Yesterday I got a bit introspective when posting on these forums and thought a bit about the things that made me like GMing SR3 and not like GMing SR3. With the music from Bloodsport where Van Damme rides the bus and thinks about Chong Li in the background I thought about beefy Asian men on busses and finally came up with some revised 80s type guidelines for GMing.
These are just my thoughts about how to balance difficulty level and payoffs so that the PCs don't get too powerful but at the same time are able to maintain their chosen lifestyles and be challenged each week at the gaming table. I think a big mistake I made early on when I was GMing years ago was awarding karma according to the guidelines given in SR3, which tended to end up being ~10 karma per run if you followed the guidelines and gave points for things like "Right Place, Right Time" and "In Character", since these mini bonuses really added up. The problem is that this, combined with my too-low difficulty levels, lead to karma pool snowballing which ruined the game for me faster than anything.
I also decided to take cues from the Genesis and SNES Shadowrun games. I reasoned that the video games represented the image that FASA wanted to present to the world of their game. If I can convey some of the atmosphere and setting detail from these games I may be closer to finding "the real Shadowrun".
With the 80s to inspire me in the quest for the "real" Shadowrun, I sketched up the following guidelines where I've classified difficulty levels and mission types. Please let me know what you think, or if I've finally permanently lost it.
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Street Level
Theme Music: Beat It (Michael Jackson)
Types of Jobs: Delivering illegal packages of moderate-low value (like drugs or BTLs), escorting two-bit criminals through hostile neighborhoods (where legit bodyguards would be more expensive)
Types of Opposition: Normal metahumans with "average" stats and combat skills from 0-2. Light pistols abound. Hardly any cyberwear. Just like in real life a lot of str33t confrontations can be diffused because people usually want easy prey. Hardly any magic.
Payoff: 1 karma point, 100-200 nuyen per team member.
Notes: The point of these runs is to familiarize the players to the system and describe the atmosphere of the world. Since opponents are weak GMs can invest a lot of time and energy in flavor to flesh out the world in the imaginations of the players. The GM should describe big hair, Michael Jackson, leather jackets, and elves with permed mullets. Perhaps a disturbing amount of inspiration can be found by looking at archived Playboy magazines from the 1980s regarding big hair and big glasses and Barbie-like women of horror.
Another point is that since SR is supposed to be disutopian the majority of NPCs are bitter, grumpy, and impolite. It's the big city and most people are afraid or resentful of everyone. I remember my personal experience living in New York City as a child back in the 80s; my mom was afraid to walk outside on the street after around 7:00, the subways still had graffiti on them right out of The Warriors, the crime rate was high, and angry service-sector employees liked to glare at you and wait 20 seconds before doing what you asked them to do.
Think also of the SNES SR game where people are almost universally rude to your character. My favorite example of this was the "gay" bartender at one of the shadowrunner clubs who would say, "Nice aftershave! Very street level!".
The PCs should be able to get a job like this every other day or so so that they can theoretically maintain a Low lifestyle working full time at low risk.
Corporate Level
Theme Music: "Running With The Night" (Lionel Ritchie)
Types of Job: Stealing items from corporate offices, annhilating a small/medium neighborhood gang, annhilating a community of ghouls, assassinating or extracting a corporate officer.
Types of Opposition: Ranges from "average" stats and skill ~3 in large numbers to skill ~5 or 6 with a reasonable suite of cyberwear and a mage or two. Reasonably nasty security mechanisms should protect corporate offices so that carelessness will result in casualties. If the PCs do something indiscrete the GM should give them 5-10 minutes of in-character time before pelting them with ~20 Lone Star officers and 2 LS mages, and after that give them another 5 minutes before the SWAT team shows.
Payoff: 3 karma points, 500-1000 nuyen per team member. If the PCs squeeze in around 3 per month and fence a lot of loot they can maintain a respectable mid level lifestyle.
Notes: Thisis a basic mission which should tax new players but which good players should be able to perform flawlessly. The time crunch is introduced to make injuries actually matter in the next mission, rather than just amounting to nothing but a cash deduction. Security guards should be hostile and looking to bully anyone who looks (or smells) "street level". The GM will probably spend a little more time crunching numbers and rolling combat and less time describing the 80s hairdos which the players should by now assume.
Asian Level
Theme Music: "Japanese Boy" (Aneka)
Types of Job: Assassinating or extracting a VIP or one of a kind item, springing a high profile convict from a Lone Star convoy, annhiliating guerilla camps in the jungle, annihilating special forces teams, tangling with the yaks.
Types of Opposition: Plenty of initiated mages, rating 8 spirits, sammies with 0.1 essence, or ~30 "medium" opponents from the last difficulty level who are all hiding and ready to blow you away in a giant VC style ambush. Enemies may have vehicles, artillery, advanced riflemen, support weapons, and plenty of magic. Ninjas may begin to appear and stab you when your M16A1 jams like in American Ninja 1; being rushed by 50 melee physads at once is quite a challenge.
Payoff: 5-7 karma points, 10,000 nuyen per character. Only one of these jobs should be available per month but the runner who can succeed every time through meticulous planning and professionalism can afford the coveted High lifestyle.
Notes: In the 80s everything asian was magically better. Therefore, only really good players with hyper asian levels of meticulousness, fighting spirit, and magical powers can pull this off. Just look at Bloodsport. If Van Damme didn't have super magical asian blindfighting powers, he totally would have been pwned by Chong Li's beefy asian powder throwing ninja-fu.
Drop the Hammer
Theme Music: "Girls Just Want To Have Fun" (Cyndi Lauper)
Types of Job: Dying
Types of Opposition: See above. Every 10 minutes. Also, constant sniping when out in the open. Unlimited enemy air and magical support.
