10-18-2011, 10:54 AM | #91 | |||||||||
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Re: Player Paranoia and Character Surprise: How to GM
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1. You don't need skills to do a lot of basic stuff.My statements were about point #1, mainly. I wasn't saying that anybody needed enough skill at every one of these areas to be an expert. I was saying that most PCs need enough points in a few of these areas not to be incompetent, because GURPS is by default a harsh system that doesn't let you do a lot of things that other games call a basic attribute roll or otherwise treat as non-skills. A lot of what you said gets #2 wrong, too. Skills in GURPS can reflect training, sure, but also natural aptitude. That's why we did away with the link between points in skills and age, in fact. In general, having a skill level just means you aren't incompetent. Only having a high skill level suggests actual training. Quote:
Please remember that I'm talking about how the game actually works, not how you run it. Skills do not degrade in GURPS unless you're using the optional rule on p. B294 (clearly marked as "optional," too), which outright says that it's poorly suited to most campaigns. Regardless, that rule holds only in play; starting characters can have whatever skill levels they can afford. Quote:
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Your later claims here suggest that you've misread First Aid as being the skill of a fully trained medic. It isn't . . . it's just the skill of knowing that what to do with the bits found in a typical first-aid kit. In real life, most moms have at least this much knowledge; I was pointing out that in GURPS, they don't without a point in a skill. Again, it's a harsh rules set that doesn't give the typical person any competence at anything. Quote:
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— Remember, I'm not here to talk about house rules or how things should be. I'm here to explain the game's actual design – what's written in the rules and what the designer's meant by it. As one of the authors of the game, I'm in a good place to do that. You're free to disagree for your campaign, but you can't really call what I'm saying "wrong" when it's clearly what the rules are saying.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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10-18-2011, 11:20 AM | #92 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: Player Paranoia and Character Surprise: How to GM
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I think there are two different continua that are involved in this conversation (perhaps even more). Realism vs. Heroism Few skills vs. Many skills. You, oldgringo seem to be a Realism/Few Skills GM. You think having few skills is the more realistic thing to do, probably you value people relying on defaults a lot...and that you like realism as a value. kromm seems to be a Heroism/Many Skills GM. He seems to like players having a wide variety of skills and see that being part of a heroic value set for his games. I have seen GMs here who are Heroism/Few Skills...they tend to find Heroic games work best for them with fewer skills...perhaps with bang skills. I am generally a Realism/Many Skills GM. I think realism is better reflected by having people have more skills to reflect their entire lives. So I don't think that anyone is wrong, it is just a matter of preference. Though recently I was possibly going to join a game run by a Realism/Few Skills/Stat Normalizer GM. I was drawn to his Realism values...but then I learned about his Few Skills/Stat Normalizer values. I didn't play the game. A GM that expects most of the players to be unskilled in most things, and sitting around 12s for things they are skilled in, spending most of their time trying to get positive TDMs by taking more time, etc...that isn't my cup of tea. But I appreciate that it is the cup of tea of others. I just think it is most important for people to know what their values are and then be able to articulate those values clearly so that people can decide if they are compatible with each other gamestyle-wise. |
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10-18-2011, 11:54 AM | #93 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Player Paranoia and Character Surprise: How to GM
I think that really sums the matter up right there.
There are statistics about what the average person in a given society can be expected to know. But then there are statistics about what the average person who goes in harm's way can be expected to know; and there are requirements for what such a person needs to know. Neither of those is equivalent to the "average person" level. At the very least, in many campaigns, the heroes are going to need to be somewhat unusual people who put themselves in harm's way, whether cops, or soldiers, or explorers, or supers, or knights on a quest. And unless part of the intended drama is watching the heroes struggle with tasks that they really don't know how to do, it will better serve the focus of the story—the theme—to let them be competent at the incidental tasks, and test them against the primary tasks. That's why GURPS Supers has "no nuisance rolls" perks, for example. Now, in a horror, or apocalyptic, or survival campaign, having people struggle to survive without the necessary skills can be perfectly thematic. It just will produce a different effect. Bill Stoddard |
10-18-2011, 12:19 PM | #94 | |
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Re: Player Paranoia and Character Surprise: How to GM
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However, Fourth Edition is still a generic game. An interesting thing about generic games is that you can't assume an era or a nation, or even a species or a planet. A designer must present things in as neutral and background-free a manner as possible. This means not assuming a working grasp of anything much on the part of the PCs. One upshot of this is that no matter how adventure-oriented and heroic things get, nobody has any competence they didn't pay for. There's a conflict inherent in these two views, however. On one hand, adventure heroes are typically capable, and rarely held up by simple challenges like "I don't know how to drive" and "I have no idea how to find information." They are not experts at everything, but they aren't utterly worthless at very basic tasks, either. On the other hand, a generic system doesn't make any assumptions about what "basic tasks" means. To bridge that gap, one needs to make lists of skills that all human adventure heroes on Earth should probably have. That's all I was doing in my post way back when. Somewhere along the lines, though, I was misread as saying, "Every realistic PC in any game needs all of those skills at high levels." My actual intent was more like, "All classic adventure heroes need one skill off each of several lists at better than the zero-cost default level." The contrasts are manifold.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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10-18-2011, 03:41 PM | #95 |
Join Date: Aug 2004
Location: Copenhagen, Denmark
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Re: Player Paranoia and Character Surprise: How to GM
When I design a character for a modern campaign (or a modern character for a fantasy campaign) I like to make him an amateur pentathlon athlete. Shooting, swimming, fencing, riding, and running -- that's a good start ;-).
