Zombimode
2023-07-27, 03:17 PM
After 8 years of thinking about doing it I finally manged to start a GURPS campaign :smallsmile:
GURPS is less a finished game and more a toolkit for a prospecting GM to build a game from. The game I tried to build fantasy of a style that I call Sword & Sorcery although its trappings are more akin to traditional faux-medieval Fantasy then iron age Conan.
It came to be that Carousing and alcohol consumption plays a role in this campaign if only because 2 out of 3 characters have mechanics that interact with Carousing and alcohol. Thus the existing rules came under close scrutiny.
One character has both invested into the Carousing skill and has taken the Compulsive Carousing disadvantage. The other character has a custom advantage that lets them restore Fatigue Points by drinking alcohol*.
For the scope of this thread I want to focus on my proposed extensions to the Carousing skill.
The baseline
The rules for Carousing (B. 183) are pretty sparse. The skill allows you to get a bonus (or penalty if you fail the Carousing check) to the Reaction roll (Request for Aid, Information or general) of your fellow carousers. It provides a list of modifiers including a +1 to +3 bonus for treating drinks.
The extension
I have two goals I want to reach with my houserule:
Fill in the details regarding cost of Carousing in both time and money, including the cost of "treating drinks"
Make the consequences of carousing regarding alcohol consumption less controllable/deterministic by the player, that is to increase the risk for the carousing character
To that end I propose the following rules:
Carousing takes 1d4+1 hours - the randomness in light of goal #2 and the specific roll in reference to D&D 3.5 Gather Information
The total number of drinks** the character consumes is equal to number of hours * (1d4+1) - ie. 3d4+3 drinks for 3 hours of carousing
For each 2 margin of success the character can reduce the total number of drinks by 1
The character rolls HT or Carousing checks for the effects of alcohol consumption each hour against the average of the total number of drinks. In case of fractions the fractional drinks are consumed in the first hour.
In order to get the bonus for treating drinks the character has to buy 2 drinks for each +1 (so 6 drinks for the max bonus).
There you go. I do think these rules fulfill the stated goals.
I also think these rules are horrible. They add an awful lot of dice rolls and math to something that already is comprised of two rolls.
What do you think? How can these rules be improved to achieve the goals with less rolling? Are there completely different ways of achieving the goals?
*in this game FP are both more generally valuable AND harder to restore
**these are the "standard drinks", the unit the rules for alcohol consumption makes use of - not physical drinks. For instance the character might gulp down 3 watered beers that together count as one "drink".
GURPS is less a finished game and more a toolkit for a prospecting GM to build a game from. The game I tried to build fantasy of a style that I call Sword & Sorcery although its trappings are more akin to traditional faux-medieval Fantasy then iron age Conan.
It came to be that Carousing and alcohol consumption plays a role in this campaign if only because 2 out of 3 characters have mechanics that interact with Carousing and alcohol. Thus the existing rules came under close scrutiny.
One character has both invested into the Carousing skill and has taken the Compulsive Carousing disadvantage. The other character has a custom advantage that lets them restore Fatigue Points by drinking alcohol*.
For the scope of this thread I want to focus on my proposed extensions to the Carousing skill.
The baseline
The rules for Carousing (B. 183) are pretty sparse. The skill allows you to get a bonus (or penalty if you fail the Carousing check) to the Reaction roll (Request for Aid, Information or general) of your fellow carousers. It provides a list of modifiers including a +1 to +3 bonus for treating drinks.
The extension
I have two goals I want to reach with my houserule:
Fill in the details regarding cost of Carousing in both time and money, including the cost of "treating drinks"
Make the consequences of carousing regarding alcohol consumption less controllable/deterministic by the player, that is to increase the risk for the carousing character
To that end I propose the following rules:
Carousing takes 1d4+1 hours - the randomness in light of goal #2 and the specific roll in reference to D&D 3.5 Gather Information
The total number of drinks** the character consumes is equal to number of hours * (1d4+1) - ie. 3d4+3 drinks for 3 hours of carousing
For each 2 margin of success the character can reduce the total number of drinks by 1
The character rolls HT or Carousing checks for the effects of alcohol consumption each hour against the average of the total number of drinks. In case of fractions the fractional drinks are consumed in the first hour.
In order to get the bonus for treating drinks the character has to buy 2 drinks for each +1 (so 6 drinks for the max bonus).
There you go. I do think these rules fulfill the stated goals.
I also think these rules are horrible. They add an awful lot of dice rolls and math to something that already is comprised of two rolls.
What do you think? How can these rules be improved to achieve the goals with less rolling? Are there completely different ways of achieving the goals?
*in this game FP are both more generally valuable AND harder to restore
**these are the "standard drinks", the unit the rules for alcohol consumption makes use of - not physical drinks. For instance the character might gulp down 3 watered beers that together count as one "drink".