Payoff: Your war is finally over
Notes: Should the PCs do something so flagrant that a corporation has no choice but to make an example out of them they just keep getting pelted until its all over. There is a way out of this, though, and it is steeped in the wisdom of pretending to be asian. The http://homepages.tesco.net/~parsonsp/html/way_of_the_tiger.html ninja gamebooks included a "Ninja no Chigiri" which had a line to the effect of, "I will die many times, yet I shall live again." Perhaps if a PC is killed and his body falls into an inaccessible location he can Hand of God to survive and then work on changing his identities. Ninja creeds, as usual, offer rays of hopes in otherwise insurmountable situations.
Not my type of game, and you jump from 10K per run to dead. The advancement would go at a snail's pace and high-maintenance runner types would be left fairly useless without enough money and karma to keep them going. If you're getting paid only 10K per person to assassinate a VIP, you're being horribly ripped off, like by a factor of 10.
Street Level: fine, looks okay, deserves a higher Karma reward variable.
Corporate level: standard-looking. Still too low a karma variable and the money should show more fluctuation (in the upward direction). Perhaps 1K-10K per run per runner, depending on the job.
Asian level: Too high level opposition, too low payoff. From what you're describing and the types of job listed, runner's aren't going to be going for these jobs, because they're too high risk with no reward. Up the Karma level considerably and the pay even more (20-200K depending on the risks of the mission), and you might be closer to reasonable.
drop the Hammer: Why even include this? Player's royally screw up, they die in-mission. This looks like a GM deliberately out for a TPK, and that's not cool.
| QUOTE (Sharaloth) |
| Not my type of game, and you jump from 10K per run to dead. The advancement would go at a snail's pace and high-maintenance runner types would be left fairly useless without enough money and karma to keep them going. If you're getting paid only 10K per person to assassinate a VIP, you're being horribly ripped off, like by a factor of 10. Street Level: fine, looks okay, deserves a higher Karma reward variable. Corporate level: standard-looking. Still too low a karma variable and the money should show more fluctuation (in the upward direction). Perhaps 1K-10K per run per runner, depending on the job. Asian level: Too high level opposition, too low payoff. From what you're describing and the types of job listed, runner's aren't going to be going for these jobs, because they're too high risk with no reward. Up the Karma level considerably and the pay even more (20-200K depending on the risks of the mission), and you might be closer to reasonable. drop the Hammer: Why even include this? Player's royally screw up, they die in-mission. This looks like a GM deliberately out for a TPK, and that's not cool. |
| QUOTE |
| Drop The Hammer is actually a reference to a phrase used by someone on DSF (I forgot who) |
Plus, there's the whole issue of game balance. If near-impossible missions paid only about
10,000, then they'd never buy anything but guns; cyberware would be too damn expensive. It's
100,000 for a basic cyberarm; everything above that's just unattainable. It's actually kind of evil and petty to keep pay scales at that level.
I love you Wounded Ronin
Your posts crack me up every time, and you get that Shadowrun = 80s
| QUOTE (emo samurai) |
| Plus, there's the whole issue of game balance. If near-impossible missions paid only about |
I used the frame skip on decking jobs to do the same on an emulator.
A pretty good guide for threat/reward I've used before is asking the players to set out some sort of financial goals for their chars. Just a sophisticate name for: What do you want to buy? Usually it goes something like this:
mundanes:
AV rounds
Big Gun
Upgrade all ware to alpha
Significant Piece of Cyberware
magicians:
Materials
Expensive focus
Very expensive focus
Hunk of orichalcum size of head (AKA ludicrous focus)
Then just plot out how quickly you want them to attain it per level.
That's a bit of a top-down approach to payment so it might not work for everyone
Rather than limit payouts, I would favor an "easy come, easy go" approach. Yeah, you get the big bucks - you are in demand, a highly skilled deniable asset who stands out from the expendable street trash by being discreet and getting the tough jobs done. With all of the risks involved, and the well-paying, safer legitimate work that most SR characters could be doing, being a professional shadowrunner should be lucrative. But you should also have to shell out a lot of that money on bribes, upgrading your toys, replacing those drones that got shot to hell, getting a new place after your old apartment gets firebombed, buying fresh fake IDs, etc.
If necessary, follow Blackjack's law of "having money without spending it".
OK, it makes sense to boost the payments up. I guess the question is, "realistically", how much would a Johnson pay for a job? If a Johnson pays a five man team 200,000 nuyen apiece to do something, he'd be shelling out a million nuyen on a given mission. Do you think that's reasonable? Personally, I have a gut feeling that a Johnson wouldn't want to pay a million bucks to possibly accomplish a given objective, but I don't really have a basis for that, so maybe I'm mistaken.
The other issue I want to ask about is karma. I definitely made the karma rewards smaller than "cannon" because I feel like too much accumulated karma pool messes up the game. Ideally, I'd want the PCs to burn karma at roughly the same rate they accumulate it, since I feel like once a pool gets around ~10+ dice the character gets too powerful. Opinions on that?
