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Mar. 24th, 2018 02:53 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Today I made a Pathfinder wizard and realised once again I need an actual RPG group.
I do not have a story for this wizard, he just kind of exists now.
Decided to specialise in evocation so he can bring the boom boom.
... wrote down the area of effect of fireball in big letters for later...
Pathfinder humans can be a maximum of 27 years old if rolled randomly. This annoys me. There has to be bunches of people ending up in a character class after years doing the expected and necessary thing. It's boring else.
GURPS has all the flexibility I miss when I read Pathfinder, but you have to do all the thinking, because the basic down side of an abilit to do anything is you could possibly do anything.
The iconic GURPS game is Infinite Worlds ie the epic xover setting. You can also do portal games where you, personally, fall into an alternate universe and ... well, anything really.
Making up your GURPS character is an exercise in wonky mirrors and poorly defined parameters though. I mean you try and figure out your IQ and you realise both that you probably dont know your IQ in GURPS terms because it does not in fact mean your IQ score but also covers your general knowledge and default chances. But you also dont know with much precision what a really smart person would get in GURPS IQ. It has only very fuzzy guidelines. And the people with the healthy self confidence just shrug and do things one way, the ones who are about to get really invested and defensive give themselves all the awesome, and the ones with the self confidence issues and or actual disabilities find out their character sheets are going to be... challenging to play.
I do not sit down to play a game as me. The challenge level on that was high enough getting to the games night.
... last time I did my GURPS character sheet was the first time it looked to be in positive figures. Because my typing speed can be measured and my skill level to reach that calculated, and it takes a bazillion points to do it. Also of course my degree is reflected in a nice pile of points, in Research and Riting as well as specifics.
... riting is staying, that's a good typo, because...
To get a character up to playable levels of adventure awesome you usually need to give a healthy dose of new secret advantages. Like, they never knew they were a princess, and now they have patrons and so forth. Or, now you're in a universe where magic is possible, it turns out you're really really good at it.
All the Research points could come in handy there.
So say I pick up my curtain pole and my finial and find myself ported to another universe...
... say also I was not wearing my pyjamas but had instead packed for a convention involving camping and solar rechargers for my tech...
... say I owned my 2000 book library on my computer, and had the non fiction section I keep meaning to acquire, suitable for time travellers...
... well, that character is pretty well set.
... I'd still have to get rid of some of the disads or get better self control rolls, or I'd just be swapping what universe I stay home in my flat all day in.
Actually that would make me well suited to being an Enchanter. In the GURPS sense where it means you make enchanted items. Pathfinder uses it for mind control, and ew, no. But GURPS enchanting is lengthy fiddly stuff where you take penalties for having anyone around who isnt also doing the spell, and some penalties for ones that are as well. Enchanters set up in isolation, or their year of work can be borked by someone dropping round for tea. Assuming magic and its processes interested me at all, and the repetitive actions involved were like playing bejeweled but with mystical forces or something, I would be fine with the hiding away bit.
But the being dragged on adventures sounds like less fun.
But you can combine it with a Time Travel plot, only every time you tweak history in an alternate universe you change where it is in multiversal geometry, and how much energy it takes to get to which other worlds. You can strand yourself, or leave a world in danger from whole new sets of adjacent worlds. And your personal agenda to changewhat looks very much like history would draw the attention of at least two multiverse spanning political factions, each of whom have big plans for humanity across the multiverse, as well as thus far smaller factions like the supernaturals and mad scientists who have access to only parts of the big picture.
Adventure, excitement, and really wild things
and a game mechanism that actively encourages you to breach into Central City and discover you've always been a metahuman.
I need to do some RPGs as an antidote for how just watching and reading makes me feel like nobody ever listens, and even writing fanfic kind of trains me out of making OCs even vaguely like me.
I should go make a me of every class, and get the GURPS books out, and reinvent me again in Magic or Supers.
... and then find someone to play any of them with.
