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Old 04-22-2021, 12:53 PM   #1
lvalero
 
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Join Date: Jan 2015
Location: Madrid, Spain
Default Disorient spell - Gurps Magic

What happens when, in a group of adventurers, some of them are under Disorient spell (Gurps Magic) but some others resist sucessfully?

Do they lose their path? Do they split or argue about the right way? Do the people who is not disoriented understand that something is not right with their fellows?

What if the the person who is not "disoriented" is bad at "navegating" and he is only following the team? What if he is very good at it?
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Old 04-22-2021, 03:11 PM   #2
Dalin
 
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Location: Saint Paul, MN
Default Re: Disorient spell - Gurps Magic

Quote:
Originally Posted by lvalero View Post
What happens when, in a group of adventurers, some of them are under Disorient spell (Gurps Magic) but some others resist successfully?
This one seems tough to adjudicate. It seems like it is a limited form of erasing memory. I would limit it to just a recent journey (perhaps 24-hours of travel). Otherwise, you get into silly things like "What continent are we on? What planet?" (Though I might adjust this for a spacefaring game.)

In general, though, I'd say that if some people resist, and they have a good sense of direction, the spell has basically failed.

Quote:
Originally Posted by lvalero View Post
Do they lose their path? Do they split or argue about the right way? Do the people who is not disoriented understand that something is not right with their fellows?
There may be some discussion or argument, but since the subjects can "regain their bearings in the usual fashion," all it would take is a navigation roll or something and they would realize that they were confused.

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Originally Posted by lvalero View Post
What if the person who is not "disoriented" is bad at "navigating" and he is only following the team? What if he is very good at it?
If the resistant person or persons aren't able to succeed with a navigation roll (or don't bother trying because they think someone else is navigating), I would say that the whole group ends up lost. In the reverse situation, there would be hardly any penalty since the expert wasn't affected and can easily correct anyone else's mistake.
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Old 04-23-2021, 01:09 AM   #3
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Disorient spell - Gurps Magic

Quote:
Originally Posted by lvalero View Post
What happens when, in a group of adventurers, some of them are under Disorient spell (Gurps Magic) but some others resist sucessfully?

Do they lose their path? Do they split or argue about the right way? Do the people who is not disoriented understand that something is not right with their fellows?

What if the the person who is not "disoriented" is bad at "navegating" and he is only following the team? What if he is very good at it?
If the players walked into an area with Disorient came into play, I'd either let them ROLL their saving rolls without telling them why (a WONDERFUL Way to keep them on the edge of their seats analogous to suspenseful music playing in the background during a movie) or simply roll behind the scenes and then wait until their "knowing" of the proper relationship to their past landmark/path becomes important.

The moment you tell ONE person information that conflicts with another's - you have a problem right? Easy solution? Pull aside the person who is resistant to your efforts at the table by saying "Hey Mark, let's go in the other room. Bring your dice with you." Then get half way to the other room, and then stop saying "Oh, and bring your character sheet with you."

By now, you have the entire party's curiosity raised. What happened to Mark? Then, matter of factly, request a roll versus Mark's character saying "You need to make a perception roll at -2 penalty" Why the -2? Just as people on sentry duty after a time start to lose their attentiveness to details, so too will someone who thinks everything is just fine for the last how ever long it has been that the "Party" has been travelling be less attentive. If Mark's character is aware of the confusion, then tell Mark the truth. If Mark's character fails the roll, then simply say - Ok, something strange happened a while back, but you're not sure what." When it comes time for Mark's character to know the way back to his last landmark or what have you, you tell him the TRUTH.

Remember, the only time the effects of this spell come into play, is when the character is trying to remember directions and past activity versus their last Landmark. The whole problem of "navigation" may not rear its ugly head for a bit. If the rest of the party starts to argue based on their own REAL memory versus that of what you're telling them later on when directions become vital, do this:

"Ok, You, You, and You (people whose characters failed their saving rolls) - make an IQ saving roll. Let me know if you succeed or not. "



Then kick Mark out saying "Ok Mark, other room, their turn". Tell them that Mark's character looks confused about directions. Let them know that a while back, something happened and that the directions you gave - was to keep Mark's character in the dark. Then give them the now new "Correct information." Granted, it will be misinformation, but they won't know that. They will (hopefully) think everything they remember as true, was intended to throw MARK off, not them.

Those who succeeded in the Fake IQ roll, tell them fake information is true. Those who failed the fake IQ roll, simply tell them, their characters can't remember. You're setting the stage for when Mark comes back, right?

Bring back Mark and the story moves on. Those who THINK they know the truth will argue against Mark. Those who didn't make the second Fake IQ saving roll, simply don't remember. This way, you preserve what the intent is behind the spell.

Only if they try and actively retrace their steps, will they (those who failed their original saving roll vs this spell) break the hold of the Disorient spell.

What makes this spell insidious is the fact that the results of the spell are largely delayed.

THAT is how I'd handle it for my gaming crew.
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