Well, metahumans screw with the pool a lot. I generally play with an alternate hand of god rule:
"Any player can hand of god if they die a meaningful death and they have non-zero karma pool. This act resets karma pool to 0. This can be used whenever applicable [no limit on number of time]"
Under that rule, the biggest KP ever achieved was ~5
The big thrust on economics would be that the more you pay the players, the most dangerous they become so you go down a bit of a slippery slope because you will have to pay them more for them to up the ante on challenges (because the challenges will become inherently more difficult, requiring more incentative to undertake them)
| QUOTE (eralston) |
| Well, metahumans screw with the pool a lot. I generally play with an alternate hand of god rule: "Any player can hand of god if they die a meaningful death and they have non-zero karma pool. This act resets karma pool to 0. This can be used whenever applicable [no limit on number of time]" Under that rule, the biggest KP ever achieved was ~5 |
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The big thrust on economics would be that the more you pay the players, the most dangerous they become so you go down a bit of a slippery slope because you will have to pay them more for them to up the ante on challenges (because the challenges will become inherently more difficult, requiring more incentative to undertake them) |
Well, if they get a grenade chucked down their throat and they are rendering unrecoverable, then I have never brought them back. The general case is, they get mortally wounded leaving a complex, the guards drive you away from them before the team can render help. Their fate is largely unknown.
Hand of God == always available ressurection does kill the game quite a bit, so you have to be harsh with that "meaningful" part.
Yeah, if you can keep profit margins constant while still making big payoffs, that will keep the team invested. Lord knows my friend who's GMing right now could stand to figure that out.
My group has never had a problem with multiple Hand of Gods. The removal of the one-time restriction in SR4 was one of my favorite changes. Who wants to make a new character every other session? Some people do, but my group doesn't have anyone like that currently.
Meh, I've always been on the fence about them having even one HoG. I would never allow it as a constant "insta-rez" though, that much I'm sure of.
If I want to play a game in which dying is something you just roll your eyes over and go get raised, I bust out D&D. (Not a dig, I love both games.)
Hand of God, if done "right", is far from an instarez. It's more of a trials and tribulations thing then a get out of jail free.
personally, i never saw HoG as "insta rez" in that sense, sure it saved your hide, from the damage, but if you're buried, it dont matter much cuz you're still likely to die.
I would never put a player who just HoG'ed right back into an instant death situation, like taking the damage and then still being there in the firefight ready to take the same damage from the next sec gaurd's turn (or the same sec gaurd's second simple action). HoG should be a story altering event.
Hand of God is related to the old "if you haven't seen a body then he isn't really dead" television and movie trope. One of the bad guys says "no one can survive that", thus ensuring that your character not only survives but eventually comes back to haunt them.
Nah, that's the easy way out.
I never said that I ran it as "ah, you're dead, better blow that karma and respawn back at home base".
The last HoG I had a player do, the character had done something really stupid in a high class restaurant. She killed the head of thier security and two other goons with her fingertip monofilament whip, and proceeded to run out across the main restaurant floor in her blood covered dress. She ran for the kitchen doors, but before she could fly through them, another security guard hit her with his taser for D stun. I informed the player that given what he had done, the character was going to go to court and receive the death penalty. (There was no way around it. Killing three people on camera with multiple witnesses, etc.) Since this was effectively character death, I allowed a HoG.
The result of the HoG? The taser trodes impacted the kitchen door as she ran through. Continue scene. Due to the ingenuity of the player, the character made it out. However, she also became severely indebted to her fixer after he helped her arrange a face/fingerprint/voice/eye/new identity.
It was great, and I liked the character, so HoG was a good thing in that instance.
Even given that, however, I still don't really care too much for its existence. The main thing that lets me leave it in the game is that it's restricted to one use. That, to me, is the balancing factor. Therefore, in my opinion, allowing it more than once is the equivelant of "insta-rezzing", because regardless of how "hard" on the player/character you are afterward, they still get another chance.
And like James said, I'd never bother giving the player a HoG if they were just going to die again. (As was implied by Aku's "HoG but you're buried" comment.) To me, that's just stupid.
Remember the SNES shadowrun game? Armitage wakes in in the morgue with full amnesia and the attendants are peeing in their pants and locking temselves in the closet because they think he's a zombie.
I beleive that he did use HoG to get to that point.
Kitsune == god?
I've still never played the SNES version. I played the Sega version and didn't care much for it, but the SNES version usually goes too high on Ebay. (Read: I refuse to pay more than $10 for any SNES game.
)
It involved a heavily cybered human Decker/Street Samurai/Shaman wielding an assualt cannon in public while utilizing a metaplanar gateway in an oil rig to find and bind a toxic Free Spirit, breaking into the volcanic island lair of an Adult Western Dragon and killing it, destroying an AI, and assasinating the CEO of a Megacorp for some reason.
And getting away with all of that.
Good stuff.
Well....considering all the good Karma I'd recieved from slaughtering those Vampires & Ghouls, uh, about 50 BILLION times, the cash-for-karma rule could have let me buy my way out of any earthly hell.
Never did remember to return those strobes though.
/Obscure?
-Tir
| QUOTE (eidolon @ May 1 2006, 01:12 AM) |
| Even given that, however, I still don't really care too much for its existence. The main thing that lets me leave it in the game is that it's restricted to one use. That, to me, is the balancing factor. Therefore, in my opinion, allowing it more than once is the equivelant of "insta-rezzing", because regardless of how "hard" on the player/character you are afterward, they still get another chance. |
For what it's worth, I played the Sega one on the real sega, played it on an emulator, and played the SNES one on an emulator, and except for the very end, the Sega game was totally better.
