[TML] Character Improvement [was Levelling]
Richard Aiken
raikenclw at gmail.com
Tue Feb 19 02:01:25 MST 2008
On Feb 19, 2008 3:42 AM, Jerry W Barrington <jerry.barrington at gmail.com> wrote:
> > And he (the character) is trying, he really, really is. But nobody
> > told him it's unmannerly to hawk a loogie and start sharpening his
> > favorite knife over in the corner . . .
>
> O.o
>
> There are people who need to be told this? Seriously, I've known plenty of
> people who were crude, but not a one had to be told things like that.
Hey! He *went* over to the corner . . . :-P
But that's the point. He isn't just "small-c" crude. He's Crude.
> > So the most Complicated person is
> > going to be only 20% better than an average starting PC who takes no
> > Complications at all.
>
> 20% is actually quite a bit.
It's about the difference between someone who takes a couple of so-so
GURPS disads when starting out and someone else who takes the campaign
maximum.
And - of course - that "better" should have been in quotes. Since
there will be certain situations in which he won't be better than an
average character.
> I'm looking at it like this:
>
> X run over cat, gets a point.
> 10 minutes later, X shoots at Y, using point to make it more likely.
> Dead cat has no logical connection to shot person.
True. But the dice roll involved is a random event. Luck (what this
thread started out discussing) is the ability to change randomness in
your favor. Plot Points are - essentially - stored Luck. There's no
need for a connection between the event that generates Luck and the
one where it is used. It may never be used directly at all. It may
instead be converted into Advancement Points.
> To this game system, it's all about a story, no matter how absurd the
> connection between the events.
That isn't quite it. It's really much simpler. There's no connection
at all between the two events, so there's nothing to be absurd about.
> It's Narrativist, I'm Simulationist. Not a
> good connection. You said it yourself: "It's about cooperative
> storytelling." But your stories are more likely to be Independence Day,
> events make story, not make sense. My stories are more historical
> docu-drama.
<shrug> If you say so. To each his own.
You know, at first, I didn't like Plot Points either. They seemed to
give the players too much control over the story. But then I realized
that this wouldn't necessarily be a bad thing. So I learned to let
go.
--
Richard Aiken
"Never insult anyone by accident." Robert A. Heinlein
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