Re: [TML] Bouncing ideas around...
Rupert Boleyn 05 Jul 2022 12:24 UTC
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>