07-23-2021, 05:18 AM | #11 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Hack] Player-facing GURPS?
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Bill Stoddard I don't think we're in Oz any more. |
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07-23-2021, 05:40 AM | #12 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: [Hack] Player-facing GURPS?
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I've debated with people with this view and we've went around and around on definitions and what freedom in the game really is. |
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07-23-2021, 05:41 AM | #13 |
Join Date: Sep 2006
Location: Chatham, Kent, England
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Re: [Hack] Player-facing GURPS?
My players have always had the ability to suggest and by suggesting, modifying, the game itself.
They still abide by their own rolls, by simply having them describe what they hope for before rolling, which happens in the middle of the table. It's pretty old hat, but the business where players may say 'wouldn't it be fun if...' and the GM says 'that's good' or 'I'm taking that on board' due to trust and long experience of what works and what doesn't has really been a liberating experience. My last 'semi-abusive' GM (DnD 3rd) who had been a disruptive and random player, actually gave us vast caves full of swarms of undead to turn back to the stone age (I don't think he'd got the threat balancing against party abilities right, specifically how powerful mass turn undead could be BY AREA, or perhaps he'd been playing Diablo). We praised him for a fun game, one that had made us feel powerful, and had a new and exciting flavour. He never GM'd for us again, which we actually missed. |
07-23-2021, 05:43 AM | #14 | |
Join Date: Apr 2005
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Re: [Hack] Player-facing GURPS?
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Multiply the PC's percent chance of success by the NPC's percent chance of countering that success, then fudge as necessary to get required success number on 3d. For example: 50% success vs. 50% chance of countering = 25% overall chance of success, which converts to ~8 on 3d. IIRC, odds of success didn't change that much for high skill attacker vs. low skill defender (e.g., Skill 16+ vs. Dodge 5), but went way down for high skill attacker vs. high skill defender. |
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07-23-2021, 05:51 AM | #15 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Hack] Player-facing GURPS?
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I think that rolling things on 6d when there are contests might be the better way to go.
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Bill Stoddard I don't think we're in Oz any more. |
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07-23-2021, 06:29 AM | #16 |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: [Hack] Player-facing GURPS?
At the end of any session, we have a review. A GM posts on our private board what they think worked and what didn't and players do the same. Discussion ensues. Clarifications are provided, understanding is gained, changes considered and/or made if appropriate. We try to keep the good stuff going and add to it, and reduce or remove the bad stuff. Obviously we're not always successful, but it certainly helps a lot!
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
07-29-2021, 06:52 AM | #17 | |
Join Date: Nov 2008
Location: Rome, Italy
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Re: [Hack] Player-facing GURPS?
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To me it's a simple system to covert basic physics, psychological and social challenges on a system of "roll under 3d6", anything else it's just "modules" you keep adding to improve the "resolution" of your games. Narrative is not part of this equation so you can use whatever "narrative control system" you want or create a new one fitting the GURPS mechanics. Bad GMs however are another can of worms, one that cannot be faced with rules alone.
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“A strange game. The only winning move is not to play. How about a nice game of chess?” |
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07-29-2021, 05:18 PM | #18 | |
Join Date: Apr 2005
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Re: [Hack] Player-facing GURPS?
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If you don't enjoy gaming with a particular group, get out. There's no reason to waste your time playing with them. That goes doubly if, by remaining, you enable someone else's antisocial behavior. |
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07-29-2021, 05:23 PM | #19 |
Join Date: Apr 2005
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Re: [Hack] Player-facing GURPS?
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07-29-2021, 05:26 PM | #20 |
Join Date: Apr 2005
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Re: [Hack] Player-facing GURPS?
This is a sign of a good gaming group. Feedback like this is vital to improving everyone's experience. Clearly, your GMs and players mutually respect each other and cooperate to make things better.
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