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Old 09-29-2012, 01:43 PM   #1
robkelk
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Default Re: Enemies + High frequency of appearance + 6 players

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Originally Posted by reverse_atomic_roger View Post
Any ideas?
Can the enemies forward the main plot by their actions?

Can the enemies form an "evil league of evil" and show up all at the same time? (This isn't completely realistic, but it works in pulp and four-color-supers...)
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Old 09-29-2012, 02:19 PM   #2
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Default Re: Enemies + High frequency of appearance + 6 players

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Originally Posted by reverse_atomic_roger View Post
Hi all.

Does anyone else have a problem with enemies bought as disadvantages taking over the game?
There are detailed guidelines for this in GURPS Supers. But basically, if you don't want enemies to take over the game, limit frequency of appearance to 6 or less for most, or 9 or less for strongly recurrent ones. With seven players each with an enemy on 6 or less, you'll have about 50% of sessions with no enemy showing up: (196/216)^7 = .5065.

Bill Stoddard
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Old 09-29-2012, 02:22 PM   #3
David Johnston2
 
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Default Re: Enemies + High frequency of appearance + 6 players

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Originally Posted by whswhs View Post
There are detailed guidelines for this in GURPS Supers. But basically, if you don't want enemies to take over the game, limit frequency of appearance to 6 or less for most, or 9 or less for strongly recurrent ones. With seven players each with an enemy on 6 or less, you'll have about 50% of sessions with no enemy showing up: (196/216)^7 = .5065.

Bill Stoddard
Fewer if you band the enemies into the Masters of Revenge and roll for them collectively.
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Old 09-29-2012, 03:21 PM   #4
whswhs
 
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Default Re: Enemies + High frequency of appearance + 6 players

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Originally Posted by David Johnston2 View Post
Fewer if you band the enemies into the Masters of Revenge and roll for them collectively.
Yes, that's one of the options that GURPS Supers analyzes.

Bill Stoddard
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Old 09-29-2012, 06:07 PM   #5
gilbertocarlos
 
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Default Re: Enemies + High frequency of appearance + 6 players

For enemies being a disadvantage they need to make things worse off. So, they will attack when there is a battle occurring already, they will see you entering the city and use his connections to forge a crime and get you arrested, and if 5 players have enemies, all of them can unite and attack all at once, while at the same time they still need to get to the main villain in one week.
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Old 09-30-2012, 12:04 AM   #6
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Default Re: Enemies + High frequency of appearance + 6 players

OTOH, an enemy of a single PC is only out to get that one PC. He may go to great length to try to separate the PC from the pack so that he can take him on one on one and not have to deal with his friends. He may even try to turn one of the other PC's against his target, or may use the other PC's without their knowledge.
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Old 10-01-2012, 09:12 AM   #7
Figleaf23
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Default Re: Enemies + High frequency of appearance + 6 players

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Originally Posted by reverse_atomic_roger View Post
Hi all.

Does anyone else have a problem with enemies bought as disadvantages taking over the game?
I would, if I allowed it. But I don't, and I advise you to do the same.
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Old 10-01-2012, 09:29 AM   #8
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Default Re: Enemies + High frequency of appearance + 6 players

I work enemies into the story with frequency deciding what sort of part they play in the story and scope of power for how difficult it'll be to deal with. Some enemies can be treated as an encounter for certain activities.

For example, I run a fantasy campaign where everyone has a group as enemies. This just means when I'm rolling for encounters, I include their enemies. One person has a custom enemy that happens to be their sibling that wants them dead for certain reason. That one made more sense as a story element than a random encounter.
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