| QUOTE (Wounded Ronin) |
| OK, it makes sense to boost the payments up. I guess the question is, "realistically", how much would a Johnson pay for a job? If a Johnson pays a five man team 200,000 nuyen apiece to do something, he'd be shelling out a million nuyen on a given mission. Do you think that's reasonable? Personally, I have a gut feeling that a Johnson wouldn't want to pay a million bucks to possibly accomplish a given objective, but I don't really have a basis for that, so maybe I'm mistaken. |
| QUOTE (James McMurray @ May 1 2006, 09:50 AM) |
| SNES game: didn't he also face down Harlequin at the end? Despite all that it was a great game and a much better rendition of SR then the Sega game from what I hear (I never played the Sega version). They probably should have had you switch between multiple characters, but it was good taht they managed to get most of the various aspects of SR into it (magic, matrix, and gun bunnying). |
| QUOTE (Tiralee) |
| Well....considering all the good Karma I'd recieved from slaughtering those Vampires & Ghouls, uh, about 50 BILLION times, the cash-for-karma rule could have let me buy my way out of any earthly hell. Never did remember to return those strobes though. /Obscure? -Tir |
| QUOTE (eidolon) |
| The last HoG I had a player do, the character had done something really stupid in a high class restaurant. She killed the head of thier security and two other goons with her fingertip monofilament whip, and proceeded to run out across the main restaurant floor in her blood covered dress. She ran for the kitchen doors, but before she could fly through them, another security guard hit her with his taser for D stun. I informed the player that given what he had done, the character was going to go to court and receive the death penalty. (There was no way around it. Killing three people on camera with multiple witnesses, etc.) Since this was effectively character death, I allowed a HoG. |
How was that character not effectively dead? She was in restraints (the "can't use your hand/arm cyber" kind), drugged to keep her passive, and sitting in the back of the LS car listening to the cops take statements and talk about how she was going to fry. That's as good a reason to HoG as taking a shotgun blast to the face at point blank range in my book. Both effectively end the character's participation in the game. That's my reasoning, in a nutshell.
And again, the best reason (for me) not to allow HoG multiple times is that doing so would create the idea, real or perceived, that all you have to do to make up for doing something really, really stupid that gets your character killed is blow some karma. The reason I mention "real or perceived" is that the end state of either state is the same: the characters don't take as much care to preserve their characters and to play "smart".
I also disagree that the "soap opera" interpretation is one that can be inferred from the text. "Verification" of the death by the "bad guys" has nothing to do with whether you're "allowed" to HoG.
As far as HoG needing more written rules, I also disagree. The more you try to alleviate the need for GM interpretation, the more the game becomes a VGoP. For an example, see D&D 3.5.
For "manglings" and such, see the permanent injuries section of M&M. Them are some nifty rules.
As a final (for this post) thought: "Interpretation" is indeed the key word here. In the end, it doesn't matter in your game what my interpretation of HoG is. Even "canon" is open to interpretation, and that myriad of interpretations is just one more reason that I love roleplaying games.
IMO, the new wave of d20 and D&D 3.5 type "standard gaming" has done far do much damage to people's ability to accept different interpretations of game rules and settings. There seems to have been, over the last few years, a steady diminishing of gamers' ability to play a "non-standard" game. In the push to "balance" rules and to "fix" roleplaying games, diversity and novelty are dying a horrible screaming death.
I completely disagree. D20 modules are entirely built around the idea of the toolbox. I can play a game with as much D20 stuff as I want to include. I can run Solid, or I can run a blaxploitation game with just D20 modern, I don't think that having options open for how other people see new interpretations of a basic system is bad. Nothing is canonically required by the GM besides the D20 modern book. You like an idea, make it work in your game. I don't think the problem is that people are taking all of these books that are d20 compliant and turning them into d20 mandatory, I think the problem is that you need to find less stupid players to hang out with.
With the HoG you can easily handwave "and then a miracle happens" because it is the Hand of God, not the Hand of Spock. It is a miracle and it can defy logic. Every HoG use should be subject to investigation and confirmation by the Roman Catholic Church.
It can be as simple as having the speed sammie's gun jam instead of delievering a killing shot, thus allowing the targeted mage to make his head explode with a powerbolt. It can be as complex as a point-blank range shotgun blast propelling someone off a cliff without causing any physical damage, that person hitting the water feet first and somehow missing all of the jagged rocks, a humpback whale swallowing him for no apparent reason and then regurgitating him, safe and sound, on a beach several hundred miles away.
No mater what it should take the character out of danger even if there are consequences. Permenant wounds and Flaws both make decent consequences.
