In the Action II issue of Pyramid, Christopher R. Rice added some more skill sets to use with Action 4: Specialists. He talks about the article on his blog, and this got me thinking, well thinking more anyway, about giving character traits a similar treatment. I'm not talking about character traits in GURPS terms, but in writing terms, or trope terms if you will.

The reason I was even thinking about this in the first place was because of the shortcomings I saw in how I was making characters for the Delta. After I got done with the template, I was adding skills, advantages, and disadvantages that I felt fit, and I think the characters I made were messy and scattered as a consequence. Messy and scattered characters aren't good because you're bound to forget something that was on the sheet, whether it is a disadvantage, a skill, or an advantage.

So is the solution to go whole hog and make modular sets for advantages and disadvantages as well as for skills? I don't know. I think it's an idea worth exploring, and I'll try, but I don't think I'm the best person for the job. As much as I hang around the GURPS Discord server, and as much as I write about it here, I am woefully inexperienced with the system. I've played in a grand total of three GURPS games since I've bought the Basic Set in 2013-ish. I've only GM'd one game, and it was a fast and loose one set in the Psi-Wars universe. 

At the same time, I'm a fair writer, so we'll see. I plan on exploring it and seeing what I can come up with. It could be fun, it could be a mess. We'll just have to wait nd see. In the meantime, I'm going to be setting aside some cash for a new issue of Pyramid.