... or just write the epic marysue of doom down for a while...
I do not have a story for this wizard, he just kind of exists now.
Decided to specialise in evocation so he can bring the boom boom.
... wrote down the area of effect of fireball in big letters for later...
Pathfinder humans can be a maximum of 27 years old if rolled randomly. This annoys me. There has to be bunches of people ending up in a character class after years doing the expected and necessary thing. It's boring else.
GURPS has all the flexibility I miss when I read Pathfinder, but you have to do all the thinking, because the basic down side of an abilit to do anything is you could possibly do anything.
The iconic GURPS game is Infinite Worlds ie the epic xover setting. You can also do portal games where you, personally, fall into an alternate universe and ... well, anything really.
Making up your GURPS character is an exercise in wonky mirrors and poorly defined parameters though. I mean you try and figure out your IQ and you realise both that you probably dont know your IQ in GURPS terms because it does not in fact mean your IQ score but also covers your general knowledge and default chances. But you also dont know with much precision what a really smart person would get in GURPS IQ. It has only very fuzzy guidelines. And the people with the healthy self confidence just shrug and do things one way, the ones who are about to get really invested and defensive give themselves all the awesome, and the ones with the self confidence issues and or actual disabilities find out their character sheets are going to be... challenging to play.
I do not sit down to play a game as me. The challenge level on that was high enough getting to the games night.
... last time I did my GURPS character sheet was the first time it looked to be in positive figures. Because my typing speed can be measured and my skill level to reach that calculated, and it takes a bazillion points to do it. Also of course my degree is reflected in a nice pile of points, in Research and Riting as well as specifics.
... riting is staying, that's a good typo, because...
To get a character up to playable levels of adventure awesome you usually need to give a healthy dose of new secret advantages. Like, they never knew they were a princess, and now they have patrons and so forth. Or, now you're in a universe where magic is possible, it turns out you're really really good at it.
All the Research points could come in handy there.
So say I pick up my curtain pole and my finial and find myself ported to another universe...
... say also I was not wearing my pyjamas but had instead packed for a convention involving camping and solar rechargers for my tech...
... say I owned my 2000 book library on my computer, and had the non fiction section I keep meaning to acquire, suitable for time travellers...
... well, that character is pretty well set.
... I'd still have to get rid of some of the disads or get better self control rolls, or I'd just be swapping what universe I stay home in my flat all day in.
Actually that would make me well suited to being an Enchanter. In the GURPS sense where it means you make enchanted items. Pathfinder uses it for mind control, and ew, no. But GURPS enchanting is lengthy fiddly stuff where you take penalties for having anyone around who isnt also doing the spell, and some penalties for ones that are as well. Enchanters set up in isolation, or their year of work can be borked by someone dropping round for tea. Assuming magic and its processes interested me at all, and the repetitive actions involved were like playing bejeweled but with mystical forces or something, I would be fine with the hiding away bit.
But the being dragged on adventures sounds like less fun.
But you can combine it with a Time Travel plot, only every time you tweak history in an alternate universe you change where it is in multiversal geometry, and how much energy it takes to get to which other worlds. You can strand yourself, or leave a world in danger from whole new sets of adjacent worlds. And your personal agenda to changewhat looks very much like history would draw the attention of at least two multiverse spanning political factions, each of whom have big plans for humanity across the multiverse, as well as thus far smaller factions like the supernaturals and mad scientists who have access to only parts of the big picture.
Adventure, excitement, and really wild things
and a game mechanism that actively encourages you to breach into Central City and discover you've always been a metahuman.
I need to do some RPGs as an antidote for how just watching and reading makes me feel like nobody ever listens, and even writing fanfic kind of trains me out of making OCs even vaguely like me.
I should go make a me of every class, and get the GURPS books out, and reinvent me again in Magic or Supers.
... and then find someone to play any of them with.
... or just write the epic marysue of doom down for a while...