“… another in a long series of diversions in an attempt to avoid responsibility….”

by mshrm

So, GURPS Social Engineering: Back to School has become available. I’m only a couple of pages in, but I’m already dreaming about running a wacky 1980’s college comedy campaign.

Why, yes, learning too hard CAN lead to new quirks…

More practically, I’m thinking it might end up being handy for the long-discussed, little-done post-apocalyptic game that I’ve been kicking around for a couple years now.  It’s fine for larger-than-life characters to go out, arrange for a training montage, drop 30 hoarded character points, and come back as a certified ninja after a weekend. (Hey, James Bond did it!) If the campaign’s more grounded in grubby ol’ reality, or if it’s just trying to give that impression, I find that one of the best ways to drive it home is to crack down on experience points, and learning in general.

For the Space Cowboys game, I handed out one (1) experience point per session, plus a player-voted Cool Point to one character. That no-more-than-2 points was meant to be a bare minimum to cover purchases from fortuitous plot developments, like saving someone from stepping out into traffic and thus gaining a Contact — purchases that the player knows about, but the character thinks of as accidents. If the character knew about it, then the character had to work for it, through study or training or the like. If Osolo wanted to raise his ST, he hit the gym. (And, indeed, first bought a point of Lifting ST, then a Hit Point, and then traded them both in for a full-fledged point of ST.)

At this point, I’m thinking I’ll have to run post-apoc the same way. Who knows, depending on how the apocalypse plays out, it might be worthwhile for the keepers of the flame to dedicate people to nothing but learning…