GURPS maintenance
Timothy Collinson
(16 Oct 2021 11:44 UTC)
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Re: [TML] GURPS maintenance
Roger Gammans
(16 Oct 2021 12:28 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 15:34 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(16 Oct 2021 14:08 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 15:34 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 15:37 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(16 Oct 2021 23:41 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(16 Oct 2021 23:41 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(17 Oct 2021 02:22 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(17 Oct 2021 03:08 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(17 Oct 2021 15:23 UTC)
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Re: [TML] GURPS maintenance
Phil Pugliese
(19 Oct 2021 02:18 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(19 Oct 2021 13:49 UTC)
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Re: [TML] GURPS maintenance
Phil Pugliese
(19 Oct 2021 14:49 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(19 Oct 2021 19:27 UTC)
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Re: [TML] GURPSmaintenance
Charles Hensley
(20 Oct 2021 21:07 UTC)
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Re: [TML] GURPSmaintenance
Phil Pugliese
(20 Oct 2021 21:18 UTC)
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Re: [TML] GURPSmaintenance
Rupert Boleyn
(21 Oct 2021 00:07 UTC)
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Re: [TML] GURPSmaintenance
Phil Pugliese
(21 Oct 2021 02:08 UTC)
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Re: [TML] GURPSmaintenance Rupert Boleyn (21 Oct 2021 02:24 UTC)
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Re: [TML] GURPS maintenance
Alex Goodwin
(21 Oct 2021 17:21 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(21 Oct 2021 17:45 UTC)
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Re: [TML] GURPS maintenance
Phil Pugliese
(21 Oct 2021 18:56 UTC)
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Re: [TML] GURPSmaintenance
Phil Pugliese
(21 Oct 2021 18:11 UTC)
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Re: [TML] GURPSmaintenance
Bruce Johnson
(21 Oct 2021 19:05 UTC)
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Re: [TML] GURPSmaintenance
Timothy Collinson
(21 Oct 2021 20:09 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(20 Oct 2021 05:54 UTC)
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[TML] GURPS maintenance
Jonathan Clark
(21 Oct 2021 00:21 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(22 Oct 2021 20:46 UTC)
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Re: [TML] GURPS maintenance
Alex Goodwin
(16 Oct 2021 15:37 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 16:00 UTC)
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Re: [TML] GURPS maintenance
Alex Goodwin
(16 Oct 2021 16:04 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 16:16 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(16 Oct 2021 23:48 UTC)
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Re: [TML] GURPS maintenance
Ingo Siekmann
(16 Oct 2021 18:08 UTC)
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On 21Oct2021 1508, Phil Pugliese - philpugliese at yahoo.com (via tml list) wrote: > Sounds to me you've been playing w/ a bunch of 'munchkins' who want to try to micro-analyze the rules to gain an advantage.I know that well.I was one of those folks myself.Always trying to optimize each & every minute to extract the max advantage.IMO, a good GM will lead his PC's into understanding that a role-playing experience is not about seeking to maximize or optimize the rules but in providing an experience that mimics RL.You want to spend 16 hours/day studying?OK, go for it, but don't be surprised if things don't work out the way you expect.Just as it wouldn't in RL. Not at all. How much maintenance does a ship really require? is the sort of thing that sensible people will be asking when they want to buy a bigger ship and wonder if they will need to hire some extra crew to help keep her up and running. Wanting one's character to improve, and thinking that they should have some spare time whilst in jump is hardly a 'munchkin' thing to want to do, and wondering how much such free time there is and how that will be impacted by being short a crew member isn't either. And knowing these things leads to being able to calculate how much time everyone is spending on maintenance, and on a free trader trying desperately to make ends meet this might lead to doing the maths on running short a crewman to cut costs (and hoping the licensing authorities and/or your insurers don't find out) - hardly a 'munchkin' thing to do - it's something small businesses do all the time (whether it's a smart move or not is a whole different thing, of course). And this doesn't even touch on the utility of knowing these numbers has for those people who like to design ships and other stuff and play round with the numbers. Having the design system produce these numbers lets them play with the assumptions around crew levels, and that can lead to more interesting ship designs, because they'll have their quirks - one might have spacious crew quarters and lots of crew, but pay in payload. Another might have lots of crew in tiny cabins, and pay in morale. Yet another might have decent quarters but for less crew than one might like, so plenty of payload but the crew is overworked and tired most of the time, and so on. As long as the numbers are sensible and there are good defaults so those not interested in playing round with such things can just take the defaults and move on, this sort of thing is useful. It's when the numbers don't work out with the numbers from elsewhere, and/or they're fiddly and can't just be skipped over by taking some default that they're a problem for those that'd rather not deal with such detail. And again, just what those defaults are, when it comes to maintenance loads, can give interesting hints as to what the tech 'feels' like in a setting. -- Rupert Boleyn <xxxxxx@gmail.com>