Newsgroups: rec.games.frp.gurps From: [v--c--a] at [eskimo.com] (Tim & Christine Morgan) Subject: Rules for sex, Part One (Intro) Date: Tue, 13 Feb 1996 21:33:22 GMT Sexual advantages, disadvantages, and skills for GURPS by Tim and Christine Morgan [v--c--a] at [eskimo.com] comments welcome Part One -- Introduction Sex is a topic that has been infrequently brought up in roleplaying games, and it is high time that the matter was dealt with in a bold, straightforward manner. In games, violence is glorified and excruciatingly detailed. Each rulebook for an RPG has pages and pages of combat rules, damage rules, and creative ways to really mess somebody up. The example comes to mind of Arduin's critical hit charts, which were graphically descriptive. But few games address the issue of sex. Why? Lingering Victorian sensibilities? A desire to protect the minors from moral corruption, while at the same time encouraging combat? Who knows. In GURPS Basic, we are given the skill Sex Appeal, defined as "the ability to impress the opposite sex". It is a Mental skill, based off of HT, which leads one to believe that it has something to do with physical action. This becomes slightly more noticeable as one reads further and comes across a reference to harems. But overall, the skill appears to be merely what it was defined as: the ability to impress through good looks, charm, and attitude. The image that comes to mind is that of a pretty girl hiking her skirt to show a bit of leg and flag down a taxi, or a dashing bandit giving a wink and a grin at the lonely old widow to get her to let him sneak out the back door of the inn. It may be the precursor to getting someone into the bedroom, but where are the rules for what to do once they're there? The Basic book also includes three disadvantages that are sexual in nature. One of these is Eunuch, which has the briefest description of all the disads. It does not differentiate between loss of manhood before or after puberty, which can have different game effects. Lecherousness appears as a disadvantage, a sort of compulsive behavior, but it could be taken a step farther. And last but not least, there is a reference to a vow of chastity under the Vow disadvantage (which is considered a minor vow worth 5 points). All of these could stand a little modification and enhancement. In GURPS Cyberpunk, there is a reference to the "geisha" or "cowgirl" chip under Occupational Chips. All of the other chips give detailed listings of the ads, disads, and skills that the chip possesses, but this one clearly states that "this chip includes skills not detailed in the GURPS Basic set." So what does it let you do? In GURPS Callahan's, there is the skill Erotic Art (P/H), which defaults to Acrobatics and is defined as a "general knowledge of advanced sexual techniques", with "the exact game effects left to the GM's discretion." Where are the basic rules? These examples all have one thing in common. They are all written in a way that is rather vague and carefully worded, and can be confusing. The time has come to quit dancing around the topic and take a serious look at sex in the roleplaying game. Now, some people might wonder exactly what kind of game you would have to be playing to need these sort of rules. But any dynastic game, where marriage and continuing a family line, will have a great emphasis on conceptive ability. Any modern game, if it is any reflection at all of our modern culture, will be riddled with sex because it fills every aspect of our media. And, basically, any game with a real emphasis on character interaction will have some sort of sexual activity going on. How many times have characters tried to seduce a barmaid? It is, admittedly, a difficult thing to handle in a game. It's hard enough for a male player to have his character flirt with a female NPC run by a female GM, but when both the involved parties are male or both are female, there may be a certain awkwardness. But we're roleplayers, darn it all, and if we can threaten villains without taking it personally, we ought to be able to have an intimate conversation with a lover in the same manner. In GURPS Witchworld, we find the disadvantage of Parthenomania, a phobia involving loss of virginity. A note follows that the GM should use great care "to insure that this is not used to harass players", and that "adult subjects should be handled tastefully, not viciously". That same guideline should be used for all of the rules suggested by this article. Any GM feeling that sexual content is inappropriate in his or her game should feel free to ignore these rules. And players should be discouraged from taking all manner of sexual disads in a game in which they will not come into play. That should go for any sort of disadvantage anyway. Nobody should be allowed to get away with taking fear of oceans in a game set on a desert world where the largest body of water is the size of a small swimming pool. continues in Part Two -- Skills