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Old 09-02-2014, 02:25 PM   #1
Xipe_Totec
 
Join Date: Sep 2004
Default Duty as campaign default

Hi, guys.

So, a question came up regarding Duty disad in an X-COM game, so I figure to try and clarify and ask for your input.

We're starting an X-COM based game soon, and basic X-COM soldier template has Extremely Hazardous Duty (X-COM) for -20 points (I'm treating it as a campaign disad so it doesn't count towards the limit). Considering most (if not all) sessions will be around alien invasion, thus fulfilling the Duty, how actually pointless is to have it at all?

As per RAW, Duty enters into play if a control roll is made. That becomes kinda pointless here, if 3/4 characters make it and 1/4 doesn't. Alternatively, how would you settle that situation, as per RAW?

I'm considering something like leaving it on the sheet and then just ignoring from the get-go. It's just that it's annoying my analytical brain. :)
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Old 09-02-2014, 02:31 PM   #2
Nereidalbel
 
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Default Re: Duty as campaign default

If the PCs are separate, the one who made their roll is off-duty, on shore leave, or otherwise not required to head into battle.

If you want to make it worth points when the session would be about an alien invasion anyway, well, roll to see if something nastier than usual shows up, or if there are civilians to be saved.
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Old 09-02-2014, 02:37 PM   #3
sir_pudding
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Default Re: Duty as campaign default

Quote:
Originally Posted by Xipe_Totec View Post
As per RAW, Duty enters into play if a control roll is made. That becomes kinda pointless here, if 3/4 characters make it and 1/4 doesn't. Alternatively, how would you settle that situation, as per RAW?
Run every 4th adventure on average as a "shore-leave" type off-duty adventure, or just roll once for the entire group per adventure to determine if this is going to be a mission adventure or time-off.
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Originally Posted by Nereidalbel View Post
If the PCs are separate, the one who made their roll is off-duty, on shore leave, or otherwise not required to head into battle.
No, that's pretty lame. "I'm sorry Bob, your character has mandatory leave this adventure, so you aren't going to appear in it. Could you go do a soda run for the rest of us? Thanks!"
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Old 09-02-2014, 02:44 PM   #4
McAllister
 
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Default Re: Duty as campaign default

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Originally Posted by sir_pudding View Post
No, that's pretty lame. "I'm sorry Bob, your character has mandatory leave this adventure, so you aren't going to appear in it. Could you go do a soda run for the rest of us? Thanks!"
"Required" was probably emphasized for a reason. Although you've got a point, buying off a disad in order to have the option not to participate in the session... seems pointless.

I would just ignore the text of the Duty disad and say "in this campaign, all PCs work for XCOM, a paramilitary organization where they must follow the orders of their commanding officer, now let's get down to business to defeat the Huns."
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Old 09-02-2014, 02:48 PM   #5
Varyon
 
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Default Re: Duty as campaign default

The way I see it, Control Rolls are really just something that sets how often the Disadvantage comes into play - the GM can spring Duty on a character whenever it's appropriate, although for fairness should only do so as often as the Control Number for the Disadvantage indicates (15 means around 95% of the time, 12 means around 75%, 9 means around 40%, and 6 means around 10%). You can choose to leave the character Duties independent (roll each separately) or linked (roll once for the entire group). In the former case, those who didn't come up aren't required to come along - in theory, their choosing to do so may be advantageous in terms of promotions, medals, and so forth. Alternatively, you can have those that do come up be given a specific task - while everyone is assigned to patrol Bravo sector, PFC Smith has been given orders that he is to carry a package of explosives to another unit stationed there, leaving him with less room for gear and ammunition. In the case where everyone is linked, a roll that means nothing comes up indicates they are getting a break from the fighting, in which case they might be able to get some training in and/or do some high-paying merc work (or volunteer for missions, with the same benefits as above).
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Old 09-02-2014, 02:50 PM   #6
Nereidalbel
 
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Default Re: Duty as campaign default

Quote:
Originally Posted by McAllister View Post
"Required" was probably emphasized for a reason. Although you've got a point, buying off a disad in order to have the option not to participate in the session... seems pointless.
Buying it off means that instead of going on the suicide mission head-on, you get to (at least roll to) be the Han Solo coming in for surprise reinforcements.

