Post by A Witness... on Aug 31, 2017 6:54:35 GMT -6
Characters in GURPS earn Character Points (cp) in two ways.
In the table top game characters earn 0-5 cp per game session, with the average being 2-3, and the 4-5 range reserved for completing a major quest.
To translate this to the play-by-post I've decided to give out 1 cp per role-playing or combat encounter where there's a chance of failure. Add to that +1 bonus cp for completing a quest (example finding a missing moleperson), a significant milestone (like visiting a new city in dept), or meeting another player character - and that's how I'm going to pace it.
Method 1 - ENCOUNTERS: You can earn CP while adventuring. They are earned by doing actions with a chance of failure during an encounter (RPG or Combat)
The Narrator will spend these points where appropriate on what skills or languages were used when that skill can be improved with one or two points. This can happen in three ways;
Method 2 - SELF-STUDY: You can earn CP during down-time between adventures. They are earned by just declaring what you are working on.
A player can just state; "My Character is going to rest until his hp are recovered. In that time I'm going to study basket weaving." for skills.
or "Make friends with that merchant in town." for social advantages.
The amount of CP you earn for SELF STUDY depends on how it is done.
In this way the player does control the development of the character because they're deciding what they character is doing during both Encounters and Self-Study.
UPDATES
The Narrator should post the cp earned and cp spent after every major accomplishment. This could be the end of a small quest, or perhaps a chapter of a large quest. Players can request an update on specific points, but fully audited character re-posting will depend on moderator availability.
IMPORTANT NOTE: Ability scores and physical advantages/disadvantages are not normally 'freely' adjustable with cp. For example there has to be a good in game reason to open up the option to increase ST, DX, HT, IQ - cybernetic implant, intense workout regiment (see self-study above).
Skills, cultures, languages as well as Social and Mental ads/disads are more easily invested in and are not subject to this restriction, and in fact, while culture and languages will be enforced there will be no time restriction on when a character can add them.. "I LISTENED!!!!"
In the table top game characters earn 0-5 cp per game session, with the average being 2-3, and the 4-5 range reserved for completing a major quest.
To translate this to the play-by-post I've decided to give out 1 cp per role-playing or combat encounter where there's a chance of failure. Add to that +1 bonus cp for completing a quest (example finding a missing moleperson), a significant milestone (like visiting a new city in dept), or meeting another player character - and that's how I'm going to pace it.
Method 1 - ENCOUNTERS: You can earn CP while adventuring. They are earned by doing actions with a chance of failure during an encounter (RPG or Combat)
The Narrator will spend these points where appropriate on what skills or languages were used when that skill can be improved with one or two points. This can happen in three ways;
- These points are spent on what the character is doing during that encounter. You learn what you do.
- If there are no skills that were used during the encounter that can be improved with 1-2 CP then those points may be used to pay off mental disadvantages (i.e. mundane background will need to be payed off quickly in Gafterwud),
- or, third, if neither of these two options are available then they will be banked to help self-study later during down-time.
Method 2 - SELF-STUDY: You can earn CP during down-time between adventures. They are earned by just declaring what you are working on.
A player can just state; "My Character is going to rest until his hp are recovered. In that time I'm going to study basket weaving." for skills.
or "Make friends with that merchant in town." for social advantages.
The amount of CP you earn for SELF STUDY depends on how it is done.
- With an instructor (Skill Taught & Teaching skill =>12) is 1 cp for 200 hours. This will cost money.
- Intense study with instructor (Tskill ->12) is 1 cp for 100 hours (x4 costs for materials & instructor fees)
- Without an instructor is 1 cp for 400 hours.
- Working a daily job is 1 cp for 800 hours.
- Additionally, hours of travel through terrain types or settlements will contribute, and possibly add-up to CP for the appropriate skill.
In this way the player does control the development of the character because they're deciding what they character is doing during both Encounters and Self-Study.
UPDATES
The Narrator should post the cp earned and cp spent after every major accomplishment. This could be the end of a small quest, or perhaps a chapter of a large quest. Players can request an update on specific points, but fully audited character re-posting will depend on moderator availability.
IMPORTANT NOTE: Ability scores and physical advantages/disadvantages are not normally 'freely' adjustable with cp. For example there has to be a good in game reason to open up the option to increase ST, DX, HT, IQ - cybernetic implant, intense workout regiment (see self-study above).
Skills, cultures, languages as well as Social and Mental ads/disads are more easily invested in and are not subject to this restriction, and in fact, while culture and languages will be enforced there will be no time restriction on when a character can add them.. "I LISTENED!!!!"