Hans |
10-20-2011, 06:52 PM | #96 | |
Join Date: Oct 2005
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Re: Player Paranoia and Character Surprise: How to GM
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." Last edited by Lord Carnifex; 10-20-2011 at 06:58 PM. |
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10-22-2011, 06:17 PM | #97 | |
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Join Date: Oct 2007
Location: Europe
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Re: Player Paranoia and Character Surprise: How to GM
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Many RPG rules systems offer players an alternate route of creating a character who is less stuff-dependent than the norm. In GURPS you get the choice of unarmed combat skill vs weapon skill, e.g. Karate vs Sword or Karate vs Guns. Karate skill costs more than the regular skills, and furthermore is less efficient, especially against armour. The benefit is you can always fight; your weapon cannot be taken away from you; you always have it with you. The only downside of a gun is monetary acquisition cost, which is on average trivial, and the risk of running out of ammo, strongly mitigated by the possibility of looting ammo from fallen foes if using a standard caliber. A sword has only the drawback of breaking (the gun might also jam, but usually that's a more temporary problem than a broken sword). In Hero System, using the Ultimate Skill suplement, a player can purchase Penalty Skill Levels for using improvised equipment, to make a MacGyver-type character who can solve problems using scrounged gear, e.g. using a sewing needle or a splinter of steel to pick a lock, without facing the regular rules penalty for not using proper gear. There's no "versus" here, simply a trait the player can purchase if he wants to achieve this effect, with the alternate to this effect being to spend those points to buy more normal skill. In Sagatafl, most spellcasters carry a Focus item to reduce the Roll Difficulty for a subset of spellcasting attempts (e.g. Fire Magic or Black Magic), but an alternative choice is to have an Internal Focus, which has the same effect but costs more Essence (so that typically the RD reduction you can afford is smaller). Think of it as GURPS' Magery with a Gadget Limitation, vs Magery with no Limitation. In each case, the player can make a choice to make his character resistant to stuff-deprivation, but if stuff-deprivation never happens, then that player's character suffers, due to being less efficient throughout the entire campaign, whereas if stuff-deprivation does happen once in a while, then the character gets to show off his resistance to it. Visualize a 10-session campaign. Matt makes a regular style character, who is stuff-dependent, and Peter makes a character who is entirely resistant to stuff-deprivation. If stuff-deprivation never happens, then in each session, Matt kicks 10 units worth of butt, and Peter kicks 8 units worth of butt. Total 100 vs 80 butts kicked. If stuff-deprivation happens twice during that 10-session campaign, then in those two sessions Matt kicks 5 units worth of butt, while Peter still kicks a consistent 8 units worth of butt in every session. Matt: 90 units worth of butt, Peter 80 units worth of butt (but with a non-flat graph) If stuff-deprivation happens in seven of those 10 sessions, Matt's score is a paltry 65 and he has a legitimate grievance against the GM. But so does Peter if stuff-deprivation never happens. |
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10-22-2011, 06:20 PM | #98 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Player Paranoia and Character Surprise: How to GM
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10-22-2011, 06:27 PM | #99 | |
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Re: Player Paranoia and Character Surprise: How to GM
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The important distinction here, of course, is between traditional warriors and efficient adventurers. |
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10-22-2011, 06:43 PM | #100 | |
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Location: Europe
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Re: Player Paranoia and Character Surprise: How to GM
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I'd never do that. Instead, I change the rules, so that they encourage the kinds of character creation decisions that I want to see, and discourage those that I don't want to see. So that players can feel free to go with the flow of the rules without any fear of my disapproval. |
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