07-06-2022, 02:51 PM | #21 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Running a game about student PCs as a way to teach GURPS
I rather like Silver Spoon, which is a manga (and I think an anime) about an agricultural high school where one of the students is a fish out of water from the big city.
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Bill Stoddard I don't think we're in Oz any more. |
07-06-2022, 03:45 PM | #22 |
Join Date: Jul 2006
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Re: Running a game about student PCs as a way to teach GURPS
How about a game set in a castle, where the players get the roles of squires and similar sprogs?
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07-07-2022, 06:52 AM | #23 | ||
Join Date: Jun 2013
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Re: Running a game about student PCs as a way to teach GURPS
Quote:
As for the party staying together, well, it's traditional for adventurers to form an adventuring party. The academy of my setting would have encouraged this - essentially, the playable characters became friends during the classes they shared, then opted to become a "training party." You could certainly do something similar here. The party may form by choice, as in my example, or it may be something determined by a test, chance, the higher-ups of the academy. For example, the school from the first few seasons of RWBY put all the characters through a test - get launched into a random location in a large forest, then find your way to the goal and pick up an artifact, IIRC, fighting monsters along the way - and which artifact the characters picked up determined which team they ended up assigned to. Quote:
In terms of differences in background skills - like Streetwise vs Savoir-Faire, as you mentioned - those can still be useful for interacting with other students, or even with the professors/trainers, particularly if the latter are retired adventurers (or active ones who are taking a break) from all walks of life. There can also be practical exams and exercises where the characters go out and do some adventuring while under observation (that was actually meant to be what was happening for a lot of the gameplay sections of the "Adventurer Academy" story arc), in which case you can get use out of those background skills in interactions with those residing wherever serves as "town" for the exercise.
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GURPS Overhaul |
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07-07-2022, 07:14 AM | #24 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Running a game about student PCs as a way to teach GURPS
One fringe benefit of the student PCs framework in Worminghall is that it solves the classic problem of juvenile/YA fiction: How do you get the kids away from their parents or guardians/locum tenentes so that they can have adventures? Worminghall is full of boys sent away at 14 to attend classes, living in rented rooms or buying/leasing houses (if rich), with teachers around but without close adult supervision most of the time. My player characters got into occasional street brawls, explored a cave formerly inhabited by a dragon, met a lady of the Fair Folk, were tracked by brigands during trips home, and so on.
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Bill Stoddard I don't think we're in Oz any more. |
07-07-2022, 02:23 PM | #25 |
Join Date: May 2010
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Re: Running a game about student PCs as a way to teach GURPS
Regarding a group of students being a mix of classes such that some have to work, some don't—less sleep is 2 points/level, with each level giving you an extra 7 hours/week to study. Given that, it would probably be fair to say a 5-point Patron can be used to represent a sponsor who pays part of your living expenses/tuition, such that the amount you need to work is reduced by 15-20 hours per week. A 10-point Patron might be good for a 35 hour reduction. Though it raises the question "reduction from what baseline?"—Worminghall mentions most people work 10 hours per day, six days a week, but it also mentions "frequent religious holidays", which maybe means the most people aren't actually averaging 60 hours/week even if they work that much some weeks? Also I think there's some uncertainty about how much medieval folks actually worked, since it's not like they were clocking in and out of the factory.
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