06-14-2011, 12:49 PM | #11 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: What else can we define as a 'style'?
Really, you have to define what the difference really is between Templates and Styles. The only difference I can think of, at the moment, is that Styles come with the Style Familiarity Perk—which would have to be redefined to make some of these other situations work as a Style (although, the SF Perk was expanded for Tactical Shooting a bit, for that reason).
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
06-14-2011, 12:55 PM | #12 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What else can we define as a 'style'?
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And to be honest, this seems sound. I'm familiar with the belly dancing community via my wife. Belly dancers all the world over seem to have a network, and giving your teacher's name and showing a few moves can get you in the door. Plus various arts councils and granting agents will provide limited resources for shows, setting up schools, etc. And of course there are "trademark moves" that don't get taught to casual dancers showing up for the beginners' course. The same goes for physicists. Those of us with graduate degrees can, provided we share a language, interact via the common culture of "being a physicist." The piece of vellum is grounds enough to apply for various fellowships and summer schools. And despite 16 years away from the field, I still have a gang of people who invite me to parties, let me stay at their place, etc. simply because we all have similar pieces of vellum hanging on our walls. Conversely, no matter how much you practice or self-teach, good luck convincing anybody that just because you have the right knowledge, you "belong." In game terms, that's having all the right skills, and maybe a few of the expected techniques or perks, but not the special SF perk. The SF perk represents witnessed, mentored learning of the right stuff in the right order, often with some variety of formal or informal certification (which may well travel by word of mouth only). Those without it frequently aren't taken seriously, even if they can demonstrate prodigious knowledge. And unlike the fighting arts, most real-world professions don't have anything equivalent to "sparring" where you can whup butt to change minds.
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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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06-14-2011, 01:10 PM | #13 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What else can we define as a 'style'?
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06-14-2011, 01:13 PM | #14 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What else can we define as a 'style'?
Quote:
Bill Stoddard |
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06-14-2011, 01:14 PM | #15 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What else can we define as a 'style'?
Quote:
Edited to add: Which helps underline the reason for different SF perks, in a campaign where it matters. Dance-based entertainment styles like this differ at least as much as ways of punching people in the face, and can have fusions, odd subtypes, and even trademarked programmes . . . just like martial arts. Burlesque, belly dance, and American cabaret dance differ about as much as, say, boxing, karate, and kickboxing, and the baladi and sharqi varieties of belly dance are probably valid substyles, not unlike te vs. shotokan karate.
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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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06-14-2011, 01:38 PM | #16 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: What else can we define as a 'style'?
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In fact, you could have an interesting supplement dedicated to performing arts styles. But I'm not nearly knowledgeable enough to write it. I could see that as a Susan Koziel project, maybe. Bill Stoddard |
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06-14-2011, 01:57 PM | #17 |
Join Date: Jan 2011
Location: The not so wild west.
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Re: What else can we define as a 'style'?
I'm assuming you'd have to do a great deal of work, but I'm sure you can take a Cyberpunk/Transhumanist computer hacking as stylistic... In fact I'm sure that would add a bit of tension to certain "hacks" into systems. Give the those "Console Cowboys" back some of their '80's flair... maybe... but man, that would be some work to do... game dependent.
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06-14-2011, 02:12 PM | #18 | |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: What else can we define as a 'style'?