| QUOTE (Wounded Ronin) |
| Asian Level Theme Music: "Japanese Boy" (Aneka) Types of Job: Assassinating or extracting a VIP or one of a kind item, springing a high profile convict from a Lone Star convoy, annhiliating guerilla camps in the jungle, annihilating special forces teams, tangling with the yaks. Types of Opposition: Plenty of initiated mages, rating 8 spirits, sammies with 0.1 essence, or ~30 "medium" opponents from the last difficulty level who are all hiding and ready to blow you away in a giant VC style ambush. Enemies may have vehicles, artillery, advanced riflemen, support weapons, and plenty of magic. Ninjas may begin to appear and stab you when your M16A1 jams like in American Ninja 1; being rushed by 50 melee physads at once is quite a challenge. Payoff: 5-7 karma points, 10,000 nuyen per character. Only one of these jobs should be available per month but the runner who can succeed every time through meticulous planning and professionalism can afford the coveted High lifestyle. Notes: In the 80s everything asian was magically better. Therefore, only really good players with hyper asian levels of meticulousness, fighting spirit, and magical powers can pull this off. Just look at Bloodsport. If Van Damme didn't have super magical asian blindfighting powers, he totally would have been pwned by Chong Li's beefy asian powder throwing ninja-fu. |
| QUOTE (eidolon) |
| How was that character not effectively dead? She was in restraints (the "can't use your hand/arm cyber" kind), drugged to keep her passive, and sitting in the back of the LS car listening to the cops take statements and talk about how she was going to fry. That's as good a reason to HoG as taking a shotgun blast to the face at point blank range in my book. Both effectively end the character's participation in the game. That's my reasoning, in a nutshell. |
| QUOTE |
And again, the best reason (for me) not to allow HoG multiple times is that doing so would create the idea, real or perceived, that all you have to do to make up for doing something really, really stupid that gets your character killed is blow some karma. The reason I mention "real or perceived" is that the end state of either state is the same: the characters don't take as much care to preserve their characters and to play "smart". |
| QUOTE |
| I also disagree that the "soap opera" interpretation is one that can be inferred from the text. "Verification" of the death by the "bad guys" has nothing to do with whether you're "allowed" to HoG. As far as HoG needing more written rules, I also disagree. The more you try to alleviate the need for GM interpretation, the more the game becomes a VGoP. For an example, see D&D 3.5. |
| QUOTE |
For "manglings" and such, see the permanent injuries section of M&M. Them are some nifty rules. |
| QUOTE |
| As a final (for this post) thought: "Interpretation" is indeed the key word here. In the end, it doesn't matter in your game what my interpretation of HoG is. Even "canon" is open to interpretation, and that myriad of interpretations is just one more reason that I love roleplaying games. IMO, the new wave of d20 and D&D 3.5 type "standard gaming" has done far do much damage to people's ability to accept different interpretations of game rules and settings. There seems to have been, over the last few years, a steady diminishing of gamers' ability to play a "non-standard" game. In the push to "balance" rules and to "fix" roleplaying games, diversity and novelty are dying a horrible screaming death. |
| QUOTE (ChuckRozool) | ||
You always make me laugh... *sigh* Does this level of play also include "gay hentai tentacle monsters", in warehouses even? Or is that an entirely different kind of level altogether? Kick'n it 80s style since 1975 |
and not pretty elven faces
| QUOTE (Calvin Hobbes) |
| I think the problem is that you need to find less stupid players to hang out with. |
| QUOTE (hyzmarca) |
| No mater what it should take the character out of danger even if there are consequences. Permenant wounds and Flaws both make decent consequences. |
| QUOTE (Wounded Ronin) |
| When you're dealing with something that can upset someone like their favorite PC getting decapitated by a shotgun and dying if you are extremely literal then it reduces incidence of players blaming pdeath on GM fiat. |
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| But, seriously, the way I would have handled the situation is the PC would have been out of action for a while in police captivity. She would have clinically died in the electric chair and then been carted off to the morgue. *Then* she'd be able to HoG and wake up in the morgue disfigured and naked and with hefty psychological trauma. |
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| Think one of the crappy The Crow sequels. |
| QUOTE |
| Hmm, here's an idea regarding permanent injuries and unlimited HoG. Maybe each time you HoG you automatically take organ or attribute damage as is articulated in SR3, *and* a random mental flaw. The HoGs could be unlimited but if you do it maybe 4 or 5 times your PC gets reduced to a blubbering piece of trash. What do you think? |
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| On the other hand, if you are a literal "iron" GM no one can accuse you of that. |
| QUOTE (eidolon) |
| That could work. Just as further contribution to the discussion, here's my takes on that. First, if I had let the police cart her off, I would have basically taken that player out of the game for the entire time that this scenario was playing itself out. (And while yes, I could have done some story stuff with her in court, yadda yadda, it would have been too labor intensive to be worth it, since I would be doing that at the same time as running the main game for the other four players. To me, it wasn't an option.) Therefore, it was in the group and the players' best interest to keep the character in the present game. (Now yes, the character "died" from doing something stupid, but it was in character, and so it wouldn't be fair to punish the players for it.) |
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As far as the waking up in the morgue thing, it's a bit too soap opera for my tastes. There's just too much there that makes me roll my eyes. |
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It could work I suppose. I would prefer that to a straight up "HoG as much as you want" approach, certainly. However, a little up my post you'll see my way of handling "consequences" of HoGing. (Haha, hogging.) |
| QUOTE (Wounded Ronin) |
| Now, later on, I hatched a storyline which involved that PC being removed from prison by the Humanis Policlub to be tied up and tortured on a live Matrix feed, so the incarceration turned out not to be permanent after all. But, I hadn't planned to do that. At the time that the incarceration happened it was for all intents and purposes equivalent to pdeath from a rules standpoint, since it amounted to the removal of a particular PC from play. |
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| The psychological trauma aspect is nice and gritty, too, and it's pretty much been a cliche since the Vietnam War. |
| QUOTE (eidolon) |
| Without knowing the exact circumstances, I'd still say you handled it just fine. After all, you say yourself that you never intended to use the PC again. When you take a PC from play in a game, they effectively become an NPC for you to use as you see fit (within reason of course). When I say "take a PC from play", I'm of course talking about stuff like incarceration and the like. Things that, in game and in the story, render the PC unplayable. Now, generally I'd say that abusing this notion would lead to irritated players, if you do it right (only when it makes sense in the story), you can get some great situations. For example, I bet it was really interesting when the player's current character met the player's former character (well, I assume it was...did it actually happen that way? I'm just guessing). |
| QUOTE |
That's true. I prefer to let the players handle their characters' pshyche. I'm not beyond "awarding" flaws, but I can't recall any situations in my last few games in which I handed out psyche flaws for simulating traumatic reactions to events in the game. That might be something I'll look into the next time I run. |
| QUOTE |
| As far as your proposed rules for HoG, they do invoke a very harsh/gritty atmosphere, but I wonder if perhaps it goes a bit far? As I said, I tend to stick to just letting the player roll up D wound results when they would be applicable. Generally, they end up with something that pretty well reflects what happened to them (if it seems too mismatched I'll have them reroll; like they got shot in the head and lose a foot, etc.). Throw in the fact that in my games, they can never HoG again, and you've got yourself a pretty good set of consequences. Also, there's the in-story reactions to them surviving. On top of that, you have to keep in mind that by the time something goes so badly that you're dead, things are going badly for you anyway. As to character longevity, I guess I'm fortunate in the player aspect. I've never had a player that doesn't recognize the "signs" that the character should retire. I do tend to let them go on for quite a while, but I've never had a situation in which I thought a character had become too good/too rich, etc. I've had them start that way...that's a different story. Having issues with characters/players not knowing when to retire, I might have different views on this, so I can see where you're coming from. |
| QUOTE |
That's the best thing to keep in mind during these discussions. It seems like sometimes people lose sight of the fact that their methods/standards/procedures/ideas/etc. are really only applicable to their gaming situation. If I had a different group of players, I'd have to learn to do some stuff differently. I've been gaming with the same core group of players for around 3+ years now though, so I can be comfortable in how I do things. I'm moving away from them in a couple of months, and chances are I'll be relearning how to GM all over again. It's part of the fun. On that note, thanks for the great discussion btw. It's all too easy for things to become a "you're wrong I'm right" fest on the internet. Stuff like this reminds me of why I started posting to forums in the first place. [/sap] |
Ha. Yeah, arguing can be great. In truth, I think a lot of us post to forums to pick fights half the time.
