I've been hearing a lot of talk about a retirement system for Missions PCs, both from GMs and players. Everybody I've spoken with seems to think it's a good idea, both for power levels and to help keep new characters relevant at every table they encounter.
We'd like even more feedback on the subject. There's no real proposal on the table just yet, but here are some ideas that I've personally discussed with folks.
mm I like results 3 throu 5.
1 and 2 don't really appeal to me becouse I like my char that I currently play in missions, as far as retirement goes, he would have to find or steal something worth settling down, and most missions are not going to offer a table that much cash or what have you
plus given the times missions takes place, a lot of chars are only running the shadows for a short time.
just my view really,
now from an RP stand point, I also have to ask my self, even with alot of cash is this a runner, running becouse he's good at it and/or likes it, or is there some other reason, my current streetsam is in the area of he does it becouse he can and make money at the same time, So theres no reason to retire...well till I the player gets bored and makes a diffrent style of char
I agree with Cadmus. I run Kali because I really enjoy her and want to see what I can do with the concept. I also can't see retiring. I do not have the newyen to do so. But prime runner missions would be fun to have. Especially if they had much higher pay outs with the goal of being able to have the cash do fade away into the night. Chuckle and I have to admit my ego likes the idea of being a contact for others or a big bad NPC.
How bout another ideea in this, one to write into Missions... a retirement clause chance. Give characters with a set amount of karma (150+) and an affiliation an "out" to sell into the corp lifestyle. They can then be given a reason to retire their characters and make options 4+5 something that the GMs can send up into the Missions coordinators for possible use later. Also on that note, people can still be playing their characters if they don't like the deal they're given.
Otherwise, I do like the soft cap... because of things like our table at the Scramble. We had 3 top tier, over karma-ed characters there (I only had 38 carry over from the few Denver I played... so I'm only overboard cause I number crunched the hit buying for gear) At some point hitting 200 karma characters tend to break down the system when they are at a table or scramble with low Karma characters. However, forced retirement would never empower any players... so you need to come up with some other options to keep the fanbase interested. I could accept having a little less karma at a table if I was up over a huge amount (but I'm sure the mages would complain). However there needs to be something done about Nimnu....
I could see the possibility of retirement at the end of a campaign arc (Denver, NYC), with a big blowout capstone module that includes guidelines for sunsetting the PCs. At the minimum, I would like a character to be able to play an entire city before hanging up their hat, with maybe 10% of (total?) earned karma moving over to the next missions PC as an incentive and reward.
Maybe Scramble and other special Origins and Gencon events become anything goes type games, when characters are briefly allowed to come out of retirement for "just one last Run"... big one-shot games that shape the storyline.
eh, one last run type stuff dosn't seem to work well unless you have it at more then just two cons though, hehe if the only chance of playing my retired char was at the scramble then I would be compleatly agenst the idea of caps and retirement
after all I'll never see a scramble game in person. to far away hehe
The email I sent-- important stuff highlighted for the ADD and skimmers ![]()
Someone should get a hardcopy poll to Kai so the runners at Dragoncon can all answer. You might get a larger cross section of the players that way.
(One hardcopy response per player of course)
I myself suggest an opt-in system worth opting into. You may still have some chars that want to push a bajillion karma around but I think you'll find many players would reroll their characters if they had options to keep like half to 3/4th of the karma and some new options for initial char building only available with Prime Runners:
1. x amount of Karma allows a Prime Runner race. (BP must still be spent as well, but for maybe 30 karma out of your half or 3/4 karma total kept from the old char you could become a restricted race like I dunno, Pixie or something.)
2. x amount of Karma allows a buff to Street Cred. (So for 20 Karma out of the half or 3/4 karma total the character gets a +3 street cred that goes above the normal street cred cap of Charisma)
3. [Gear only] The police offer a weapon turn in program. Turning in weapons requiring a Reinforced Weapon Mount or those containing missiles/rockets/bombs/grenades/explosives get 60% of retail value. The buying hits to acquire gear will make it harder to replace turned in stuff.
Stuff like that... things that make players WANT to use it. If a cap must be put in place so be it but I'd hate to see it come to that. I play a Technomancer and no amount of karma is going to make a technomancer do more than hack well and maybe shoot a drone well if a complex action is used for a command CF.
