08-15-2020, 11:27 AM | #31 | |
Join Date: Jul 2007
Location: West Virginia
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
Quote:
__________________
Per Ardua Per Astra! Ancora Imparo |
|
08-15-2020, 12:54 PM | #32 | |
Join Date: May 2007
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
Quote:
--- The Dungeon Fantasy Roleplaying Game suggests, alongside impromptu weirdness and -2 to reactions from wizards and priests: "Whenever the manifestation of freaky beings, disturbing artifacts, dimensional portals, or other strangeness depends on the dice, the GM has carte blanche to pester or confound you without rolling; you’re the perpetual “random” party member." That might be worth taking as good advice even in non-DF games.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 08-15-2020 at 12:59 PM. |
|
08-15-2020, 03:04 PM | #33 | ||
Join Date: Nov 2011
Location: South Dakota, USA
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
Quote:
Quote:
Right, which does not match what I said earlier about it being an aspected form of Unluckiness. Well, not entirely, anyway. The last few posts have given me more to think about.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
||
08-15-2020, 03:15 PM | #34 |
Join Date: Sep 2006
Location: Luxembourg
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
|
08-15-2020, 03:21 PM | #35 |
Join Date: Jun 2006
Location: On the road again...
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
And as a fan-supplement, compiled mainly off a thread on this forum, it's entirely not official. (I should know; I compiled it.)
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
08-15-2020, 03:23 PM | #36 |
Join Date: Sep 2006
Location: Luxembourg
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
How to be a Gurps GM suggest it is like a weaker version of Cursed, with effects more strange than anything.
I like the suggestion in Psis to make it a disadvantage offered to people with Probability Alteration powers. As a GM, I like the disadvantage. Perhaps it sometimes doesn't disadvantage the player as much as it should for it's cost. But it is a great tool to introduce events, go over too calm period in the game, or instead provide a random event because I need to think ... And it is always good for some fun and/or drama depending on the mood needed. As a player, I like taking the disadvantage just too see what weird oddities the GM will find to mess with us. |
08-15-2020, 03:35 PM | #37 |
Join Date: Jan 2014
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
Hm...
Cursed: When you go to see the king to get the reward, the guards confuse you for an outlaw, and you land in prison while the rest of the party gets feted at a big banquet and receive big rewards. Weirdness Magnet: You get a reward, but it's weird and not terribly useful (i.e. a sword that turns to rubber whenever you hit something.) |
08-15-2020, 03:44 PM | #38 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
In my Dungeon Fantasy campaign, I have it increase the chance that wandering monsters will be warped, being giant or dire or having a template. In short, you're saying that you want tougher random encounters. In addition, once a session, if there's someone with Weirdness Magnet in the group, I have some random event happen that I preroll on the Mythic GM Emulator. Sadly, I often forget to have this event.
|
08-16-2020, 05:01 AM | #39 | |
Join Date: Oct 2007
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
Quote:
The real effects are being inconvenienced by random weird stuff happening at inopportune moments and loot having the potential to be really strange. Sure, some of those things will likely have an effect (usually negative) on whatever the character wanted to do at the time, but there's no guarantee that it will have a social impact. And it certainly isn't helpful if you're trying to maintain a regular job. |
|
08-16-2020, 07:42 AM | #40 |
Join Date: Nov 2011
Location: Lancaster, Ca
|
Re: [Basic] Disadvantage of the Week: Weirdness Magnet
The main issue l have with Weirdness Magnet is the way it is often leveraged against the entire party instead of just the player. It's basically a disadvantage for the whole party, but only one player gets the extra points for taking it. A creative GM could probably find ways to mess with the player without messing up the whole group, but my experience and reading these forums tell me that's very far from the norm. Personally, I ban it from games I run because I don't want the headache. I'm writing/running an entire game, I don't want to take the time to come up with weird red herring encounters as well.
|
Tags |
disadvantage of the week, weirdness magnet |
Thread Tools | |
Display Modes | |
|
|