No we don't! Arguing sucks, and you'll never convince me otherwise! N00b!
Someone had to do it.
No they didn't.
| QUOTE (James McMurray) |
| No we don't! Arguing sucks, and you'll never convince me otherwise! N00b! Someone had to do it. |
Okay, here goes:
If they kill cops and leave any traces whatsoever, drop the hammer on them.
How's that?
| QUOTE (James McMurray) |
| Okay, here goes: If they kill cops and leave any traces whatsoever, drop the hammer on them. How's that? |
Swat team snipers surrounding them with medium to high (4+) force spirits to harass them and weaken them. High armor drones along with the spirits, but spirits are cheaper to replace when damaged. A lot of it would depend on where the runners were when they were found. If they're smart they headed left the city, preferably for a place the the Star (or Kinght Errant if that's who they killed) doesn't have any legal powers.
If the offended agency doesn't have legal powers they may end up with just a runner and/or elite cop team on them.
It's possible to get out of the situation, but it'd require a lot of smarts, roleplaying, and firepower used in the right ways. Sometimes hammers miss the nail or just hit it enough to bend it without actually driving it home.
How would you handle t3h advanced riflemen? Just have the PC start resisting shots? Have the PCs roll perception and if they fail they get hit? Tell the PCs there are riflemen and have the PCs get shot at when they poke their heads up from behind cover, but in so doing let them use pool and crap to avoid dying?
I'd probably just have the first one miss or roll poorly, because dying from a sniper shot with little to no chance of living is no fun for anyone. Maybe they'd be looking to capture and so use gel or stick shock rounds.
| QUOTE (James McMurray) |
| I'd probably just have the first one miss or roll poorly, because dying from a sniper shot with little to no chance of living is no fun for anyone. Maybe they'd be looking to capture and so use gel or stick shock rounds. |
Standard police procedure probably should be gel rounds. Accidental killings are bad for business.
| QUOTE (James McMurray) |
| Standard police procedure probably should be gel rounds. Accidental killings are bad for business. |
Yep, and a live PC is usually funner than a dead one.
| QUOTE (Wounded Ronin) |
| How would you handle t3h advanced riflemen? Just have the PC start resisting shots? Have the PCs roll perception and if they fail they get hit? Tell the PCs there are riflemen and have the PCs get shot at when they poke their heads up from behind cover, but in so doing let them use pool and crap to avoid dying? |
| QUOTE (James McMurray) |
| I'd probably just have the first one miss or roll poorly, because dying from a sniper shot with little to no chance of living is no fun for anyone. |
Yeah, some groups don't mind that sort of thing, but we like to at least think we have a chance of avoiding instant death. ![]()
Why didn't they have a chance to notice the sniper before he fired? Even if he was invisible and hidden there would still be resistance rolls + perception rolls. Although, if you've let them start a combat with an undetected sniper shot then they're just getting a bit of the "turn about is fair play" treatment for not having you roll perception for their victims in the past.
| QUOTE (James McMurray) |
| Yeah, some groups don't mind that sort of thing, but we like to at least think we have a chance of avoiding instant death. Why didn't they have a chance to notice the sniper before he fired? Even if he was invisible and hidden there would still be resistance rolls + perception rolls. Although, if you've let them start a combat with an undetected sniper shot then they're just getting a bit of the "turn about is fair play" treatment for not having you roll perception for their victims in the past. |
I fail to see how under those circumstances, a sniper with enough time to get off a shot in an area full of cover will be that much harder to spot given that in SR runners often have cyberware which would make them more capable to perceive their sniper than your average joe today. What else are they going to be doing as they walk through, anyway, if not look for danger? Stare at their shoelaces?
That's what the stealth skill is for: being stealthy. Oddly enough, the perception skill is for being perceptive. Generally the two work against one another. A boost to the TN or more dice should be available from having so much time and help, but nothing's completely undetectable. What if the helper botched his perception roll or just rolled poorly? Did you roll it out with opposed stealth and perception?
Yeah, instant death can happen at any time. Given the power the GM wields, anything and everything can cause instant death. We just don't care for that sort of game. It's not as "realistic" but we're happy to drop realism in favor of fun. Obviously YMMV, and that's cool.