Naturally, your buddies are going to try to get you to come along, anyway.
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Old 09-02-2014, 02:59 PM   #7
Varyon
 
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Default Re: Duty as campaign default

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Originally Posted by Nereidalbel View Post
Buying it off means that instead of going on the suicide mission head-on, you get to (at least roll to) be the Han Solo coming in for surprise reinforcements.
This brings up another possibility, come to think of it. If the campaign is episodic, characters for which Duty has come up start out in the thick of it - tired from forced marches, carrying a bit less ammo and supplies around than they'd like, and so forth. The other characters, however, are well-rested and entering the "episode" as fresh reinforcements.

They don't have to necessarily be reinforcements per se, of course. Rather, it can be a case where the characters with activated Duties are just returning from a mission when the next is being sent out, are themselves arriving as reinforcements, or whatever. Vary it up as you see fit - the important thing is that the characters with activated Duties have already burned through some of their resources (HP, FP, ammo, rations, medical supplies, batteries, etc) while the others start out fresh.
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Old 09-02-2014, 03:22 PM   #8
sir_pudding
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Default Re: Duty as campaign default

Quote:
Originally Posted by McAllister View Post
"Required" was probably emphasized for a reason. Although you've got a point, buying off a disad in order to have the option not to participate in the session... seems pointless.
Most military units aren't going to let you come on a mission if you have leave orders. Orders that say "go on leave" are as legally binding as those that say "report for duty" at least in the UCMJ. This is for good reason, because otherwise there'd be terrific pressure to never take any time off.

Even if the player is given a choice, it seems like a poor one. "You can play in this game session, but that's bad roleplaying, so you won't get any character points. Or you can sit this one out while your character takes some well-deserved time off and get any points you earn from Time Use. You can also get us sodas."

Quote:
I would just ignore the text of the Duty disad and say "in this campaign, all PCs work for XCOM, a paramilitary organization where they must follow the orders of their commanding officer, now let's get down to business to defeat the Huns."
In which case, maybe they should get the points for all-the-time duty, if you are never going to run any non-mission adventures. I think the occasional non-mission adventure is fun, though, and allows for some character development, roleplaying and a break from tension. Especially in an X-Com game where the chances of a TPK are like every other mission...
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Originally Posted by Nereidalbel View Post
Buying it off means
I'd think actually buying it off would mean being discharged from duty. Which in most cases where Duty is a campaign disadvantage means retiring from the game.
Quote:
that instead of going on the suicide mission head-on, you get to (at least roll to) be the Han Solo coming in for surprise reinforcements.
Most professional militaries don't let civilians come along for surprise reinforcements. Super-secret international organizations under the microscope of funding nations seem even less likely to do this.

Quote:
Naturally, your buddies are going to try to get you to come along, anyway.
Next session: Secret Courts-Martial! Yay!
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Old 09-02-2014, 03:26 PM   #9
Nereidalbel
 
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Default Re: Duty as campaign default

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Originally Posted by sir_pudding View Post
(Military things)
It is to be noted that the X-Com squads are paramilitary, and not quite the same rigid structure as a proper army. Buying off the disadvantage turns you into a PMC, not just another civilian.
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Old 09-02-2014, 03:46 PM   #10
sir_pudding
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Default Re: Duty as campaign default

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Originally Posted by Nereidalbel View Post
It is to be noted that the X-Com squads are paramilitary, and not quite the same rigid structure as a proper army.
My impression is that they are recruited from their countries' own SO units. Most would still be under orders. It doesn't look like they can just quit or opt-out, because even after being the sole survivor of half a dozen missions and having their Will reduced to jelly, they never quit or even desert.

They also get military promotions and military awards...
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Buying off the disadvantage turns you into a PMC, not just another civilian.
You can't just show up to the secret base during the secret breifing and say "Hey guys, I'll be coming along too. Cool?"

Besides, if they aren't under orders and a CoC then they don't have Duty (especially not as a campaign disadvantage).

If you have to have a mandatory disadvantage to play in a campaign, and you buy it off, then you shouldn't still be in campaign.

Last edited by sir_pudding; 09-02-2014 at 03:50 PM.
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