Bouncing ideas around...
Alex Goodwin
(02 Jul 2022 19:44 UTC)
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Re: [TML] Bouncing ideas around...
Evyn MacDude
(02 Jul 2022 20:00 UTC)
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Re: [TML] Bouncing ideas around...
Phil Pugliese
(02 Jul 2022 20:15 UTC)
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Re: [TML] Bouncing ideas around...
Rupert Boleyn
(02 Jul 2022 21:11 UTC)
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Re: [TML] Bouncing ideas around...
Greg Nokes
(02 Jul 2022 23:10 UTC)
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Re: [TML] Bouncing ideas around...
Alex Goodwin
(05 Jul 2022 10:29 UTC)
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Re: [TML] Bouncing ideas around... Rupert Boleyn (05 Jul 2022 12:25 UTC)
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Re: [TML] Bouncing ideas around...
kaladorn@xxxxxx
(09 Jul 2022 07:50 UTC)
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Re: [TML] Bouncing ideas around...
Phil Pugliese
(09 Jul 2022 16:26 UTC)
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Re: [TML] Bouncing ideas around...
kaladorn@xxxxxx
(09 Jul 2022 23:07 UTC)
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Re: [TML] Bouncing ideas around...
Phil Pugliese
(09 Jul 2022 23:22 UTC)
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Re: [TML] Bouncing ideas around...
kaladorn@xxxxxx
(10 Jul 2022 04:52 UTC)
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Re: [TML] Bouncing ideas around...
Mark Urbin
(10 Jul 2022 13:46 UTC)
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Re: [TML] Bouncing ideas around...
Bruce Johnson
(13 Jul 2022 00:00 UTC)
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Re: [TML] Bouncing ideas around...
Phil Pugliese
(13 Jul 2022 00:43 UTC)
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Re: [TML] Bouncing ideas around...
Thomas RUX
(13 Jul 2022 03:26 UTC)
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Re: [TML] Bouncing ideas around...
kaladorn@xxxxxx
(19 Jul 2022 19:30 UTC)
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Re: [TML] Bouncing ideas around...
Phil Pugliese
(10 Jul 2022 14:04 UTC)
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Re: [TML] Bouncing ideas around...
kaladorn@xxxxxx
(10 Jul 2022 15:57 UTC)
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Re: [TML] Bouncing ideas around...
kaladorn@xxxxxx
(10 Jul 2022 15:58 UTC)
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Re: [TML] Bouncing ideas around...
Harold Hale
(03 Jul 2022 05:16 UTC)
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On 05Jul2022 2228, Alex Goodwin - alex.goodwin at multitel.com.au (via tml list) wrote: > On 3/7/22 07:11, Rupert Boleyn - rupert.boleyn at gmail.com (via tml > list) wrote: >> Well, their objective power in MgT, CT, etc. would be wildly >> different as well. In play differing point values in GURPS don't >> matter that much as long as everyone has some skill or talent they >> can bring that's useful to the party - assuming that the players >> don't care about it. Note that learning new skills is fairly easy >> in GURPS, and stats influence skill level very strongly, and >> there's no built-in niche protection to stop a high-IQ engineer >> quickly also becoming the best at science, sensor ops, piloting, >> etc., so you need to be aware of this and have players that are in >> board with not trampling too hard on other PC's niches, especially >> if some of the characters are young and have limited skills - they >> need to be able to be the go-to guy in their niche or players will >> rapidly start wondering why that guy is even on the crew. > This has been bugging me - would Talents be usable for niche > protection? They certainly help, probably moreso if you've got *Power-Ups3 - Talents* and allow the alternative benefits for characters they fit (more stuff to curate!). Either way, playing up the non-skill part of the talent is important, otherwise it risks becoming just a point rebate in the minds of the players. I think mostly you just have to talk to your players about niches and not walking all over each other, and possibly putting one's foot down if people start. I certainly wish I'd done that in my game way back. It's years too late now. -- Rupert Boleyn <xxxxxx@gmail.com>