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General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="uzirath" data-source="post: 7917118" data-attributes="member: 8495"><p>Note that for most GURPS disadvantages that affect your personality (like Bad Temper or Overconfidence), you are encouraged to roleplay the flaw unless circumstances are dire:</p><p></p><p>"You never <em>have</em> to try a self-control roll—you can always give in willingly, and it is good roleplaying to do so. However, there will be times when you really need to resist your urges, and that is what the roll is for." — GURPS 4e <em>Basic Set: Characters</em>, p. 121.</p><p></p><p>Interestingly in terms of the comparison with FATE, further down on the same page, GURPS provides an option where you can effectively spend XP to automatically avoid succumbing to your disadvantage: "Optionally, the GM may permit you to use one unspent character point to 'buy' an automatic success on a self-control roll." It's a common rule among groups that I've observed or gamed with.</p><p></p><p></p><p></p><p>I agree with this. In most instances, players who succumb to their disadvantages (even voluntarily) aren't "showboating" or being "anti-social." Sure, I've seen a handful of dud players abuse the system and say "that's what my character would do," but that's true in any system. At most tables that I've played at (and I've played or observed GURPS games with hundreds of people over the years), character disadvantages become part of the texture of the group—a regular source of roleplaying banter. When the stakes are high enough that a player chooses to roll the dice, it's often one of the highlights of the session because it can send the fiction veering in new directions. For me, it's satisfying if the dice helped dictate that the barbarian lost his temper and yelled at the duke. If it was just a player making a dramatic choice, it's potentially more obnoxious.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7917118, member: 8495"] Note that for most GURPS disadvantages that affect your personality (like Bad Temper or Overconfidence), you are encouraged to roleplay the flaw unless circumstances are dire: "You never [I]have[/I] to try a self-control roll—you can always give in willingly, and it is good roleplaying to do so. However, there will be times when you really need to resist your urges, and that is what the roll is for." — GURPS 4e [I]Basic Set: Characters[/I], p. 121. Interestingly in terms of the comparison with FATE, further down on the same page, GURPS provides an option where you can effectively spend XP to automatically avoid succumbing to your disadvantage: "Optionally, the GM may permit you to use one unspent character point to 'buy' an automatic success on a self-control roll." It's a common rule among groups that I've observed or gamed with. I agree with this. In most instances, players who succumb to their disadvantages (even voluntarily) aren't "showboating" or being "anti-social." Sure, I've seen a handful of dud players abuse the system and say "that's what my character would do," but that's true in any system. At most tables that I've played at (and I've played or observed GURPS games with hundreds of people over the years), character disadvantages become part of the texture of the group—a regular source of roleplaying banter. When the stakes are high enough that a player chooses to roll the dice, it's often one of the highlights of the session because it can send the fiction veering in new directions. For me, it's satisfying if the dice helped dictate that the barbarian lost his temper and yelled at the duke. If it was just a player making a dramatic choice, it's potentially more obnoxious. [/QUOTE]
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