Quote:
BDSM 2 points Skills: Erotic Art. Techniques: Arm Lock {D}; Choke Hold {D}; Crack {D}; Handcuffing {D}; Scissors Hold. Cinematic Techniques: Binding {D}. Perks: Attribute Substitution (Sex Appeal based on Will) {D}; Cheaper Gear (Fetish Wear or Restraints); Controllable Disadvantage (Callous) {D}; Dabbler (Carpentry, Electrician, Leatherworking and Machinist); Efficient (Knot Tying) {D}; Fearsome Stare {D}; Hands-Free (Erotic Art or Housekeeping) {s}; Patience of Job {s}. Optional Traits Advantages: High Pain Threshold {s}. Disadvantages: Callous {D}; Lecherousnes {s}; Odious Personal Habit (Indiscreet Kinkster); Reputation (Pervert). Pop-culture dominants often add full-blown Sadism while pop-culture submissives are likely to have Low Self Image. Skills: Autohypnosis {s}; Brawling Art {D}; Breath Control {s}; Connoisseur (Fetish); Escape {s}; Garrote Art {D}; Housekeeping {s}; Hypnotism {D}; Intimidation {D}; Knot Tying {D}; Sex Appeal; Smallsword Art {D}; Whip Art {D}; Wrestling Art. Techniques: Slip Handcuffs {s}; Work by Touch (Erotic Art or Housekeeping) {s}. Perks: Compact Frame {s}; Flourish (Brawling Art or Whip Art) {D}; Ground Guard; High-Heeled Heroine*; High-Heeled Hurt* {D}; Improvised Weapons (Brawling Art, Whip Art) {D}. Traits marked {D} are generally only suitable for dominants/sadists while those marked {s} are more suitable for submissives/masochists. I wrote it up as one style instead of two because (a) they should share the same style familiarity, (b) they do have a fair number of traits in common and (c) some people like to 'switch' between roles and reportedly learn a lot about one role while performing the other (in GURPS terms, they take Dom perks while buying sub skills or vice-versa). |
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06-14-2011, 02:14 PM | #19 |
Join Date: Nov 2008
Location: Florida
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Re: What else can we define as a 'style'?
I use styles for a number of "Professions" in my campaign, showing different techniques and specialties depending on the "clan" one comes from. The professions are "Provider", "Cook", "Crafter", "Chemist" and "Healer". By learning a clan style, you gain access to specialty techniques and Secret Perks, and it's worked out very well.
I do require Style Familiarity, but commute the bonus vs. Feints/Deceptive Attacks to +1 to Teamwork benefits. For Instance, here are three very different types of "Providers": -------------------------------------------- Long Beach Providers The Long Beach Clan is renowned for maintaing the largest orchards of fruits in the Moonsea, comprising orchards on seven outlying islands. They know more about soil, planting, harvesting and preservation of these fruit crops than anyother clan. Experts from this clan are often called upon when new orchards are established, and their advice is greatly appreciated. Skills: Climbing, Gardening, Natural Philosophy (Fruit Trees)*, Naturalist, Survival (Island/Beach), Weather Sense Techniques: Orchard Growing (Gardening) Perks: Efficient (Harvesting Fruit from Orchads)**, Coconut Farming, Papaya Farming, Banana Farming, Mango Farming, No Nuissance Rolls (Routine Tree Climbing), Unusual Posture (Harvesting Fruit While Climbing), Soil Recovery Advantages: Reputation (Master Orchard Growers) * If the optional specialty is not taken, then two points are required. ** This means they gain 25% more food per hour worked. Sand Shell Providers The Sand Shells are noted for gaining much food right along the beach line, by clamming and building complex artifical tidepools to trap fish. They excel at meeting their dietary needs through efficent and low energy techniques. Skills: Fishing, Naturalist (Clamming)*, Survival (Island/Beach), Swimming, Weather Sense Techniques: Hand Fishing (Hard, Fishing-5), Preservation (Island/Beach) Perks: Clammer, Efficient (Clamming)*, Efficient (Fishing in Coastal Corrals)*, Sustainable Harvesting (Island/Beach), DR1 (Tough Skin, Underside of Feet) Advantages: Resistant (Sunstroke) * If the optional specialty is not taken, then two points are required. ** This means they gain 25% more food per hour worked. Wing Shark Providers The providers of the Wing Shark clan are notable fishers, but specialize in hunting rays, skates and reef sharks. They often provoke sharks with blood, staring down the charging beast, dodging at the last momment to drive a blade into it's gills. Then they doggedly follow the beast until it gives out from pain and exhaustion. Skills: Breath Control, Knife, Fast-Draw (Knife) or Fast-Draw (Knife from Mouth), Fishing, Natural Philosophy (Sharks & Rays)*, Naturalist, Spear, Survival (Reef), Swimming Techniques: Butchering, Underwater Weapon Use (Short Spear), Preservation (Reef), Underwater Blood Tracking Perks: Sustainable Harvesting (Reef), Shark Lore, Ray Spotting Advantages: Combat Reflexes, Increased Perception, Enhanced Dodge (only vs. Sharks you see when taking a wait manuever, -80%), Luck (Defense vs. Sharks) * If the optional specialty is not taken, then two points are required. ---------------------------------------- New Techniques Butchering (Average) Defaults: Survival + 0 Maximum: Survival + 4 Effect: Use this in place of butchering rolls. Fish Corraling (Average) Defaults: Survival (Island/Beach) + 0 Maximum Default + 4 Effect: Roll in place of Survival when building fish traps on the coastline. Hand Fishing (Hard) Defaults: Fishing - 5 Maximum Default + 0 Effect: Roll in place of fishing without gear, cannot be used in conjunction with netting bonus. Orchard Farming (Hard)Defaults: Gardening - 3 Maximum: Default Prerequisite: one of the secret Farming perks (i.e., Coconut Farming) Effect: Allows the use of Gardening Skill as if it were Farming/TL3 for the crops covered by all secret Farming perks. Preservation (Environment) (Average) Defaults: Survival (Environment) + 0 Maximum Default + 4 Effect: Roll in place of the monthly rolls to maintain Environment level. Underwater Blood Tracking (Average) Defaults: Naturalist - 5, Perception -5, Tracking - 0 Maximum: Deafult + 0 Effect: You can track a wounded creature underwater that is bleeding. Roll every minute to stay on it's trail and roll at a penalty equal to twice it's SM if less than SM+0. Underwater Blood Tracking (Average) Defaults: Naturalist - 5, Perception -5, Tracking - 0 Maximum: Deafult + 0 Effect: You can track a wounded creature underwater that is bleeding. Roll every minute to stay on it's trail and roll at a penalty equal to twice it's SM if less than SM+0. Underwater Weapon Use (Short Spear) (Hard) Defaults: Spear - 4 Maximum: Default - 1 Effect: Use this inplace of Spear skill when weilding a Short Spear underwater for thusting attacks. When 3 or more points have been placed into this skill, you may ignore the -1 penalty to damage. Note that the Short Spear version of this technique allows improved effect, but does not cover spears more than 1 yard in length. ---------------------------------- New Perks Clammer: During Low-Tide, increase the amount of food gained by 1/2 a meal per point the Naturalist or Survival roll succeds by; at other times, a success by 3 or more increases the yield to 3 meals. Ray Spotting: Ignore up to -3 in penalties to find rays that are camouflaged or hiding. Secret Farming Knowledge: This allows you to use Gardening Skill at -3 as if it were Farming/TL3 for one specific crop. Examples include Coconut Farming, Papaya Farming, Banana Farming, Mango Farming. Shark Lore: You may treat your Natural Philosophy skill as Biology/TL4 when dealing with question of Sharks and Rays. This also gives a +2 to find any shark in the immediate area. Soil Recovery: On any critical success on a yearly Farming roll to avoid the loss of a level of Environmental abundance, you may recover one level for the specific regions that you have tended. Sustainable Harvesting (Environment Type): The time between checks for environmental level decrease is one year if all gatherers/hunters have this perk, otherwise if alteast one person has this perk the interval time is ((Number of Gatherers & Hunters with this Perk / Total Number of Gatherers & Hunters) x 10)) +2 months) rounded down. So if there are 6 Hunters/Gathers and two have this perk, then the interval between checks will be five months. Last edited by Trachmyr; 06-14-2011 at 02:23 PM. |
06-14-2011, 04:34 PM | #20 | |
Join Date: Oct 2005
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Re: What else can we define as a 'style'?
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At some point I've always meant to write up firefighting and paramedicine* as styles, Also, the 7th season of The West Wing is playing in the background right now, so "Political Operative' or 'Campaign Manager' might be useful social styles. *Yes, 'paramedicine' isn't a recognized word, but shouldn't it be? It's the kind of medicine paramedics practice.
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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; 06-14-2011 at 04:40 PM. |
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