Taking Advantage episode artwork

EPISODE · Sep 15, 2025 · 36 MIN

Taking Advantage

from GURPStalk

What are Advantages and how on Earth do you select them for your campaign?In this podcast episode, Pat and Che discuss the different types of Advantages in the game system, categorised as mental, physical, and social, with further classifications as mundane, exotic, or supernatural. They review specific examples including Absolute Timing, Acute Senses, Affliction, Allies, and supernatural abilities like Blessed and Psychometry, explaining how these function in gameplay and how frequency roles determine how often social advantages like allies appear in long-form campaigns.The hosts also address listener questions about character advantages/disadvantages, recommending collaborative character creation focused on concept-appropriate traits rather than overwhelming players with all available options. Pat explains that in a mundane spy campaign like "Sandbaggers," characters should focus on social advantages and realistic human attributes rather than exotic or supernatural abilities.Big thanks to Ty for the call-in!GOT A QUESTION?Ask us via voice message:speakpipe.com/gurpstalkAsk us via an email:[email protected]:Jon from Tale of the Manticore for the music:https://taleofthemanticore.podbean.com/Logo by MJ Hiblen:https://www.patreon.com/MJHiblenART/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. Hosted on Acast. See acast.com/privacy for more information.

What are Advantages and how on Earth do you select them for your campaign?In this podcast episode, Pat and Che discuss the different types of Advantages in the game system, categorised as mental, physical, and social, with further classifications as mundane, exotic, or supernatural. They review specific examples including Absolute Timing, Acute Senses, Affliction, Allies, and supernatural abilities like Blessed and Psychometry, explaining how these function in gameplay and how frequency roles determine how often social advantages like allies appear in long-form campaigns.The hosts also address listener questions about character advantages/disadvantages, recommending collaborative character creation focused on concept-appropriate traits rather than overwhelming players with all available options. Pat explains that in a mundane spy campaign like "Sandbaggers," characters should focus on social advantages and realistic human attributes rather than exotic or supernatural abilities.Big thanks to Ty for the call-in!GOT A QUESTION?Ask us via voice message:speakpipe.com/gurpstalkAsk us via an email:[email protected]:Jon from Tale of the Manticore for the music:https://taleofthemanticore.podbean.com/Logo by MJ Hiblen:https://www.patreon.com/MJHiblenART/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. Hosted on Acast. See acast.com/privacy for more information.

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Taking Advantage

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This episode was published on September 15, 2025.

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What are Advantages and how on Earth do you select them for your campaign?In this podcast episode, Pat and Che discuss the different types of Advantages in the game system, categorised as mental, physical, and social, with further classifications as...

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