04-06-2011, 02:37 PM | #21 | |
Join Date: Jan 2008
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Re: Creating a Cursed Were-Creature?
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04-06-2011, 03:18 PM | #22 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Creating a Cursed Were-Creature?
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04-06-2011, 03:18 PM | #23 |
Join Date: Oct 2007
Location: Vermont
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Re: Creating a Cursed Were-Creature?
Seizures, Flashbacks, and Combat Paralysis might be better examples of canonical disadvantages that take control of the character away from the player.
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04-06-2011, 03:52 PM | #24 |
Join Date: Sep 2004
Location: Canada
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Re: Creating a Cursed Were-Creature?
Berserk starts with limited control, and then goes rapidly downhill from there as you start axe murdering your companions. The fact that the player, at that point, is technically still "controlling" the character is sort of a moot point. Your gross actions are very VERY tightly scripted when berserk - you only get to pick the fine details of how you're murdering people.
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04-06-2011, 03:57 PM | #25 | |
Join Date: Apr 2011
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Re: Creating a Cursed Were-Creature?
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I probably wouldn't let a character take Berserk either though without a means of controlling it. It just puts the party in a bad situation where they might be forced to kill another party member. |
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04-06-2011, 09:35 PM | #26 |
Join Date: Mar 2008
Location: LFK
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Re: Creating a Cursed Were-Creature?
And that's certainly your prerogative as a GM, but there are plenty of already canonical disadvantages that take the PC out of play (hell, Disciplines of Faith: Monasticism requires the PC to spend 75% of his time sequestered away from the world).
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04-06-2011, 10:06 PM | #27 | |
Join Date: Apr 2011
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Re: Creating a Cursed Were-Creature?
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The only disadvantages I found that were similar to this were repogrammable and slave mentality, and both of those are recommended to be limited to NPCs. |
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04-06-2011, 10:24 PM | #28 |
Join Date: Sep 2005
Location: Arizona
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Re: Creating a Cursed Were-Creature?
Just because you don't trust your players to run a character like the one proposed doesn't mean they couldn't. And if JCerwen has a GM that's willing to have a go, then good on him. The NPC in your game might very well be a PC in my game, even if you don't agree with it. And calling a character in a TV show an NPC without you being the actual writer of said show is arrogant and dismissive.
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04-06-2011, 11:00 PM | #29 |
Join Date: Apr 2011
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Re: Creating a Cursed Were-Creature?
It's perfectly fine if he plays something like this, but even if he is I don't think it's worth points. The problem is that most other disadvantages have a constant disadvantage. This essentially just transitions him to a PC. There's no constant disadvantage, or even a disadvantage when the player is controlling the character. There's not even the disadvantage that a standard werewolf has where they need to lock themselves away at night because the equivalent would be locking himself away all the time.
It just has a lot of problems that are fundamental to the concept. If you want to play it and your GM is ok with it go ahead, but if everyone isn't completely on board with making this work then you're going to run into serious problems. Also, I'm not sure what "And calling a character in a TV show an NPC without you being the actual writer of said show is arrogant and dismissive." is supposed to mean. The NPC/PC division is limited to roleplaying games. Organized stories tend to be based around primary/secondary characters where we see what the primary characters are doing and can figure out what the secondary characters are doing from that. 90% of the scenes with Oz were based around him walking into an active scene and doing something or just sitting there while the active characters interact. If you are going to put him in an RPG then he's pretty clearly NPC material (except for a couple episodes). |
04-07-2011, 03:09 AM | #30 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Creating a Cursed Were-Creature?
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-JC |
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Tags |
alternate form, disadvantage, split personality, unconscious only, uncontrollable |
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