10-22-2024, 12:53 PM | #81 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: High Power GURPS: Where lies the problem?
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Last edited by Anthony; 10-22-2024 at 01:00 PM. |
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10-22-2024, 12:59 PM | #82 | |
Join Date: Mar 2006
Location: Iceland*
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Re: High Power GURPS: Where lies the problem?
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I don't think character points being used to steadily improve characters would be a faithful emulation of action cinema. If they were going to improve over the course of the cinematic campaign, they'd get a training montage and would presumably be awarded with whatever new traits they needed for the exciting finale. So, players interested in cinematic campaigns are presumably satisfied with their character as they are, excepting perhaps the occasional training montage if it's that kind of cinema, and are prepared to treat character points simply as tokens that measure how much of the script they can dictate, by buying successes.
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10-22-2024, 01:03 PM | #83 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: High Power GURPS: Where lies the problem?
You can play a game that doesn't have experience points at all... but if experience points exist, they should be for lasting benefits.
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10-22-2024, 01:11 PM | #84 | |
Join Date: Mar 2006
Location: Iceland*
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Re: High Power GURPS: Where lies the problem?
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If the objective is to emulate action cinema, the Basic Set treats character points more like 'influence with the writer' points than 'experience' points. And that makes sense for cinematic campaigns. For people who want it both ways, there's Impulse Buys, but the Basic Set rules aren't bad just because they assume that players who want to play an action-adventure campaign with cinematic rules actually want to emulate action-adventure cinema and have their character remain basically the same, give or take a night or two, before or after this particular adventure.
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10-22-2024, 01:15 PM | #85 |
Join Date: Mar 2006
Location: Iceland*
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Re: High Power GURPS: Where lies the problem?
I think players who want rules where their protagonist-hood overcomes all obstacles and the numbers on their character sheet go up a lot actually want a 'video game like' campaign, not a cinematic one.
So, it makes sense that such players would dislike the cinematic rules and want rules that make their numbers go up more.
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10-22-2024, 01:25 PM | #86 | ||
Join Date: Jun 2013
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Re: High Power GURPS: Where lies the problem?
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*I should note I'm not accusing you of the classic "moving the goalpost" conversational foul - rather, I'm noting that we appear to have been working off of different ideas of where it is. Quote:
... of course, the above probably counts as one of my harebrained "Alternate GURPS" ideas, but it wouldn't be too far out there, I don't think.
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10-22-2024, 01:27 PM | #87 | |
Join Date: Aug 2004
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Re: High Power GURPS: Where lies the problem?
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The other option which does this (Player Guidance) is intended “for genres where the heroes usually ‘win’ but don’t develop much”, which overlaps with cinematic (four-color supers falls in both categories), but is distinct from it, and is pretty clearly intended as an alternative to using character points for advancement for genres where such advancement is itself out-of-genre. |
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10-22-2024, 01:36 PM | #88 | |
Join Date: Aug 2004
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Re: High Power GURPS: Where lies the problem?
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But I don’t think there is anything wrong with a game where CP are periodically awarded and have their main use being transient things like Player Guidance with opportunities to use them for advancement being non-existent or limited and rare and minor in terms of total usage, any more than there is with a game where advancement is overwhelmingly the main use (but maybe Flesh Wounds is available.) |
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10-22-2024, 01:58 PM | #89 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: High Power GURPS: Where lies the problem?
The question was in part about why GURPS has the reputation, and people really do judge based on first impressions.
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10-25-2024, 12:16 PM | #90 | |
Join Date: Dec 2010
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Re: High Power GURPS: Where lies the problem?
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If you've got players who can find the narrative delight in failure, who can separate "playing their characters" from "advocating on behalf of their characters," this lets a player decide on both the approach, and the details of the action - with the dice guiding that role play, rather than clashing against it. Not all tables are like this, though, and I don't think we'd do it this way if our players weren't conscious of telling a story/putting on a show/building the narrative in addition to picking character actions... |
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