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#31 | |
Join Date: Mar 2006
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Waiting for: Gurps VDS Gurps Armory (One can dream) ---- Per ardua ad astra "Through hard-work to the stars." |
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#32 | |
Join Date: May 2012
Location: New Hampshire, USA
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That said, its important to know your PC: if they would ever complain that you might be too hard on their character for having this disad then you shouldn't let them take it! Have them take Bad Luck instead! |
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#33 | |
Join Date: May 2012
Location: New Hampshire, USA
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#34 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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That, of course, brings up the question of "How much happens in a session?" I tend to run rather talky games, which can go several sessions between combats. Having to arrange for five separate bad things to happen to one PC in a session would make it all about him.
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#35 |
Join Date: Sep 2004
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As a GM, I rather enjoyed having a cursed character. He was the designated bad luck for the team. If something wrong was going to happen (and even if it wasn't normally going to happen) it happened to him 90% of the time. Sometimes just to make a point on what could go wrong.
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#36 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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1: Something believable and probable happens that's inconvenient - but not dangerous or at least TOO dangerous (car breaks down, the merchant does not have what you are looking for and REALLY need no matter what, instant Poor reaction roll, etc.) 2: Something believable, but outre happens (gun jams in a firefight, grenade you just threw is a dud, you get confused by the police as some wanted criminal, etc.) 3: Something unbelievable happens (your car catches fire while you're in it, a turkey falls on your head from a airplane transporting it from above - you get a Active Defense at -4, everything you own is damaged from what the insurance company calls a "act of God" or "focre majore," and so on) I then tick off however many bad things have happened and go from there. Easy peasy.
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#37 |
Join Date: Mar 2008
Location: Northern Virginia, USA
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The one PC with Cursed in one of my games lasted a session or two before being fatally struck by lightning.
Not a GM fiat bolt from the blue. There was a bad thunderstorm, and the characters chose to walk through it rather than stay in shelter until it passed. A bad idea for anyone, let alone someone with Cursed. The player was okay with it. And the other players thought it was funny. Yeah, try to get 30 more disad points than everyone else, you munchkin. |
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#38 | |
Join Date: Jun 2013
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If I actually take Cursed, it's because I want to play a tragic character. Other people might take Cursed because they want a lot of spotlight and/or because they think hilarity will ensue, but if I actually want to put together a build that's going to smack the crap out of any reasonable threat, someone who's going to distinguish theirself as the alpha badass of the party, the last thing I'm going to give the GM is a "take me out of commission whenever you feel the need to" button. |
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#39 | |
Join Date: Apr 2006
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Cursed doesn't have to manifest as grand Wagnerian pathos and woe. I could just decide the PC fails all their skill rolls, forever. No spotlight, no jinx, just an unending streak of hopeless ineptitude. Or I could decide that Rocks Fall, No One Dies - but Cursed Guy is knocked out. For the rest of the session. I wonder if the other PCs will drag his body around, or just leave it at the motel? Both of these would be petty and punitive to the player, but they're also examples of how to de-munchkinfy a Cursed PC, and they're completely within the scope of the disad. |
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#40 |
Join Date: Feb 2013
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The Curse of Sennacherib: anyone with whom you make camp winds up dead before morning. You, of course, are untouched.
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Tags |
cursed, gurps, social |
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