter craft? mounts? similar power gear{magical/superscience gear}?) or as other posters suggest, a paradign shift for the campaign (all become vampires? All get Super-radiation bath? all seem to die but meet 1000 years later in five different ways...) Or just adding a new team feature such as DR(Ablative, Force Field, Gadget)50 [50], To that, remember strictly the Rules As Written for noncinematic learning of skills not used is 200 hours of training and THEN you can spend 1cp to learn/improve a skill not used during the adventure (p.B292). (800h for languages! p.B25) OP has not described the campaign setting (it sounds supers?)As a GM I hope you have some "plan" for what those points would mean to each character, either adding a Lens or some specific place they will spend the points -- ... Thinking about RPGs, when defeating a new boss with a scary power the player often gains a variant of that power (or or on a run-up have to seek an ability to more easily defeat foes of the realm, mega-man style...(all our supers now have a new power technique to add "ice" to attacks now) Sometimes new training that adds "affects insubstantial" on powers, and eventually adding levels of +Cosmic to them could be in such steps to counter foes once defeated.
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
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#8 | ||
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Join Date: Jun 2013
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Quote:
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GURPS Overhaul Last edited by Varyon; 10-10-2024 at 02:31 PM. |
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#9 | |
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Join Date: Jun 2022
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Quote:
I'd love to hear how this turns out. /thumbsup.jpg |
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| gm tips, gurps 4th, running campaigns |
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