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Old 01-04-2010, 12:08 PM   #1
CrimsonDawn
 
Join Date: Mar 2006
Default [DF] Weirdness Magnet in DF?

If run by the rules as they are in Dungeon Fantasy 2: Dungeons, DF campaigns are somewhat lacking in the social side, as it should be.
If Weirdness Magnet is supposed to be mostly a supernatural social disadvantage, how to handle it there? More random random encounters? Just give -2 to reactions in town, and have some minor inconveniences during wilderness and dungeon action? Something else?

I have a new DF game starting in two weeks, and there's going to be a Weirdness Magnet High Elf Wizard in the game, but I don't really know what to do with it in DF (to make it worth those points). One player thinks it could just be used (in DF) like an unpredictably working Enemy with a weird slant, but I'm not so sure that's what I want, or the Elf player for that matter.
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Old 01-04-2010, 12:23 PM   #2
martinl
 
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Default Re: [DF] Weirdness Magnet in DF?

IMO, weirdness magnet is -5 or -10 points for giving the GM an excuse to throw in whatever weird thing he wants to without further justification, with the balance traditionally made up for in bad reactions.

There is no reason you can't replace the bad reactions with other -5 or -10 point disads, like an enemy, or bad luck, or even a floating disad if you prefer. "Today, you had extra encumberance because there is a small anvil you haven't noticed in your backpack." "I didn't notice an anvil in my backpack?" "Yeah, weird, isn't it?"

Keep in mind, however, that (edit)reaction penalties(endedit) in DF do matter in several situations, and are allowed.

Also keep in mind that WM is one of those disads that GMs tend to either love or hate. If you think you will be in the latter

Last edited by martinl; 01-04-2010 at 03:52 PM. Reason: stupidity excision
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Old 01-04-2010, 12:35 PM   #3
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Default Re: [DF] Weirdness Magnet in DF?

I would say start with making sure you enforce the -2 to reactions in town, as that's a large part of the disadvantage. How you do that depends on how much your group roleplays the "in town" part of the game - if it's just accounting and paperwork and some dice rolls to see how much money everyone gets for the loot, then as far as "in town" goes, there's some background color as to WHY they lost 10% on that last transaction and that's it.

If your group likes to roleplay in town at all, try to include the kinds of events that would CAUSE a -2 to reactions, all centering around the wizard. It may not be explicitly hostile interactions with weirdos (demons showing up to find his opinion on obscure thamatological points to settle an argument they're having on an Internet message board may be perfectly peaceful, but people will still treat the wizard like he's a creepy demon summoner after seeing it).

If only to explain the reaction penalty.

"In the field" the problems might look a little more like Enemy (Rival) or Hunter.
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Old 01-04-2010, 12:36 PM   #4
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Default Re: [DF] Weirdness Magnet in DF?

being lavished attention by some trickster god or perhaps even demon seems appropriate, perhaps even a short or longterm plot issue to be resolved (and paid off).

Magical malfunctions, being sought by weird cults as 'the chosen one' (shouldn't grow into a combat encounter though) and otherwise the rule of thumb that where there is room for inopportune coincidences, it happens to him.

Note though WM is not unluckiness. Specifically 'things go wrong for you - and usually at the worst possible time' should imo NOT apply. Inconvenient oddities might happen at the worst possible time, even VERY inconvenient ones. But I think the distinguishing feature is not that things turn out badly for you, but rather that new and unexpected developments happen to you, usually in ways that aren't convenient, and perhaps sometimes dangerous, for you. To the point of damaging your social life by bleeding through to those close to you.

Last edited by B9anders; 01-04-2010 at 12:40 PM.
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Old 01-04-2010, 12:44 PM   #5
B9anders
 
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Default Re: [DF] Weirdness Magnet in DF?

Quote:
Originally Posted by Bruno View Post
I would say start with making sure you enforce the -2 to reactions in town, as that's a large part of the disadvantage.
This shouldn't be too difficult in a magical world where omens and portens could very well be quite real.

Fireflies are circling his head as they enter the village - a sure sign that phaeries are following him and mischief with him. Not a warm welcome.

If you've ever read the Wheel of Time, simply think of what happens around T'averen and emphasise the negative reactions. No one wants to toss coins with the guy where it lands on edge five times in a row. Or dice with someone who always rolls exactly the same as the other guy. Or drink with the guy who for some reason has ravens flying in through the window to sit at his table.
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Old 01-04-2010, 03:51 PM   #6
martinl
 
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Default Re: [DF] Weirdness Magnet in DF?

Quote:
Originally Posted by B9anders View Post
Note though WM is not unluckiness. Specifically 'things go wrong for you - and usually at the worst possible time' should imo NOT apply.
Not to default WM no. But "Unluckiness [-10]" is a reasonable substitute for "-2 Reactions [-10]," especially in situations where the GM thinks that the rxn penalties are unlikely to apply.

This is GURPS (or possibly Sparta) - you can mix and match things if you want.
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Old 01-04-2010, 04:08 PM   #7
David Johnston2
 
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Default Re: [DF] Weirdness Magnet in DF?

Quote:
Originally Posted by B9anders View Post
Note though WM is not unluckiness. Specifically 'things go wrong for you - and usually at the worst possible time' should imo NOT apply. Inconvenient oddities might happen at the worst possible time, even VERY inconvenient ones. But I think the distinguishing feature is not that things turn out badly for you, but rather that new and unexpected developments happen to you, usually in ways that aren't convenient, and perhaps sometimes dangerous, for you.
Frankly I find the distinction between "Unluckiness" and "Inconvenient Things Keep Happening To Me" to be paper-thin. It's a different flavour but the same basic thing.
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Old 01-04-2010, 09:20 PM   #8
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Default Re: [DF] Weirdness Magnet in DF?

The unlucky guy on the run gets in the car and breaks the car keys in the ignition.

The weirdness magnet finds a monkey in the driving seat who is rather insistent on proving its driving skills. Getting in the car with a monkey behind the wheel could provide an escape from [whatever], but potentially get you in a serious road accident as well.

That's to me an example of how they differ.
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