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The Lounge II.

Posted by Mad MickFor group 0
Tortuga
player, 381 posts
Fri 31 Jul 2015
at 17:20
  • msg #676

Re: GCA Question

I do want a rate of general character improvement, but not so much that I'm dealing with thousand-pointers.

I'm thinking that the general game flow will be something like:

Option 1: "A century passes and you keep moving so that nobody discovers that you're not aging. How do you spend it?"

And then downshifting to "adventure time" to offer plot hooks based on the life the PC presented:

"In 1509 you're living in the South of France, when the woman married to you mysteriously vanishes. Rumors indicate that she was last seen talking to the Prince's men."

And then letting PCs shuffle their skill points around to account for skills gained and lost based on the last century's lifestyle. A few more CP would be awarded based on roleplaying in the last "adventure" period, but generally speaking PCs would stay in the 250-300 point zone.

Maybe start PCs at 100 points, and give big dumps of CP up to 250, (20 per adventure) then slow the rate down a lot. (2-5 per adventure)

Option 2: Might be simpler if they reincarnate rather than stay alive the whole time.

"You're reborn in 1509 in the South of France. You remember your previous lives well enough. What kind of life do you live between 1509 and, say 1542?"

To make it easier on PCs I'd probably say that each incarnation is mostly the same with a few tweaks for lifestyle and era. That way you're not spending hours making a new character every adventure, and there's a feeling of continuity.

Skills would change. Maybe you're always born "genetically the same" so your advantages and disadvantages don't change as much? Or maybe there's a "core" character, then a bunch of points to play with every time?

Thoughts?
pesterfield
player, 55 posts
Sun 2 Aug 2015
at 04:20
  • msg #677

Re: GCA Question

One draw of immortal stories though is having those lifetimes of experience.

Being one of the few people who remember how to do something, or solving problems with obscure information because you were there the first time.
BlueDwarf
player, 47 posts
Sun 2 Aug 2015
at 21:58
  • msg #678

Re: GCA Question

In reply to pesterfield (msg # 677):

The other aspect with being immortal is how. If vampire, do you suck humans blood, or go to the trouble of only attacking animals. What are the consequences of that? That could be an interesting role-play in itself...
Witchycat
player, 53 posts
Furry Kitty with
a witch's hat
Thu 6 Aug 2015
at 01:51
  • msg #679

Re: GCA Question

In reply to pesterfield (msg # 677):

Like Dr. Who or an Immortal from Highlander?
Gwythaint
player, 14 posts
3rd edition gm for 15yrs
happy to be playing
Sun 9 Aug 2015
at 13:57
  • msg #680

Re: GCA Question

In reply to Witchycat (msg # 679):

Having a high base stat/talent combo and assorted levels of
dabbler and jack of all trades might build something effective, coupled with s few high point skills, like fencing or intimidate that
wouldn't be subject to regional differences.
Having social chamelion, smooth operator and perks like hinest face, or better, forgettable face, can make an
effective  immortal.
Witchycat
player, 54 posts
Furry Kitty with
a witch's hat
Thu 13 Aug 2015
at 01:23
  • msg #681

Re: GCA Question

That's true plus regeneration.
Tortuga
player, 383 posts
Fri 21 Aug 2015
at 22:03
  • msg #682

And Now for something completely different

Here's an idea. Amnesia with a twist.

Players wake up and have no idea who they are. Blank character sheets, and a certain character point balance.

As you attempt things you "discover" that you have certain skills or advantages. Say you try to sneak past someone and roll a 15. You either have to spend the CP to have a Stealth skill of 15 or accept it as a failure (and thus define that your character does NOT have a stealth skill of 15+).

The "Lockpicking-15" skill might be taken as:

DX 10, Stealth +5 (20 points)
DX 11, Stealth +4 (36 points)
DX 12, Stealth +3 (52 points)

Or whatever + levels of a given talent.

Or they could choose to call 15 a failure, keeping in mind that they could not choose to make 15 a success on future rolls.

Thoughts?
steelsmiter
player, 177 posts
Fri 21 Aug 2015
at 22:13
  • msg #683

Re: And Now for something completely different

Tortuga:
Here's an idea. Amnesia with a twist.

Players wake up and have no idea who they are. Blank character sheets, and a certain character point balance.

As you attempt things you "discover" that you have certain skills or advantages. Say you try to sneak past someone and roll a 15. You either have to spend the CP to have a Stealth skill of 15 or accept it as a failure (and thus define that your character does NOT have a stealth skill of 15+).

