When you fully realize that the game can be run with and is actually geared toward full disclosure, the main consideration in whether or not to keep aspects hidden from players is what your players are looking for from the experience. Some players will enjoy having access to behind-the-scenes information and crafting optimal drama around it. Others like to be surprised and to see the world bits and pieces at a time.
@Zachiel Sorta comes naturally when you've played together for several years.
@Pixie From my experience in our previous campaigns, I can say pretty confidently that my players do like digging up the world in bits and pieces. Moreover, a lot of the player driven drama we end up having involves players hiding information from each other too.
@LymiaAluysia Nothing wrong with laying out the pros and cons of both manners of playing, especially if you've been playing games that didn't really give you the option to share character-unknown information with your players (or at least didn't textually recognize it).
You can just flat out tell them that you can make aspects known up front and explain why this is helpful (being able to orchestrate things you might not otherwise, being able to invoke and compel aspects when needed), or you can leave some hidden to be discovered through play (thus allowing them to engage in digging up the world and hiding things from other players).
@LymiaAluysia I've been off for a little bit, but I'm pretty sure I'm the GURPS-y-est person who frequents chat. Feel free to ping me if you've got simple GURPS questions like that.
The simple answer to your question is that yes, your Magery will end up being 2 points per level. However, One College is ridiculously limiting, and Song means that your spells can never really be used stealthily.
Also, GURPS makes a few low-level simulationist assumptions that are never called out directly, but will probably come up in a worldhopping game.
For example: A person with a gun fighting a person with a bow or melee weapon will pretty much always win, unless the person with the lower tech weapon has some kind of significant defense.
Let me grab my copy of Characters, and I can give you some numbers about weapons with low Recoil.
@trogdor - I wonder if bringing my player here would help you or other people making her the right questions to understandd what she wants from her character. Provided she likes the idea of having an extendend conversation in English, that is.
Okay, so, example: A TL 6 Auto Pistol (2d+2 pi, RoF 3, Rcl 2) being fired at 10 yards (-4 to hit) at a skill of 15. An average roll (11 on GURPSs' 3d6) means that you hit, and deal your 2d+2 pi damage, which translates to an average of 9HP of injury to a non-armored target.
@LymiaAluysia I wouldn't think these things need be revealed unless your group is really into the idea of very open information. Aspects are a specific mechanic, and not everything significant about a character/NPC/location/etc. has to be an aspect. If you don't want to use it for invokes and compels, it doesn't need to be an aspect.
@LymiaAluysia basically Pixie is right, as far as I am concerned it doesn't hurt to tell them upfront that Fate, as a system, is designed to let your players know pretty much everything. it doesn't mean they have to choose that playstyle, but it should not hurt to bring it up as an option and possibly work towards it
@LymiaAluysia Well, it certainly can be more than that, but I was speaking more in the context of aspects being an important consideration because they are part of a core mechanic, invokes and compels.
but we already know, for example, that something pretty specific is gonna go wrong when we are in our spaceship heading towards that weird thing that is moving towards the sun
@LymiaAluysia it certainly isn't for everyone, I was just trying to give an example, the point of which was to say that if your group prefers not to know some things, you can keep some things from them
at least till they figure those things out themselves in game
@LymiaAluysia Oh, also, remember that you get a Dodge against ranged attacks, which is going to be an 8 (25%) for most characters. But basically, a skilled shooter is going to be able to quickly kill a non-armored enemy. A shooter with a pistol will probably average 9-10 damage per round, and will be able to do up to 27 with a single round of shots. Double that for an assault rifle.
@LymiaAluysia You really can't, without just telling your players that they can't use modern weapons on a low-tech world. GURPS is intentionally simulationist, and in real life, guns are super dangerous when someone is trying to kill you with one.
That's where people pull out the "conserve the timeline" and "Prime Directive" cards to give reasons why your TL11 adventurers are using spears.
You can make high-tech versions of low-tech weapons, if that would work for your setting.
@trogdor Yeah, I definitely understand that. I'd... definitely need some planning to figure out how to even put together a test session for us to figure out if we like more player knowledge along those lines or not.
@DuckTapeAl Mind, this is going to be another try at an old campaign that sorta fell apart due to scheduling issues. Last time, we didn't really, like, have bronze age PCs and higher tech PCs, more like... hrm.
Well, let me pull up my last try's sheets and try to summarize it.
Last time, I got an engineer from a pre-singularity transhuman setting, a mad scientist from a Girl Genius-esque world, a mage with a flavor along the lines of... tribal magic themes or something like that, a pirate from a world with a lot of oceans and... I'd imagine it'd have some sorta heavily split TL from how the player described it, and... I'm not even sure how to summarize this.
But really what it boils down to is that if you get hit by a modern rifle, you're taking enough damage to go down in one shot, so it's more a game of "who rolls a 5 first" and less about real accuracy.
But while I've no doubt GURPS consults experts on the subjects they're mechanising, as anyone who's seen a film with consulting experts can attest that's not always going to be result in great accuracy in the final product. The public wants its media-informed truths, like what a gun sounds like.
Mixed. D6s are pretty easy to come by, but I'd like to have an option for getting a bunch of dice for a Savage Worlds game if I end up using that system, and SW uses a full set of polyhedrals, minus th ed20.
Like, in the paragraph on how you use the lower of Fighting and Riding skills on horseback: "This makes it important for cavalrymen to actually be able to ride well!"
It's generally not stuff that's unclear or weird, just random insertions of information that make it clear that there are like, people writing this game, and that sometimes they want to tell the players why they made a particular design decision.
It's a refreshing bit of informality after a decade of D&D.