And as far as a 50 karma character ruining a group... our annual team gets together once a year and weve had new players and new characters come in and their karma total didn't matter. It is roleplaying that matters most and the problem solving and brainstorming that wins the mission. I will admit, however, that its easier to be inclusive when everyone else is able to work together well so the low karma character can be included and still have a safety net.
If the only prompt for a retirement requirement is module writing then the problem may be more perspective than skewed characters.
The opposition is not the goons, corpsec, or spiders. The opposition is the mission objectives and accomplishing the objectives in their entirety with minimal ruckus.
So if a 200 karma Troll Houngan is channeling and commands a half dozen invoked force 12 plant spirits to descend on a big baddies compound do the players succeed? Not for certain, because the violence is a hurdle and that whole 'with minimal ruckus' part is the really haaard part and the part where success is measured. Don't want a Voodoo Troll to stomp an encounter? Write it so some finesse is needed. So some discretion is needed. So some subtlety is needed.
Why are mission objectives needed? Because Faction Standing, Notoriety, Street Cred, Public Awareness, and the bottom line -- nuyen -- all ride on mission objectives. You cant grind like in an MMO. Taking a dozen AK74's to a fixer nets enough for one player to have a low lifestyle for 4 weeks. Your mission rewards are 95% of the nuyen you make so those pesky objectives, yeah... you'll want to pay attention to those. Some of the consequences can gain focus without deviating from stock BBB. For example, when a GM says "Public Awareness 6... as you go through the checkpoint ready to validate your fake sin the cop says "HEY, I KNOW YOOOOU!" you can bet the runner will wish he had paid more attention when goofballing his run in an attempt to break a mission as fast as possible.
Thats is NOT a campaign rule. Thats straight up BBB.
Bingo. Mission objectives brought into focus.
When players bond with their characters and play them for years they play a certain way and it adds to atmosphere. When the players instead are forced to make new ones with the promise of eventual discontinuity the motivation is directly affected and the roleplay will end up suffering. Sure it doesn't have to per se, but it will... and for what? Module writing?
If the problem is scaling then work on scaling. To breed an air of roleplay and mirth at a table let it be fun. To kill the fun simply turn off the lights. Which end of that spectrum is the end of a character's ability to be in SRM's?
I never said eliminate ruckus, I said minimize. Using a concealment power to dampen a cop calling for help is minimizing. Saying screw it and pulling out a panther is not minimizing in most cases.
It's not just a matter of how opposition or even mission objectives. It's a matter of fun.
One thing folks seem to forget is that the Missions game are designed to be run at COnventions, where you're going to possibly have 6 or more random strangers sit down at a table. Which means that while yes, you want diversity, you may well have 3 Hackers sit down at the same table. And if 2 of those hackers have 5-10 karma, and one of them has 200+ under his belt... WHo do you think is going to be the best choice for most hacking jobs? And which players are going to sit there feeling badly outclassed all game?
Yes, as a GM, you can find things to occupy these Hackers. And as a hacker player, there are things that you can do to occupy your time and still be useful. And for some players, this won't be a big deal. They'll have fun regardless. But for some... They're going to feel frustrated and useless.
Anyways, I'll throw my 2 cents in...
Retirement is a good idea. Considering a mandatory (or even partially mandatory) retirement when the new Missions Season is just ramping up (Sure, we've done a lot of missions at Origins and GC, but only 4 have been released publicly so far) is a really bad idea. But it is something to consider for when the current Season wraps up.
However you guys want to do it is fine, just be careful not to cap your players mid-stride. I'd rather start the season with a new character (Or at least know that maybe I should start a new character, since my old one will hit retirement "age" part way through), than start with my old one and then have to start over after a few missions.
I do like the "prime runners" game idea though. THat's an excellent idea.
I also like the idea of being able to retire characters to a specific job (Fixer, Armorer, Mechanic) and make them avaialble as NPCs for the next season.
Bull
To help lay some worries to rest. This is a plan as we look forward to future campaigns. We aren't going to kick players in the shins after running their 2nd Mission in NYC and say it's time to retire. There are no concrete decisions made, but most likely this is something that will come into play between campaigns or at the tail end of this campaign.
