11-13-2011, 08:48 AM | #181 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Driving Default: Yesterday I reality-checked it . . .
Unless additional pressure is applied, like a time limit, the a Fail is something like stuck in traffic and are late.
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11-13-2011, 09:33 AM | #182 |
Join Date: Apr 2005
Location: France
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Re: Driving Default: Yesterday I reality-checked it . . .
I fully do agree... But in an adventure, no player can know what the GM will invent... And there are a lot of enemy who can make your driving much less ordinary...
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11-13-2011, 09:42 AM | #183 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Driving Default: Yesterday I reality-checked it . . .
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Nor would police offers trained in high speed persute (most on ones in the Blues brothers were not trained IMO;) ) |
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11-13-2011, 10:17 AM | #184 |
Join Date: Apr 2005
Location: France
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Re: Driving Default: Yesterday I reality-checked it . . .
Exactly! It even sounds like some seeds for a good adventure.
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11-13-2011, 08:45 PM | #185 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Driving Default: Yesterday I reality-checked it . . .
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So - was that near-miss a problem of "default" driving, or was it a matter of "inattention" to the road? Could it even have been something as simple as a failed perception check where the normal proceedure is to check mirrors and over your shoulder at the blind spot to avoid hitting someone by accident? One need only view videos of drivers in non-snow states dealing with icy roads for the first time, or of Drivers from snow states managing to avoid accidents that subsequent vehicles mess up and enter into a slide and crash. In the end? I don't think that we're dealing with people driving at defaults. I HONESTLY don't. I do believe however, that if you have even one individual who is not paying attention to what they are doing - such as multi-tasking by means of applying makeup in the mirror whilest driving 55 mph down a freeway, is an example not of "default skill" driving, but of idiocy. As for poor driving conditions, or dealing with unexpected circumstances? Some people do the wrong things out of sheer ignorance. Some people can drive their entire lives in California, never deal with icy roads, and make the mistake of doing the worst thing possible out of sheer panic when faced with such circumstances for the first time. That isn't a function of "default skill driving" so much as a not having learned the technique of driving under certain circumstances. I've hydroplaned before under semi-controlled circumstances. I've done a bootlegger reverse just ONCE to see if I could do it, and I could, but I wouldn't want to bet my life on being able to do it over and over again without fail and without accident (it should be noted I was driving a standard transmission and not an automatic when I pulled it - and I was moving in reverse first on snow, which made it easier to pull off). I've dealt with the "Dear God" moments when trying to stop on an off ramp that exceeds a drop of 30 feet over a span of about 200 feet in winter). I've also had a head on collision (thank god she was trying to stop even as I was trying to stop or I probably wouldn't be alive to write this). Turns out, the girl was parked facing north on a southbound lane, pulled to the curb to have a vehement argument with her boyfriend (at night while she was in a dark colored vehicle). Peeling rubber, she turned around, veered into the northbound lanes (it was a four lane highway with a center meridian) facing southbound, and intended to get back into southbound lane. Some accidents are just plain STUPID with people making bad decisions that they normally would not make otherwise. So - Default skill, I don't think is remotely possible. There are too many "rules" of the road that people don't know unless they're exposed to it. There are too many instances where driving "safely" requires a sort of tactical aspect that back in the 1970's, used to be called "Defensive driving". Problem is? GURPS lumps all of those aspects into one skill and calls it a night. A person could have 90% of the correct knowledge to know what to do, but not have the experience where the correct action becomes instinctive. Last but not least, some drivers are essentially loaded guns waiting to go off simply because their "instinctive actions" are the WRONG instinctive actions to take. So, that's my take on it. One can attempt to move a vehicle through default - but in a way, that default skill is really a matter of watching someone else drive in real life, or it is a function of exposure via movies. Take a kid from a third world nation who has never seen a car or knows how it works or is driven, and they will NOT be able to drive the vehicle by default, let alone drive on the roads with any reasonable safety. So, just out of curiosity, what precisely are those things that go into the "driving skill" (ie are components of the skill driving)? Tactics of mistake (defensive driving)? Rules of the road (or how not to go against the stream of other drivers who depend on you to narrow down the variables so as to avoid accidents)? Special manuvers (such as how to get out of a spin on a slippery road)? Just as GURPS might go into Parries and call it a category of action, you don't see GURPS treating parries as a special subset of the weapon skill or permit the parry to be treated as a manuever of the skill in question right? Likewise, Driving is a composite of many subskills not worthy of a full Character point or a manuever subset.
