Thomas Thornberry
posted,
and Douglas Cole forwarded, a plea for information about high point
value campaigns in GURPS: how can they be made to work, when skills
become so high that failure is highly unlikely?
While I too tend to favour low-point campaigns, I'm playing in
one where the characters have 600+ points, and running another where
they're around 450. So clearly this is possible without doing major
violence to one's idea of a good game.
In a purely mechanical sense, there are several approaches to
challenging high-point characters, which may be combined:
-
Give them things to do that they aren't particularly good at, but
they're the only people available. So they're running off defaults,
possibly quite good defaults, rather than skills they've put points
into.
-
Give them things to do that they are particularly good at, but
they're really hard things. Sure, you have Forensic Accounting-20.
We need you to find the giveaway in these records when they're half
in Russian, the lights aren't working reliably, the room is filling
with water, and we're under fire. Go!
-
Give them lots of different things to do with the same small
group. We need someone who can HALO-jump into Horriblestan and
perform a delicate heart operation on the rebel leader. And then
defuse a nuclear warhead.
All of these are ways to let characters look really impressive when
they succeed, which is fair enough: they are after all very much more
capable than normal people.
Most of these solutions mean getting away from pure combat situations,
which reminds me of the problems some GMs faced in the late 1980s with
long-running AD&D campaigns: the PCs can beat up any monster in the
book, so how do you challenge them? The answer then, even in a much
simpler system that didn't really have the idea of non-combat skills,
was still to move away from the fight as the universal solution: maybe
you can beat up the king, but that doesn't get you the letter of
marque you want. You can slaughter everyone in a room, but that
doesn't tell you which one was the murderer. I think the same is true
now: not everything can be solved with a skill roll, though high
skills will certainly help the process of solution.
There's also a big difference between starting at high points values
and getting there through play. With the former, it's easy to buy big
flashy powers (and one hopes the campaign will be designed to
accommodate them). With the latter, the improvements have come in a
bit at a time, since there's always a pressure to get the basics of a
new skill rather than to save up for something bigger; often the PCs
will get just barely good enough at an array of different areas of
competence, rather than superbly good at a specific thing.
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