To tip my hand slightly, other discussions which have been bantered around are:
-- starting clean on the 04 campaign when we get there (it'll be awhile, we haven't seen everything for 03 yet)
-- allowing a percentage of 03 karma to carry to 04 for everyone.
-- Putting a hard cap on karma--say 150/200. After that point, you can still run Missions for gear/nuyen, but not karma.
Now before you get up in arms, none of this is finalized. I often brainstorm by just writing down every possible idea and seeing what I'd be willing to live with, then passing that list on to Aaron and the Line Developer. We don't want to do anything that alienates a huge number of fans, but we are responding to feedback from GMs and Players.
Please keep adding in your comments and feedback--the more information we get, the better we are able to do our job which is to make Missions fun to play.
Nothing presented has shown how adding in forced retirement would make things better when the players are focusing on teamwork. Big guns, little guns, talking, hacking, whatever the element if people are there to have fun and are grownups then they will have fun... and if someone is hogging the limelight or with a big ego rains on the parade I'd rather not see an eventual mandatory forced retirement of all characters as an attempt at a cure for someone else's poor behavior.
Perhaps we disagree on what constitutes poor behavior. The campaign design shouldn't suffer from a few douchebags that don't play well with others. I've sat down at tables with big ego's and skewed power levels and to overachievers maybe that bad behavior is justified. The definition of fun for me is roleplay and problemsolving so my opinions are colored in that fashion. In the trenches we haven't had any issues with karma disparity. We have a team of 5 with about 150 karma each and a sixth member with under 40 karma. We all have fun with it and the GM's seem to have a nice time as well.
You cite a nebulous writing process that hasn't been a problem for me or mine. We've enjoyed the modules. Some favor each element in the game and some multiple elements. You cite folks hogging the limelight and other things I consider rude. I dont see rude behavior by a few as a reason to end characters people love. Cite what you like, and you've made some good suggestions, now get to the point that prompts your belittling. While you may not have read what I've written offline it should be obvious I'm trying to make a very specific point in this forum and since it impacts almost everyone on my team we care enough to voice an opinion. We're customers. Satisfied customers at that. It aint broke and we dont see the need to fix it.
Is there a problem? Sure! Players and GM's are voicing concerns. Same as you and same as me. If someone can please separate issues of player douchbaggery from campaign design then I'll see that line prompting for the sweeping change. So far I don't see fault with the modules I've played, the GM's running our games, and I havent seen fault with the players I've played Missions with. You can tell me the sky is falling and say I'm shortsighted but I'm about as active as a customer can be and so far the problems are all smoke and mirrors from my neck of the woods.
And by the by I don't disagree with your suggestions. I'm not sold on the reasons to need them. I do like the moderate approach BishopMcQ mentions in his 'bantering' response. While I'm against punitive changes to innocent parties something like a campaign reset is just a fact of life and one that allows even a partial carryover is a nice thing. And I'm still a fan of an opt-in retirement system. Just sayin'.
I've run most of the missions for lots of different combinations and I believe it will be impossible to write/design a module to scale "out of the box". Scaling the level of fun and challenge is entirely in the GM's hands, and the modules provide plenty of hints and tools to scale the session up or down, and to various archetypes as needed. The module is a tool, not a script to be run through mindlessly. Also while there is a natural progression through a single module, most of the time the modules don't have strong chokepoints nor preset solutions to the missions.
If you design a mission for a particular combination of skills, you will be restricting the players options. There are tradeoffs. Player skills are far more important in the PC build/archetype most of the time.
Hey guys, let me just say that I ONLY play SRMs at Gen Con. I'd love to play them more often, but I just can't find the time. I really like what has been done with the New York missions and being able to pick and choose your own table ratings. As a matter of fact, since my first (and only) Missions character was a karma 0 baby he has been taking on TRs of 4 and higher. He has only been through about ten of the missions and already I am pushing for max TR everytime I get to play.