The "Lockpicking-15" skill might be taken as:

DX 10, Stealth +5 (20 points)
DX 11, Stealth +4 (36 points)
DX 12, Stealth +3 (52 points)

Or whatever + levels of a given talent.

Or they could choose to call 15 a failure, keeping in mind that they could not choose to make 15 a success on future rolls.

Thoughts?

I have used this idea, except that I didn't nitpick about having to remember which rolls were failures in the past. It worked well enough for me. The game died, but it died for other reasons.
Tortuga
player, 384 posts
Fri 21 Aug 2015
at 22:16
  • msg #684

Re: And Now for something completely different

How would you go about setting disadvantages?

(Post 3k woo)
steelsmiter
player, 178 posts
Fri 21 Aug 2015
at 22:47
  • msg #685

Re: And Now for something completely different

I let people know they have a set amount, and when the option comes up for a character to need to roll against a disadvantage, I let them know that the price they take is added to their quota unless it exceeds the campaign limit.

So if the game is 250 points, and someone's spent 37, they have 213 left. If the game is set in an asylum, and some crazy naked lady runs up to them, I let them know they can saddle themselves with lecherousness and get the negative points they applied for the SC they wanted back into their budget.
steelsmiter
player, 179 posts
Fri 21 Aug 2015
at 22:48
  • msg #686

Re: And Now for something completely different

Although if they can come up with a delusion related to that kind of event, I might let that fly too :D
LandWalker
player, 137 posts
Fri 28 Aug 2015
at 00:11
  • msg #687

Re: And Now for something completely different

Has anyone here done much playing with Technical Grappling?  If so, what did you think?  Good thing?  Bad thing?  Easy to incorporate and easy to use?  Complete nightmare to incorporate and use?
Mad Mick
GM, 112 posts
Tue 22 Sep 2015
at 04:24
  • msg #688

Re: And Now for something completely different

I'd really like to play a GURPS solo game as an Immortal from the Highlander TV show.  Other players would be fine, too, with all of our stories interweaving through the plot, but a solo thread with 2-3 posts per week would be just right.  Alternately, a small group of perhaps 1-2 Immortals, perhaps a Watcher, and their human allies and associates would be fine, too (think Mac, Richie, Joe, etc.)

I'd like the tone to be serious and gritty, matching the TV show. I'd rather not get mixed up in the World of Darkness-related mythos.

For posting style, I like 2-3 paragraphs, at times more, reasonably well-written.  Death should be a very real possibility - this is a game about taking people's heads, after all.  I'd also like to be in it for the long haul, for several years if possible.

For the Immortal PCs, I would be ok with beginning right after awakening as a Immortal or starting as an experienced Immortal.  An alternate idea would be to play several chapters of backstory through the centuries.  I'm more of a Narrativist rather than a Simulationist, so things like an interesting plot, a detailed setting, and well-rounded characters are what pull me in.

A GURPS Highlander guide:  http://www.misersoft.com/gurps/gurps_highlander.txt

For flavor:  http://youtu.be/WgCFRwt050Y

I'm going to post this to Wanted - GMs, too.  If you're interested, PM/rmail me and we'll take it from there.  =)
Jeffrywith1e
player, 8 posts
Wed 23 Sep 2015
at 17:09
  • msg #689

Re: And Now for something completely different

Thank you! I wasn't aware of that Highlander doc.
steelsmiter
player, 181 posts
Wed 23 Sep 2015
at 18:09
  • msg #690

Re: And Now for something completely different

I would not mind running it if I had a 4th edition update. That and my GURPS is REALLY RUSTY.
Witchycat
player, 55 posts
Furry Kitty with
a witch's hat
Thu 24 Sep 2015
at 02:24
  • msg #691

Re: And Now for something completely different

In reply to Mad Mick (msg # 688):

I always liked Highlander. It has potential.
Mad Mick
GM, 113 posts
Thu 24 Sep 2015
at 03:55
  • msg #692

Re: And Now for something completely different

Eh, it would be fun.  Maybe with the upcoming remake (if it happens), we might get some interest.  =)
Michi_chan
player, 1 post
Wed 30 Sep 2015
at 23:08
  • msg #693

Re: And Now for something completely different

Recently found a copy of the GURPS Dinosaurs, it and my love of the recently made Ark survival Evolved video game has left me eager to contemplate playing in or even, dare I say running a game of survival using dinosaurs and other prehistoric critters.
steelsmiter
player, 182 posts
Thu 1 Oct 2015
at 06:08
  • msg #694

Re: And Now for something completely different

Michi_chan:
Recently found a copy of the GURPS Dinosaurs, it and my love of the recently made Ark survival Evolved video game has left me eager to contemplate playing in or even, dare I say running a game of survival using dinosaurs and other prehistoric critters.

