Rolls, Defaults, and Reactions
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How can we use the GURPS skill system to deepen our experience in the Otherworld?
Pat and Che discuss the mechanics of skill-based gameplay in GURPS, focusing on when players and the Game Master should roll dice for perception and information skills. They also discuss the mechanics and benefits of quick contests in role-playing games, focusing on their use in resolving instantaneous actions and adding uncertainty and tension to gameplay. They go further to discuss the concept of default skills in a game system, focusing on how skills function without training and how they relate to attributes. They explore how default levels are calculated and emphasize the importance of defaults in making the game a universal role-playing system.
Pat and Che discuss NPC reactions in role-playing games, focusing on a system that uses numerical values to determine NPC behaviour towards players. Pat explains how he uses social skills and dice rolls to influence NPC reactions, while Che mentions the influence rolls and quick contest rolls as alternative methods. They also discuss the use of reaction tables in role-playing games, particularly for simulating interactions between player characters and non-player characters.
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THANKS:
Jon from Tale of the Manticore for the music:
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DISCLAIMER & NOTICE:
The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
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