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Old 05-30-2009, 09:24 PM   #1
the_matrix_walker
 
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Default Re: Perks, can we have too many?

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Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.

Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
Okay this I hear allot. If Gaming is like a meal, and character creation is like cooking, then playing games with a few options you select like a multiple choice quiz is like ordering your food from a menu. Now GURPS has a whole kitchen at your disposal. Now you don't want to set someone loose whose never cooked before to fend for themselves entirely (templates are a decent cookbook though) they'll make a mess and once everyone starts eating they're gonna be ****** about all the stuff they didn't know how to make that their friends are eating...

The beauty of GURPS is that there are no barriers and you can play whatever you want! So you have to sit a new player down, and ask what they want and let em watch you cook for em
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Old 05-30-2009, 09:58 PM   #2
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Default Re: Perks, can we have too many?

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Originally Posted by the_matrix_walker
The beauty of GURPS is that there are no barriers and you can play whatever you want! So you have to sit a new player down, and ask what they want and let em watch you cook for em
It's a cookbook! A Cookbook!

Sorry, couldn't resist.

But seriously, that's what the books are about. Templates can help, but they are rather chunky and intimidating to look at, lots of numbers and weird arcane names for the new player.
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Old 05-30-2009, 10:21 PM   #3
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Originally Posted by Gudiomen
It's a cookbook!
That's something I never got... Why did the Kanamits leave the book anyway :?

<on topic> No... although talk of a sequel is too early IMO.
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Old 05-30-2009, 10:30 PM   #4
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Default Re: Perks, can we have too many?

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Originally Posted by Gudiomen View Post
But seriously, that's what the books are about. Templates can help, but they are rather chunky and intimidating to look at, lots of numbers and weird arcane names for the new player.
The presentation could probably be made less intimidating by presenting them somewhat less compactly and separating out the choices from the fixed portions; the compact presentation makes sense to manage page count, but may not be the most accessible for use, especially by new players.
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Old 05-31-2009, 04:00 AM   #5
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Default Re: Perks, can we have too many?

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Originally Posted by DukeofDellot View Post
Actually I'm having trouble convincing most of my friends to play GURPS due to how many options there are. It's a case by case on the player types.

Just to say, there is a problem with having too many options. It might be minor... and rarely noticeable... but it's there.
That's why templates were invented.
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Old 05-30-2009, 07:07 PM   #6
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Default Re: Perks, can we have too many?

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Originally Posted by Rev. Pee Kitty View Post
Actually, I feel the need to point out that PU2 completely includes all of the perks from Basic and MA.
And, as I understand it, there may well be plans for Power-Ups X: Perks 2, and more, collecting perks from later books.
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Old 05-30-2009, 08:48 PM   #7
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Default Re: Perks, can we have too many?

If they're going to do more Power-Ups, I hope they cover the other two areas of proliferation; Talents and Wildcard skills. Those have been running amok almost as much as Perks - I've had to create cheat sheets to keep up with them.
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Old 05-30-2009, 09:15 PM   #8
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Default Re: Perks, can we have too many?

A character can have too many Perks, but not the system.

It's just a notation of 1 point effects, most of them are variations on another, reducing a specific penalty or giving a bonus under a specific circumstance.

So if you feel overwhelmed by the number of listed variants, try and remember it's not any different really than having just a couple of options, and adding a little color.

Accessory / Specific penalty reduction or bonus / Minor rules exemption

Cover the vast majority of perks, then your just coloring it in with the specialties, techniques, details that apply etc. There are exceptions of course, but Perks (like quirks) are part mini-crunch and big flavor for your character story (for the most part).

In my opinion, there will never be enough perks. And no matter how many are published, I hope there are twice as many custom ones not printed in any book in play than there are ones with page references.
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Old 05-30-2009, 09:22 PM   #9
Gudiomen
 
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Default Re: Perks, can we have too many?

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Originally Posted by Mysterious Dark Lord v3.2 View Post
If they're going to do more Power-Ups, I hope they cover the other two areas of proliferation; Talents and Wildcard skills. Those have been running amok almost as much as Perks - I've had to create cheat sheets to keep up with them.
Actually, that's a GREAT idea. Inspite of my concerns, the one thing that has been great about all these perks are the tons of examples to work from. We definitely need more official Talents, and it'd be interesting to get a treatment of wildcard skills, although I don't find this that essential as they're pretty loosely built anyway.

I'd love to see a "Power-Ups 3: Talents" and I wouldn't mind "Power-Ups 4: Skills!".
Someone write it.
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Old 05-31-2009, 04:06 AM   #10
Peter Knutsen
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Default Re: Perks, can we have too many?

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Originally Posted by Mysterious Dark Lord v3.2 View Post
If they're going to do more Power-Ups, I hope they cover the other two areas of proliferation; Talents and Wildcard skills. Those have been running amok almost as much as Perks - I've had to create cheat sheets to keep up with them.
More official and Kromm-sanctioned Talents would be good, but don't overlook more variants of Blessed. Everybody else already does.
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