James is right in that this depends *completely* on your group. If your group doesn't mind instant death at any turn, go for it. And if your group has just pissed off too many high-level people, it's probably kinder than a cow from space (althouhg less amusing than a pair of Apaches shooting in every window and demolishing the entire building).
| QUOTE (SL James @ May 9 2006, 02:45 AM) |
| I fail to see how under those circumstances, a sniper with enough time to get off a shot in an area full of cover will be that much harder to spot given that in SR runners often have cyberware which would make them more capable to perceive their sniper than your average joe today. What else are they going to be doing as they walk through, anyway, if not look for danger? Stare at their shoelaces? |
| QUOTE (James McMurray) |
| That's what the stealth skill is for: being stealthy. Oddly enough, the perception skill is for being perceptive. Gene rally the two work against one another. A boost to the TN or more dice should be available from having so much time and help, but nothing's completely undetectable. What if the helper botched his perception roll or just rolled poorly? Did you roll it out with opposed stealth and perception? |
| QUOTE (James McMurray @ from another thread) |
If there's a chance something can be seen, heard, smelled, etc. then roll perception. If there's no chance, don't roll it. And then, every so often, roll perception just to keep the players on their toes. |
Well, the thing about letting them have the Perception test is more about the tingle on the back of your neck that tells you something's wrong. If they scored a success against the sniper's Stealth TN + Cover + Darkness (that's a TN of 16, if the sniper rolled a 2) on the test, they get a tingle the moment before the sniper shot - and at best that means they can knock off the +2 ambush modifier from the Surprise test. If they got two successes it means they saw something odd, a flash of movement, a reflection of light off the scope, etc.
Sure, you can forgo it, but would you forgo it for the NPCs? I know I wouldn't.
Hmm, this discussion actually gives me an idea. If the PCs set up a sniping their initial targets get no chance to do anything but resist the damage without pool
| QUOTE |
If do right, no can defense. |
This is why my street sam lives in an underground bunker.
Does it have only one entrance? If so, they could just set up a drone sniper there and have it kill him.
| QUOTE (Kanada Ten) |
| Well, the thing about letting them have the Perception test is more about the tingle on the back of your neck that tells you something's wrong. |
| QUOTE (Kanada Ten) |
| Sure, you can forgo it, but would you forgo it for the NPCs? I know I wouldn't. |
| QUOTE (Wounded Ronin) |
| Hmm, this discussion actually gives me an idea. If the PCs set up a sniping their initial targets get no chance to do anything but resist the damage without pool |
| QUOTE |
| Yes, if my players spent a couple of hours in game setting up a position, double checking it, making sure they couldn't be seen, etcetera, I would simply give them the shot. |
| QUOTE |
| No...perception is whether you pick up on something that you could physically perceive with one or more of your five senses. |
Now you're getting away from "specific situation" and into the "what if this, what if that" stage. Discussion from here on out will be pointless, as all it will do is show that we have different ways of using the skills in the game.
That said, if the snipers had crawled up on the building while the PCs were standing there, I would have rolled stealth for them and perception for the PCs. They didn't, however. By the time the PCs got there, all they had to do was lay there and shoot at them. Therefore, no perception test until the first shot.
Given the distance, conditions, and situation, I did not have the PCs roll perception in this particular situation. Why do you seem as though I've mortally offended you by insulting your ancestors? Want your PCs to have the chance to notice something like this in your game? That's fine, have them roll. I don't use perception when I don't think it's possible to perceive the target.
If you can see someone, they have a chance to see you unless you're watching them remotely. That chance is probably astronomically low (represented by a really high TN and/or dice pool penalties). It's still there. Obviously your group differs, since it works that way from both sides of the GM screen. As long as the rules function the same in all directions and people are enjoying themselves it's all good.
When I said to not roll it if it was impossible to detect I wasn't referring to stealth tests vs. perception. If something requires a stealth test, it should (IMO) allow a perception test. My post was more about things that can't physically be detected no matter what: visual stuff behind walls, etc.
| QUOTE |
| Given the distance, conditions, and situation, I did not have the PCs roll perception in this particular situation. Why do you seem as though I've mortally offended you by insulting your ancestors? |
Keep in mind, the big question here isn't so much whether the PCs should have a reasonable chance to dodge/spot/whatever, but whether your PCs are heroes, or just another group of people on the street.
If they're heroes, the rules are a bit different. They are somehow special, and they don't die from silly things like hidden snipers. If this is your game, you should roll perception against a reasonable number and, in fact, the GM should consider spending the PCs' karma pool secretly on their behalf to reroll failed perception modifiers (this completely depends on your group. I bring this up because I run online games where no one wants to see the mechanics, so it's valid. Table top groups may not like that idea so much.) The GM should also consider fudging, letting the PCs roll their dodge anyway, so on and so forth, because the idea is heroes don't fall into such silly traps.
If they're just 'another group of people on the street', they follow the same rules as everyone else. That means they're more likely to die in the gutter, alone and ignoble. Sucks to be them. They may get a perception check against some astronomical number, but no rerolls, no dodge. They can use karma pool on their damage resistance and perhaps HoG, but that's it. More than likely they're dead (or short a HoG). A simple trap like a well placed C4 mine or a group of snipers will kill the entire party quickly and cleanly, and there really isn't a whole lot they can do about it once they're in place.
So argue about perception tests all you want, both sides are 'right'. The important detail is what advantages do the PCs have over the rest of the world.
