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Alt: Drama/Hero/Action Points

Just my unproven opinion, but knowing that there is some game mechanism that lets a character survive when the odds are against them might lend to players role playing their Traveller characters as careless risk takers more than realistic heroes.

Yeah, I agree (as I indicated originally) that Fate points aren't something that fits the flavor of a standard Traveller game that well.

But, Force Points, in the D6 Star Wars game, is a great mechanic, allowing a character to pull off something that he would never in a million years be able to do--like shoot a torpedo at a ray-shielded two-meter shaft while dodging TIE fighter bolts from three different craft, one of them getting a bonus for using the Force against you, and your support R2 unit blown to crap with your ship on the verge of falling apart around you.

That's the stuff of Force/Luck/Fate/Character points.

As also said earlier in the thread, if you used the Traveller rules to play something like a Flash Gordon game, then I think some type of Fate point might be appropriate.

A good GM needs to keep his thumb on the number of Fate points that his players have to work with. Keep the number of points low, and it's a pretty good mechanic. Allow the number to grow, and all of a sudden, your PCs no longer fear death.
 
Professional roleplayers? People who live by roleplaying? Tell me more. One of my players once told me that if he ever won big in the lottery, he'd hire me full time to run games for him, but I can't quite see how you could make a living as a player.

Hans

I had one guy offer to pay players $4 per hour to play with him in the group... and offered me $6/hour to run... but putting up with him wasn't worth even $10/hour. (He was a significantly careless drug dealer. simply toxic lifestyle. Later quietly disappeared, we think into WitSec.)

Some people are desperate enough to pay people to play games with them.

Another friend moved to a remote location to be a domestic... he was offered by his employer room and board for up to two friends to game with them once he hooked his employer on Traveller and Vampire. Said location was on the road grid, but isolated.

Hell, if I ever win the lottery, I'm buying a largish apartment building, and taking several units for friends.


But, back to Hero Points: If they're earned by playing to character definitition statements, they do double duty...
 
Hi,

I agree that Action Points and Story Points, etc are two very different things though I have similarly ranging thoughts on including them in a role playing game. To me, a lot would probably have to do with who I am playing with, what it is we are trying to accomplish (as players), and what it is we are trying to accomplish as characters (in the game).

With Action Points, for a lot of undertakings that may end up being too cumbersome for a casual type game, but if a game involves infiltrating a base, or boarding a ship, or something like that, and all the players are up for it I could see maybe trying to play it out as a Snapshot or Azhanti High Lightning like scenario (similar to how some people may play out ship combat as a Mayday or Brilliant Lances scenario, etc.) But in the end, I'd think I'd still use something along these lines sparingly as part of an overall adventure.

As for Story Points etc, if the group I'm with is just trying to do a "we're just normal characters in space" type game then I could see the point in not using them at all, but part of me thinks that maybe if they are used really sparingly, and if there are potential downsides to using them, I might consider them. Specifically, here I would be thinking of a situation where someone may need to "call on everything that they've got" for a particularly dire situation, such as trying to outrun someone, or trying to lift a heavy weight off a fallen friend etc.

In cases like this I could see maybe making the potential for damage being a part of "pushing the character" beyond their normal limits (such as temporarily reducing the characters strength for a while to reflect the straining of some muscles and/or a temporary reduction in all mental and physical stats, etc to reflect exhaustion etc.

However, if as a group me and my friends are playing a more general "merry band of adventurers" type game I could also see maybe allowing a thief to use a story point etc to help with picking a lock, or a computer expert using them to help with breaking into a computer system, or even an athletic character using some to help throw a stone hard enough, accurate enough and far enough to knock out a camera or sensor etc. if it fits with their character.

Overall though, as I noted it kind of depends on the group and what we are trying to play at.

One thing I have noted about some games I've seen that use story points (and the like) though involves when and where they can be used, and I kind of have split thoughts on this as well. On the one hand, if someone throws something etc, then to me that throw is what it is, and no amount of "wishing the rack to its target" etc seems like it would make any difference. As such to me, it would seem like in such a case the player should probably have to expend his story points before making his "roll' to see if he is successful.

On the other hand, if someone is doing something that might take some time and effort and they can see that they are struggling, I could see that maybe they might be able to "dig down deep in side" to make an extra effort to try and avoid failure, and as such, in situations like these, if a player makes a bad roll, I could see that maybe it might be ok for the referee to allow them to try and use some story points to "go that extra distance' to succeed.

What has kind of gotten me though in watching some games where story points have been used is where someone will set out to do something (that may be risky by nature) but won't even think of expending any sort of story points (or extra effort on the part of his character) unless the roll comes up too low, at which point he tries to kind of barter his way up to a better result by looking for stuff he can exploit to raise his score. To me that kind of takes away from the game in general and really seems more along the lines of "gaming the system" than playing the game.

Don't know if any of that really helps.

PF
 
If they are rewards for good roleplaying (being in character, building a story), then they should be used to further good roleplaying (needs to be in character, advance the story not just save the character).
 