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11-14-2011, 05:15 AM | #186 | |||||||||
Join Date: Apr 2005
Location: France
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Re: Driving Default: Yesterday I reality-checked it . . .
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But GURPS is a great role-playing game here. Because you can use the basic (and very generic) rules or detail them as you wish. With the Techniques, you can develop the Driving skill as much as you want. And it could be important for a campaign centered on car driving. Now, it will be a waste of time for an other kinds of campaign. That is why GURPS let you the choice. Quote:
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And, as I noted it above, it could be very interesting in a campaign with a lot of actions on the road... A player who wants to detail his character's Driving skill while the others don't can even do it! Exactly as the warrior's player will have the possibility to detail his combat techniques, while the wizard's player will detail his spells, etc. GURPS is great. Last edited by Gollum; 11-14-2011 at 05:32 AM. |
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11-19-2011, 12:56 PM | #187 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Driving Default: Yesterday I reality-checked it . . .
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Because I could swear that the fact that Driving is used as the example skill for positive Task Difficulty Modifiers in the Basic Set was mentioned. In fact, I think that it was discussed at some length.
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11-19-2011, 01:01 PM | #188 | |
Join Date: Feb 2005
Location: Virginia, US
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Re: Driving Default: Yesterday I reality-checked it . . .
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Just an anecdote, of course. |
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11-19-2011, 09:24 PM | #189 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Driving Default: Yesterday I reality-checked it . . .
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When we as a civilization first started off, we had dirt roads for the most part, and cars which could barely hit 20 mph (first ticket in New York state is reputed issued for a speeding violation of exceeding 15 mph or so I've been told). Then, as roads began to be built, some of the engineers would determine optimal speeds for vehicles cornering a curve and signs would be posted to warn drivers of dangerous terrain, circumstances, etc. Some intersections have beyond their fair share of accidents simply because of poor design of the roads. Long story short - it is entirely possible, that some of the reasons why people can drive at relatively lower skill levels (in terms of GURPS) is because of the following: Safer road design More road signs to aid in directing traffic flow More signal lights to control flows of traffic outright GPS travel guides (to help ease driver uncertainty at critical moments) So in short, perhaps certain areas have safer driving statistics simply because an effort was made to safety proof the driving. Driving through curves, up and over hills at high speeds etc - is not exactly safe in the sense that the driver has time to react to the circumstances in front of him. And then there's the urban myth (at least I HOPE it is an urban myth) where some idiot turns off a road because the GPS mapping device tells him to turn. Stupidity is stupidity. Driving isn't JUST about eye-hand co-oridination, it is also about being alert (perception) and interactive (defensive driving requires that you pay attention to what everyone around you is doing, again, a perception issue). I almost have to wonder... Perhaps driving as a skill should be based on Observation or Perception, and when you fail that, THEN make a secondary saving roll against DX.
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11-20-2011, 01:49 AM | #190 | |||
Join Date: Apr 2005
Location: France
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Re: Driving Default: Yesterday I reality-checked it . . .
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http://www.youtube.com/watch?v=qSUA_o7pATQ If I were there I would have problems... But if an indian driver came in France, he also would have a lot of problem because he would have to respect rules that he is not used to respect (and that sometimes slow down the traffic). But here again, GURPS already take that into account, thanks to the cultural familiarity modifier. -3 if you are not used to the local habits. Quote:
If a hazard was hidden, or simply difficult to notice, then I would require a perception roll before making the ordinary driving roll to avoid it. |
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default, driving, reality check, reality checking, skills |
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