You're the reason I'm on the site, I'm down. I'll get Shin in on it if you want.
Varsovian
player, 19 posts
Fri 13 Nov 2015
at 12:20
  • msg #695

Re: And Now for something completely different

If you don't mind, I'll repost my GM Wanted ad here:

Female Warrior Solo Game

I'd be interested in finding a GM for a GURPS game covering the adventures of a single female warrior. I'd prefer a solo game at the moment, as I'm not sure I could commit to a group game right now. The game could be Mature or even Adult.

I have character ideas that could work both in an epic, high fantasy story or in something more realistic / down-to-earth / low fantasy. Whatever style my GM would prefer.

Any takers? If so, please rMail / PM me :)
Varsovian
player, 20 posts
Wed 18 Nov 2015
at 20:17
  • msg #696

Re: And Now for something completely different

Alright, I have another game idea for those willing to take a stab at GMing something. The idea is...

The Best Occult Horror RP Ever!

Basically, I'd like to play a magic-using occultist in a modern horror game. There are a few non-GURPS games that use this idea. The problem is, none of them fits my wishes for a such a game completely:

1. Mage: the Awakening has a lot of depth, but is built on the premise that real-life occult practices are just a shade of real magic from the time before time etc. It's an interesting idea, but it means you can't simply play a Hermetic magician - Hermetic magic isn't really working in that setting. Also, the general tone of the game is quite... cosmic and mythical, with the characters being much more than just occultists.

2. Mage: the Ascension allows for playing a Hermetic-style magician, but it's quite epic, with the whole Ascension War going on. Also, it has mad science, cyborgs etc. Again, good setting, but not what I'm looking for at the moment.

3. Unknown Armies has a pleasant undertone of utter weirdness. Still, most of the magic schools in that game are way too crazy for me. Also, they require for the occultist to be a total weirdo...

4. Witchcraft is quite down-to-earth, the power levels of the magic aren't as high as in both Mage games and the whole tone of the game is quite gritty. Most imporantly, you can play a Hermetic there! There's a lot in there to like - on the other hand, the setting also has magical cats and angels, which don't fit my image for the perfect occult game. Also, I really don't like the "Apocalypse is coming!" backplot.

So... here's a challenge for you, GURPS GMs: create the perfect occult game for me! Something with the depth of Awakening, but not as cosmic. Something that uses real-life magic beliefs instead of fictional magic (again, Awakening). Something with a high dose of mystery and also some weirdness (but not going overboard with it). Something close to Witchcraft, but powered by GURPS and without the cat-people, Christian angels etc.

Any takers?
krusher
player, 20 posts
Fri 20 Nov 2015
at 04:39
  • msg #697

Dungeon Fantasy question

Not really a rules question but a setting question.

I have the idea for a campaign where everything is within a giant dungeon, including the main city (Several rooms converted into storefronts, inns, etc. with nearly all the entrances into the area guarded).

I know normally PC's don't care about where the gold they just gave to the shop owner goes, but i need to fill in a few blanks in my own head.

The actual setting is a bit odd. this is where all the adventurers go when they die, equipment and all.  I'm thinking about letting dead characters from other DF games.
Magic Mushroomcloud
player, 27 posts
Fri 20 Nov 2015
at 15:10
  • msg #698

Dungeon Fantasy question

In reply to krusher (msg # 697):

Maybe there's like a very greedy, very lazy, and very clever dragon (or something) somewhere in the dungeon that's somehow involved with the creation of the setting. It's worked out a way to harness dead folks fighting each other to enjoy a near-constant rain of incoming gold pieces through the cycle of rubes go on an adventure -> kill monsters -> take their treasure -> buy stuff from the merchants -> have the merchants deposit the cash onto the pile -> repeat.
Tortuga
player, 386 posts
Mon 14 Dec 2015
at 02:52
  • msg #699

Dungeon Fantasy question

Thinking of running a "fantasy police procedural" sort of game. Either low-fantasy somewhere like Tredroy from GURPS Banestorm, or something more high-fantasy like Waterdeep or Grayhawk.

Interest? Suggestions? Questions? Preferences?
krusher
player, 21 posts
Mon 14 Dec 2015
at 03:12
  • msg #700

New Game

The high power option sounds like an interesting DF game with the HQ being more like the town.
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