Sorry, the plot device is on leave this week
So, here I am, having traveled half a world away. While the primary purpose of my trip is still solid, I had a host of other people to do and things to see while I was here. Or something like that.
So, here I am, having traveled half a world away. While the primary purpose of my trip is still solid, I had a host of other people to do and things to see while I was here. Or something like that.
Starting to get layout chapters. Here’s the introduction. Tweaks are still being made, but this is starting to look like a real book. The Core Concepts chapter has tables and more box-text, and it looks very, very good to me. Comments welcome! A 2-page spread from the Core Concepts chapter… And another showing two full-column…
Sort of in response to another thread on the forums. But this time, I’m wondering if I can use my favorite thing in the whole GURPS world to answer a question about scaling DR with tech level. Damage Resistance At 5 points per level, DR is fairly expensive. It’s 1.6x more than Fatigue Points and…
It’s no secret. Ever since I read Elisabeth Moon’s The Deed of Paksenarrion, I’ve loved playing paladins. +Rob Conley did me a favor and quoted the best description from the book in a prior blog post: Paraphrased From page 579 of the Trade Paperback the Deed of Paksenarrion. Most think being a holy warrior means gaining vast…
Telescopic Vision As part of a discussion of some rules involving guns, aiming, and accuracy, +Christopher R. Rice brought my attention to the rules for Telescopic Vision (p. B92). Holy Gawd, it is awesome. Not only does each level cancel out range penalties for normal Vision rolls, but it has double effect if you take Aim. Not…
Thursday is GURPS-day, and +Jason Packer just threw down the gauntlet. In one paragraph, plus some short supporting details, he sketched out enough of a compelling sandbox game intro to make me want to start running this exact setting in a game of my own. I love it. I love it so much that I will repost the…
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This is exactly the burden that Old School D&D takes off of my game mastering shoulders. With gold-for-xp and an effectively unlimited map (B2 or a scratch-built megadungeon), the players set the objective and take charge of the plot.
For a more narrativistic game… the ability to telescope and fast forward past the tedious parts means annoyances don't have to be boring. Setbacks and failures are the essence of plot and we for some reason have a tendency to want to gloss over those in favor of what we think is "supposed" to happen.
When Plan A can't work for silly logistical reasons… the players might be forced to use an approach that they aren't as optimized for in a time and place that they aren't min/maxed against. If this sort of thing develops as a direct result of player choices and dice results instead of raw GM fiat… so much the better. I say embrace it as a perfectly logical contrast to business as usual.
This can definitely be done well, and it'll add to the plot. If the taxi is late, but you gift them with the presence of another car nearby, whose operator is just idling, they might turn it into a cinematic scene. "I'll give you a hundred and thirty seven dollars if you drive my friend and I to the airport RIGHT NOW."
If the platoon doesn't show up, do you send out scouts, find that they're lost, and start messing with them where they are? Maybe it's a fortuitous decision, as their APC has thrown a tread and if you can lead them away with a well-played strategic withdrawal, you can avoid their heaviest firepower.
I definitely think it can work just fine, no matter if it's GM fiat or from a random roll on a table.
So Doug, you're saying, basically, what if you decide to go see the Mad Wizard of Madwizardistan, and you show up, why is he automatically there? What if the ship is late, the Mad Wizard is sick and can't see you? What if he's late because he's been traveling and isn't back yet?
It's no different than rolling a reaction roll – not how the guy reacts to you, but "can you get there smoothly?" or "is he there when you get there?"
Personally I think this is totally fine. Just gloss over the delay. "He can't see you for an hour" is very different than "Okay guys, sit at the table for an hour and then we'll play out the encounter." It'll matter if they have a time limit in the game, just don't make it suck out of game.
Oh, sure, I'd never make the players sit around. Just wondering how often people use simple (or complex) friction in their games.
I use it whenever I forgot to be prepared for that action. "Sorry, Dave's not here."