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technological requirements HERO/Diced vs. Low Mechanics/Diceless (1 viewing) (1) Guests
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TOPIC: technological requirements HERO/Diced vs. Low Mechanics/Diceless
#10195
Jaana Heino (Visitor)
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technological requirements HERO/Diced vs. Low Mechanics/Diceless  
This brings up a related problem. What do you do when your p_layer_ rolls a critical success for the social situation and then proceeds to roleplay the interaction in the worst possible way, i.e. acts like a jerk during a seduction, etc.? I think there are generally three ways I have used to handle social situations in a diced game. 3 used to be the norm earlier in my life, nowadays I think we use mostly 1 and often 2... 1. Roleplay, don't roll. Works when the p_layer_'s skills are a match to    the characters, and is way cool... 2. Describe&roll. In this one the p_layer_ gives general idea about what    the character is trying to do (like: I'll offer him more wine, and    even more wine, and try to get him to talk about his family again )    and then rolls dice. Works also when p_layer_'s social skills are not    as good as the character's, but is boring more often... Goes for me    if the situation is not very important for story or the character, or    if the skill difference is great, or if I just want to get it done    and go on to play what follows... 3. Roleplay&roll. In this case, the roleplay and the dice are worked    into the final result: if the p_layer_ roleplays a total jerk but rolls    a success, the people around her consider the character a jerk, but    for some reason the consequences are not as bad as they could have    been, for instance. Works, mostly, but demands more from the GM    (*why* did they not get as angry as they should have?).
 
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#10196
russell wallace (Visitor)
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technological requirements HERO/Diced vs. Low Mechanics/Diceless  
(BTW, I'm surprised at Valentine's long skill list being so expensive; I would have thought the high-stat=cheap-skills anomaly would have been of aid here, i.e. just buy up his IQ?) Eek!  Sure, but then he ends up being smarter than Valerie, which I know he isn't, and arguably a genius, which he *certainly* isn't. It also feels very wrong for a character to have 1 point into his core professional skills.  I'd hope for the investment-into-skill to tell me a bit about character history, but high-IQ GURPS characters aren't like that. Again, different priorities.  I'd like as few false, misleading things on the sheet as possible (for example, high point investment into a peripheral skill and low point investment into a core skill) because during that early campaign struggle these can really cause me grief. If I were describing an already solidly defined character, I wouldn't care nearly as much. And again, this now makes perfect sense given what you use the system for.
 
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#10197
Jeff Stehman (Visitor)
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technological requirements HERO/Diced vs. Low Mechanics/Diceless  
: : What action could possibly short-circuit the plot? : : Almost any action in the wrong place at the wrong time. : Can't think of one that would happen at the wrong place at the wrong time. I go home, leaving the entire matter behind me.
 
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#10198
Psychohist (Visitor)
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technological requirements HERO/Diced vs. Low Mechanics/Diceless  
This has been moved from the HERO/Low Mechanics thread because it seems more appropriate for this subject line. Regarding the amount of detail to be communicated, Sarah Kahn posts:    I like to hear some extraneous detail, though, because,   to my mind, this does reduce the chances of assumption clash  
 
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#10199
Kedamono (Visitor)
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technological requirements HERO/Diced vs. Low Mechanics/Diceless  
  A game rule is a guideline to the regulation of actions by PCs   during a gaming session, or the post/pre game session regarding   modification/creation of the P_layer_ Character. Are you refering to the previous version or Tri Tac's take on the definition? I like mine better. Yeah, I think so.  But it needs narrowed down a little.  I don't think the word guideline is exactly right, for one thing.  And I don't think it's just a PC thing, either. Hmm, yes, I agree, this is too broad, but we narrow too far. By choice, I left it vague to be able to consider and not to consider something as a rule. But I think we've hit upon something above, that might just fit the bill.    Rules consist of quantitative de_script_ions of how PC and NPC actions    are resolved by the p_layer_s and/or the GM, in a RPG. These quantitative    de_script_ions are also applicable to _meta_-game actions, such as character    creation, adventure design, and other aspects of the RPG in question. Too Narrow? Too Broad? Completely out in leftfield?
 
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#10200
technological requirements HERO/Diced vs. Low Mechanics/Diceless  
All I can say is they work well for me, in both my Fantasy campaigns and in my modern day/SF stuff.  It true that an engineer in my GURPS Traveller campaign needs 1/2 dozen or so skills, but they are fairly cheap and defaults offset this.   Could you do me an example?  This is an honest request, not a rhetorical one; I keep trying to do Valentine and drowning in skills. Valentine is a Jumpship engineer, though his first love (as a teenager and later in college) was lifesupport and environment engineering.  Things he knows how to do really well:
 
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