Hmm. I'm a bit concerned about even letting people roll perception vs really high numbers, since you'll end up rolling a lot of dice if you roll for each party member and furthermore people might karma reroll the perception test if they're nervous. My gut feeling is that even if you give them a TN like 25 or something they will hit it every now and then. :/
| QUOTE |
| My gut feeling is that even if you give them a TN like 25 or something they will hit it every now and then. |
I prefer games where the PCs are somewhere in the middle of heroes and Joes. Don't hide from death, but don't force it to happen. Ask anyone I've run a game for: death happens, sometimes quite often. If you do something that can result in your death, you'd better be able to scrape through the aftermath. But it takes a hell of a lot of screwing up for me to set up a situation with no chance of survival.
Sometimes the chacnes of survival are all predicated on running away to fight another day and the characters don't do that. In those cases, they die. Sometimes the chances are predicated on fighting the bastards off and limping away. And sometimes it means you have to figure out why you're so royally fucked and find a way to fix it. I prefer the last, because it makes for better stories then "you got shot int he head, roll a new character."
Obviously YMMV.
For the record, the PC not only lived (through expeditious use of medical skills and karma), but the whole aftermath became quite the bitchin' story line.
I understood that; I just think a lot of it was run oddly. Random target? What type of sniper is this guy? He's got hours to set-up, information on the team, and he flips a coin to see who takes the first shot?
Random to be fair to the players. Random from a GM "I can shoot any of them to kick the scene off right now" viewpoint.
They were all standing in a little group, and they had all changed into "regular joe" clothes on the sub. With no obvious cyber on display, no obvious weapons on their persons, and the snipers not being at all magical (and therefore unable to assense), I didn't think any of them were presenting an overly "obvious" target.
Also, show me where I said they had information on the team. I'm assuming you're trying to trap me by indicating that if the snipers knew about the team, they would "geek the mage first" (or some such thing), and therefore my rolling randomly for a target is somehow "wrong"?
| QUOTE (Kanada Ten) |
| He's got hours to set-up, information on the team, and he flips a coin to see who takes the first shot? |
You said he has a picture of the team. You said he had hours to prepare. You said he knew where they would be. That's information. What kind of sniper is this guy that he wouldn't ask the client which one was the mage? You set up a completely contrived scenario, the "no Perception test" is simply the tip of my feeling that you handled it wrong. I'm glad it worked for the group.
As a Sniper you shot the one who you can get the best shot on
after the thrid shot you should expect to have your location known by the target
possibly after the second
Look, I could keep going back through my notes, and going back through how it went during the session, but I'm not going to.
| QUOTE (dictionary) |
| con·trive v. con·trived, con·triv·ing, con·trives v. tr. 1. To plan with cleverness or ingenuity; devise: contrive ways to amuse the children. 2. To invent or fabricate, especially by improvisation: contrived a swing from hanging vines. 3. To plan with evil intent; scheme: contrived a plot to seize power. 4. To bring about, as by scheming; manage: somehow contrived to get past the guards unnoticed. |
I'm not a sniper, but I imagine I would go for the one who poses a threat to me personally first, followed by the one most likely to escape before I'm ready for a second shot. The guy standing in the middle of a field picking his nose I shoot last because he'll likely be the last to get into cover, which gives me a chance of getting 3 kills instead of 2.
| QUOTE (eidolon) |
| Thanks everyone that played for the cute exercise in "how to argue about something that wasn't a debate" though. |
| QUOTE |
| Thanks everyone that played for the cute exercise in "how to argue about something that wasn't a debate" though. |
What, you mean that just because the opening post and title of the thread indicated it was supposed to be a discussion/debate that people posting their game experiences in it should expect a discussion/debate?
Oh, you totally nailed me on that one. Good job. Three marks.
I apologize if I got overly defensive. My reaction wasn't to KT's disagreement, but rather to his smarmy "holier than thou" attitude in presenting it, which may well have just been my perception and not how he intended it.
I get irritated when "debate" moves into "I'm right and you're wrong and that makes you stupid", which is how I think KT's posts started coming out. Flat out disagreement I can handle. Obviously pandering passive aggressive statements like "simply the tip of my feeling that you handled it wrong. I'm glad it worked for the group", I'm not so good with.
Let me give you why that sentence rubs me the wrong way so badly. The one point that you say is your basis for calling my actions "wrong" is that I didn't give them a perception test to notice the sniper. We've beaten that topic to death, and it comes down to a difference of opinion and personal methodology.
However, your statement carries the implication that I handled nary a thing "right" in the entire encounter, and you have no logical support for such a position. You were neither there for the scenario, nor are you possessing of the knowledge of what led to it, how it was handled from start to finish, what does and doesn't work for my group, or what resulted from the session.
The only other thing I can recall having a particular disagreement over was the method of choosing a target. I clearly explained why I chose to roll randomly for the sniper's first target. You might not have done it that way, but that's beside the point, because there really wasn't a "wrong" way to choose a target.
What else is there that we've even discussed that you can say was handled "wrong"? Honestly, it feels like after we got done with the difference in perception test usage, you were just looking for something else to argue about.
There's a big difference, to me anyway, between the way some people handle debate and disagreement (see the first half of this thread, where there was at least a modicum of respect), and the way that others handle it (see the latter). Unfortunately, it's all too easy to be drug along by the emotion of it when the second one happens.
So yeah, no offense intended, and I'm not looking for hard feelings. Even if it's just the interweb, I don't like to pee in people's cheerios overly much. That's just where I'm coming from at the moment. Feel free to correct any misperception from which I am suffering.
Yeah, I don't spend a whole lot of time pandering to your emotional sensitivity.
I think you handled it wrong. Peroid. I could go on for days about "no chance" and a Johnson hiring twin snipers to get out of paying, but there's no point becuase you're too emotionally charged about it.
That said, I really am glad it worked for your group. If I wasn't, it would have been made more obvious, because I would have started calling you names.
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