My point is, new characters that are smart should be able to survive, and possibly even do very well in at least the planning stages of a run. Lets face it, even the TR 6 missions AREN'T all that difficult for a twinked out gun bunny I'm all for some sort of Prime Runner system, but my drone hacker certainly hasn't gotten THAT much better over time, and forcing him away from the table would make me very sad.
Of course, as soon as you actually instituted a Prime Runner system I'd want to opt-in asap!
Just to add in my two bits, I honestly don't like the caps on characters. Just playing around and my street samurai character is gonna need close to 500 karma just to get the basics that I want maxed not including other stuff i would like to be able to do, and this is not even on a karma intensive toon like mages, adepts, or technomancers.
But i do like the possibilty of when you hit a certain level in karma you can opt into a prime runner adventure as well as do the normal missions and when you hit an even higher karma total you are just elidgble for the prime runner missions which are designed for the higher karma characters, or prime runners. Thus resetting the table rating so you can get even stronger characters.
this would also encourage the building of new lower karma character so you can play all the missions including the basic ones. The only problem with this is you might have to make a few more prime runner missions than planned.
You might even give players an option of retiring their characters and offering it as a free contact for their next toon.
If the goal is deflation perhaps allow Karma only from one campaign back.
(So in the NYC campaign cap karma at whatever the runner has certed from Denver and NYC)
I have to say I spoke with two low karma characters and they had fun and said the higher karma characters did not hinder their game. I also spoke with one character with 100 karma more than me and he was as easy to get along with as you please. I dont understand why the desire to cap characters because I'm not hearing anything negative among the dragoncon crowd. What the hell happened at Gen Con to prompt for forced retirement?
This last week, Aaron and I had a chance to sit down with Jason Hardy and talk Missions. While I can't discuss most of the specifics, the overall intent is that we want to keep Missions fun for everybody. This means you will be seeing some changes to the Missions structure as we keep what's working and tweak what's not. (I'm a big fan of not "fixing" things that aren't broken.) The future of Missions, Retirement, Prime Runner modules, were all discussed. More information as we have concrete facts to announce, but know that we are listening.
That said, I'd love to see more chatter about:
Retirement (Yes, No, Don't Care)
--Why you feel that way
--Solutions, how you'd handle it on a global scale
--Deal-breakers for you, things that would upset you
Prime Runners
--What would you like to see
--How often would you ideally like to see new offerings
--Separation between Regular Missions/Prime Runners (How would you separate them)
--Should characters have to choose one level of campaign?
Missions in General
--What do you like
--What do you wish would change (see more of XX, less of YY)
--Do you like playing in a separate playground, or wish for more integration into a metaplot?
As a side note: I enjoy active discourse, especially well thought out discussions. If you have ideas and feedback, please share it. The more constructive and specific your feedback is, the better. If you are posting, sending me a PM, or emailing to talk about a subject, be clear about what you like/dislike, why you feel that way (if possible), and possible solutions to the problem (if applicable). Messages and posts where it feels like you are measuring your e-peen against the rest of the community don't help the discourse and honestly get less attention due to their presentation.
Thanks for the update Bishop! As can be obvious by my little post count thingy, I'm new to Dumpshock, but I've been playing in the New York missions avidly since they began, and I played around with the Denver missions more then a little. So here is my 2 bit uncertified credstick, feel free to slot it (that sounded dirtier then I had intended):
Retirement
On this I am a maybe. Forced retirement I think would make the game less fun for a lot of people. Unlike that cancer causing game, most of the people who come to play missions, at least at conventions, seem to me to be the kind of people there to have a good time already. Not the kind of people to use their karma to create brokenly powerful characters and ruin the game for everyone. These people who are just having fun with a character they concocted will probably be none too pleased if they were forced into retirement early. I know it would upset me more then a little.
However, if you give players the option of retirement, with some sort of bonus for their next character, or a promise to create some nice prime runner contact for anyone who has "retired" from the shadows, then I'm sure that you will get players opting in to this.
Prime Runners
I think that prime runner content would be a TON of fun. Of course, with increase risk would come a vastly increased reward. For this reason, if you employed a Prime Runner system, it would likely be unfair to allow Prime Runners back into regular missions. Prime Runners do some crazy things and get some really twinked gear. You don't all of the sudden want to start writing missions worrying about if someone got that rocket launcher and super ex rockets back in SRM-PR-02.
