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Old 11-08-2013, 07:44 PM   #21
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: Group experience

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Originally Posted by Bookman View Post
Actually, now that I see what I wrote, I didn't even really mean "transfer". I really meant "spend".

In-game, if Leo Lightfoot is constantly annoyed at how Tirion Thunderstep keeps giving them away in stealth situations, the player might say that his character is going to teach Tirion how to move more quietly, even if it kills him. Leo's player could then spend a point to buy the Stealth skill for Tirion (with the permission of Tirion's player, I would think).
That sounds like an interesting thing to drop into an extended downtime: over this time, you've each made an impression on one another, so each of you picks, for each other PC, a Skill (in which you have more points) to give that PC 1 point in.
If you did it too often, it would have the possibility of making the PCs too samey, but as a sometimes food, it could be cool.
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Old 11-08-2013, 07:48 PM   #22
The Benj
 
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Default Re: Group experience

I've been pondering the idea of doing with XP what 3rd Ed Warhammer Fantasy does with Fortune Points:
Each time a player <does whatever earns XP in your game>, it goes into a central pot. When the pot has x XP in it (where x is the number of players), everyone gets one.
That celebrates individual merit, but rewards it to the group.
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Old 11-09-2013, 03:27 AM   #23
Gotha
 
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Originally Posted by The Benj View Post
I've been pondering the idea of doing with XP what 3rd Ed Warhammer Fantasy does with Fortune Points:
Each time a player <does whatever earns XP in your game>, it goes into a central pot. When the pot has x XP in it (where x is the number of players), everyone gets one.
That celebrates individual merit, but rewards it to the group.
Wow, very interesting take on this issue! Simple and elegant.
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Old 11-09-2013, 09:16 AM   #24
Nosforontu
 
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Earthdawn has something similarish to this with Group Patterns. Essentially the party may "weave" their xp into a group pattern that then buffs their characters in a variety of ways as long as they are acting in the groups interest (which could might be the pact limitation in gurps on advantages).

Not sure what type of a game you are striving for but what if exotic,supernatural advantages were only purchaseable as part of "group patterns"?

Another alternaitve that I saw in Deadlands Classic was that at the begining of the night players would draw poker chips that they could at the end of the night spend on improving their character. During the session they were able to spend those chips on various things including reducing injuries. Additionally at a slightly higher expense they could also spend those points on another players behalf to reduce their injuries as well.
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Old 11-09-2013, 09:28 AM   #25
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Default Re: Group experience

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Earthdawn has something similarish to this with Group Patterns. Essentially the party may "weave" their xp into a group pattern that then buffs their characters in a variety of ways as long as they are acting in the groups interest (which could might be the pact limitation in gurps on advantages).
Higher Purpose (interest of the group) - or is that too broad? Maybe just (rescue group members from mortal danger) would work?
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Old 11-09-2013, 09:48 AM   #26
Nosforontu
 
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Higher Purpose (interest of the group) - or is that too broad? Maybe just (rescue group members from mortal danger) would work?
Thats not a bad idea, might put a prerequisite of Sense of Duty team on it and you would definately need to clarify what does and does not count as group versus personal interests.
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Old 11-09-2013, 10:30 AM   #27
Peter Knutsen
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Default Re: Group experience

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Originally Posted by vicky_molokh View Post
I remember Seventh Sea offering a variant chargen where e.g. 3 players are given 275 points per group or something like that, i.e. number that is not convenient to divide equally. I vaguely recall this forum disliking the idea. I suppose its feasibility depends on the group in question.
So it works for groups of carefully selected and screened people. As opposed to game such as, e.g., chess, where you can sit down and play with a complete stranger and have tonnes of fun, because it's well-designed so you only need to know the rules.
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Old 11-09-2013, 10:35 AM   #28
Anders
 
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Default Re: Group experience

Chess and roleplaying games are very, very different. Among other things, role-playing games are open-ended in a way that chess isn't. There's a very limited range of moves that are allowed in chess. In a role-playing game... well.

The two are far from equivalent.
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Old 11-09-2013, 11:27 AM   #29
johndallman
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Default Re: Group experience

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So it works for groups of carefully selected and screened people. As opposed to game such as, e.g., chess, where you can sit down and play with a complete stranger and have tonnes of fun, because it's well-designed so you only need to know the rules.
An RPG like that has already been envisaged, if not designed (scroll down to the footnote).
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Old 11-09-2013, 06:39 PM   #30
The Benj
 
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An RPG like that has already been envisaged, if not designed (scroll down to the footnote).
Made me laugh. And now I'm rereading Schlock Mercenary from the start.
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