Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-23-2015, 09:13 AM   #1
Madnessinabottle
 
Join Date: Sep 2014
Default New GM Need help with sanity

I'm running a turn of the 19th century adventure. It's a little bit James Bond, Indiana Jones and a bit Cthulhu.
My question is how best to deal with sanity?
I Had three Idea;

1) Roll against Intelligence, Damaging effects apply to intelligence
This is like the knowledge is driving them insane.

2) Roll against Intelligence, then against HT.
More like what they have seen provides such a shock that it could actually cause heart attacks and seizures etc

3)Roll against Intelligence, Damage to FP
This would be that what they see is so damning to their reality that it actually drains their will to carry on and do things.

I had thought about giving Disads ( no points awarded) to the players, but it seems like a lot of work remembering that.

What does a more seasoned player think?
Madnessinabottle is offline   Reply With Quote
 

Tags
gurps, sanity

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:22 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.