As far as frequency goes, I really only get a chance to play SR missions at Gen Con, so if you were offering up intense content for karma'd up characters I'd like to see at least one (preferably 2 or 3) options per year. This way, I would have a chance to play the character I retired, and still have a chance to play in the kid pool with my new missions character.
Missions in General
Overall let me just start with a kudos on missions. Writing generalized, short length adventures is super hard work, and you guys have been doing great at keeping them interesting! But I did have a few things I wanted to mention.
Affiliations: I suppose it kind of makes sense that the megacorps all know exactly what it is you are doing while you are in Manhattan...but it is driving my paranoia meter through the roof. I quite literally got an affiliation with a company because I was "professionally sneaky and untrackable". HOW DID THEY FIND ME? But that is just my personal gripe, on a more general note, the rewards your affiliates give you are cool, but sometimes don't make sense. For instance, my drone rigger is teamed up with horizon more often then not. And they keep giving him crazy knock-out drugs or access to awakened gear shops.
As a player I want to keep the affiliation because it makes gameplay more interesting. But as a character I would be getting pretty pissed if I was doing all this work for a megacorp and they kept giving me sorcerer goodies. If you instead came up with some sort of reward options system, that would be really cool. Something like, "Horizon is very pleased with your work. They offer you either, an unbound power focus or a heavily modified news camera drone that just might have a sniper rifle hidden inside it. Which would you like?" That sort of option would make it much more entertaining IMO.
As far as the playgrounds go, keep Missions missions, and the Metaplot the metaplot. The current amount of overlap is quite sufficient.
Thanks again for this chance to ramble on and on about my thoughts on your awesome missions!
Cheers
Collateral Dynamo (CeeDee)
I personally have seen 1 instance that is listed as a "Forced retirement"
and 1 that turned into a forced retirement (Both from the same mod BTW)
each of these is a different basket
I will do my best not to post any spoilers but enuf reference for ppl to do the math
(1) the players have the option to step into a Role that is banned by missions campaign ... now I personally dont see any player really deciding to take this route .. but I suppose its possible
(2) this one takes a bit of knowledge on the SR4 Lore ... but if you know your Lore the result is a 7 digit payoff ... I spoke to Arron about this and was told its basically a retirement option
the 2nd example is the type of situation where I am 100% for Karma transfer ... if they can pull off the requirements stated in the Lore effectivly then I believe the the player(s) should be rewarded for Knowledge, Creativity, and success of the endeavor.... not told that because of the pulicity surrounding the event that their shadowruning Career would basically be over with no compensation to the new character
I am enjoying the missions setting ... but this was probably my biggest Gripe about it so far ... and needless to say my players were not happy either (some more than others)
now I dont know if there are any other mods like this where the Lore of the Game has a chance to play this heavily into the missions campaign
Voluntary retirement I dont think Karma transfers should be allowed except at the pre approved times (Setting changes ect)
and then the 3rd type .... 6 feet under ... sorry chummer , thems the breaks in the shadows
Since there has still been interest, I'll throw out a teaser: we're not planning a retirement system, we plan to do a promotion system.
Here's my take on this.
I know that the whole concept of level based characters is anethema to SR.
but.
Why not work on releasing more modules somehow?
Have the majority be for characters with 0-50 karma, 50%
Then for 50-100 karma 25%
100-150 Karma 16.67%
150-200 Karma 8.3%
200+ Karma 4.167%
With 2 missions per month... that's 24 per year and breaks down like this. (add 1 for the really high karma guys)
12 for 0-50 karma (1 per month)
6 for 50-100 karma (1 per 2 months)
4 for 100-150 karma (1 per quarter)
2 for 150-200 karma (1 per 6 months)
1 for 250+ karma (about 1 every 2 years)
In the convention circuit, you'd see people working up new characters and then slowing down a bit when they hit fewer and fewer missions. It would encourage them to likely create different and varied characters and still give them something to do with the big bad boys.
Crypto--Aaron and I are working on a system that will produce more Missions per year, overall. At the moment, however, we are still trying to get the kinks worked out of the system so that current products are released in a timely fashion.
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