Played games with them - overall, consider them more of a distraction from roleplaying as they are most definitely a meta-gaming thing.

In CT, have never seen the need. Dice determine direction the story takes, they don't define the story. Even 'death' - clinical, or was the brain disintegrated? The dice don't answer that. Failure and success are generally loosely defined - they are subject to interpretation. And failure is actually a common trope in stories - its what drives the drama.

I encourage Players to roleplay their character, not game them. Odds are useful for informing the roleplay. Getting non-risk taking gamers to take risks involves helping dis-associate themselves from their PCs. One technique I use is multiple PCs per Player in a fast paced, extremely deadly adventure - expendable PCs. Get them to invest time in having fun and developing imaginary personalities - not 'investing' in a given PC.

Conversely, if our goal - our being the operative word there - is to play out an adventure without changing PCs, PCs are not 'dead dead', just a medical challenge that must be dealt with...

I game the dice as they land, but the outcome and even requirement for rolling is not predetermined. My Players and I make the story - not the dice, nor any rules. For me, the dice and rules exist to help make the story more interesting and the game more enjoyable. YMMV.
 
Problematic is that in many instances of entertainment the hero struggles and even fails. It's part of the longer story. Being captured and left to die is common. With hero points or whatever, it may be possible that a campaign may be over too soon because the players avoid capture, or whatever, and succeed too soon - or use up whatever mechanism there is before the final climax thereby making success less likely.

That is actually one use of "hero" points (I don't recall the actual name) in the Conan RPG, and it fits well w the genre for that game bc it happens often to Conan in books. If a fight would leave a character dead, that character can spend a point to be "left for dead", meaning that the enemies think he is dead and go away, but the character can revive and crawl away to fight again another day.
 
If a fight would leave a character dead, that character can spend a point to be "left for dead", meaning that the enemies think he is dead and go away, but the character can revive and crawl away to fight again another day.

Or the NPC can leave the fight without killing the character, if he knows the PC is pretty much dead anyway, without using any point mechanic.
 
Or the NPC can leave the fight without killing the character, if he knows the PC is pretty much dead anyway, without using any point mechanic.

Context is important. That was from the Conan RPG, and none of Conan's enemies would ever do that intentionally.
 
Or the NPC can leave the fight without killing the character, if he knows the PC is pretty much dead anyway, without using any point mechanic.

Context is important. That was from the Conan RPG, and none of Conan's enemies would ever do that intentionally.

More importantly, putting that decision (Captured, killed or left for dead) into the hands of the players avoids a lot of hurt feelings and/or uncomfortable situations.
 
Hi,

Out of curiosity, for players who don't use story/fate points etc, do you allow for the possibility of a player doing something beyond their normal abilities(such as maybe the "lifting a car or other heavy weight off someone" that I made reference to earlier).

Do you assume the amount someone can lift is a straight function of their strength (say STR x Xkg or something like that), and then assume a character can't really exceed that?

Do you assume that a character could try to lift a really heavy weight, but that it is formidable or near impossible task (regardless of circumstances) and have them roll accordingly?

Do you maybe let the ref "make a judgment call"?

Or do you have other ways of dealing with such attempts?

Regards

PF
 
Basing answers on Mongoose.
Out of curiosity, for players who don't use story/fate points etc, do you allow for the possibility of a player doing something beyond their normal abilities(such as maybe the "lifting a car or other heavy weight off someone" that I made reference to earlier).
yes
Do you assume the amount someone can lift is a straight function of their strength (say STR x Xkg or something like that), and then assume a character can't really exceed that?
Part A is partially yes. Not for lifting, but for carrying, there is a function for the amount one can carry without encumbrance and also functions for lightly encumbered and heavily encumbered. So if the weight being lifted falls within one of those ranges it would be a straight function. Part B is a no. No assumption is made that the values from the functions can't be exceeded.
Do you assume that a character could try to lift a really heavy weight, but that it is formidable or near impossible task (regardless of circumstances) and have them roll accordingly?

Do you maybe let the ref "make a judgment call"?
There can be situational based characteristic checks based on the strength characteristic. Mongoose also has an athletics(strength) skill that can help. It's up to the ref to make a judgement call on the difficulty.
 
The one thing that Fate Points can do for a game is allow you to play a very gritty and deadly game but still have some protection for the PC heros.

For example, in Mongoose's d20 Conan rpg (my current game of choice), a character has to roll a save or die against massive damage at just 20 points of damage that occurs with a single blow. I believe in regular d20 D&D (3.5), its 50 points.

In a Conan game, this keeps the heads and arms flying off warriors in bloody, very Conan-esque fights.

But, because the PCs fight a ton of enemies in a game, it is inevitable--a 100% chance, given time--that the PCs will suffer the same time of horrible death.

Fate Points change this, allow the heros to continue on with the story. And, depending on the GM, Fate Points can also be quite limited or broad in scope, depending on the flavor the GM wants in his game.
 
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