Never once have the surgery rules been mentioned on these boards without -- yes, call it hate. The reason most commonly given is that they are insanely complicated.
I never found them so. Quite the contrary: once I caught the mechanic, they seemed some of the most straightforward in the entire set of rulebooks. After all, the core of it was simply determining
(a) the category of surgery;
(b) the risked negative options and desired positive options; and
(c ) location/technology/condition:
all of which together gives a target number and the required number of successes for bad things not to happen and for each potential good thing thereafter.
The combat rules are considerably more complex: yet reaction to any single part of these is far less visceral. Spellcasting even has a similar structure of rules, with the balancing act of ideal Force level echoing the balance of desired surgical options against acceptable TN.
The surgery rules do, however, insert an element of risk that is not within the PC's direct control: something almost unique throughout the rulebooks. What's more, that risk cuts directly at a keystone of the PC's sought-after superiority.
Interestingly, I have noticed that many of the most welcomed SR4 changes cut out precisely this kind of risk, or indeed most situations where a PC would be required to find a way to work with others and perhaps even have to trust them. For example, Astral Gateway is no longer a power for which the PCs have to negotiate with a free spirit; but one which an Awakened PC can command of a Guidance spirit as soon as Invoking is learned.
Perhaps in parallel, other commonly welcomed changes in SR4 involve anything that reduces negative consequences of power. The constant risk of focus addiction is gone. At least in the core books through Augmentation, the objective potential for drug addiction has vanished. With Edge, even imminent death has become -- less than relevant.
(In fact, one of the most fought-against new rules continues to be the concept of aspected Essence holes, even with the simultaneous release of genetech to undo Essence holes altogether ... so permanent Essence loss becomes another negative consequence which becomes far less relevant in SR4. The argument against aspected Essence holes is that it's an unnecessary complication. I can't help but notice that the point of contention happens to be over one of the few remaining limitations on the power balancing act.)
And the surgery rules are gone.
What really underlies the hate of the surgery rules?
They were horribly complex and open to monstrous min/maxing. They were also yet another set of rules that were retconned into place, requiring existing characters to either lose out on the opportunity to use them, or do a decent amount of paperwork (and perhaps end up with headaches due to die rolls) to try and get their character "official" again.
It was just an unnecessary complication to the game. Surgery costs were always assumed to be part of the implant's cost, including the grade of the implant.
It would have been like including intricate rules over ten pages for improving skills and attributes beyond the base rules that already covered all the important aspects of doing just such a thing.
They simply went overboard rules-wise for something that would rarely come up for most characters or even most groups. "Downtime between runs" has always been ambiguous enough to do what you needed to do with regards to character advancement in a game that was based almost completely on ambigious rules. The orange orchid didn't need a lemon tree, especially a lemon tree with sour fruit on it that few people needed to eat as the oranges provided all their dietary requirements.
I was quite fine with the surgery rules, except for the usage some people made of them (nothing mention that you can't take 10 times the reduced essence cost positive quality... With a good doctor, with plenty of karma and all possible positive modifiers you could fit a Move By Wire in 1 essence point).
The rules I had some problem with were the serious wounds rules. They were cool because they added scars, trauma, etc. But they required too much time and dice rolling. I remember how it went :
"Ok. D wound: you're out. Here's the book, deal with the consequences while I finish the combat sequence, it should keep you busy for at least half an hour."
I've never had cause to use them (I don't actually play), but I actually like the surgery rules in M&M.
I can see the scenario where someone wants to get surgery and actually has to think about the risks of doing so - balancing the additional benefit of further implants (or cosmetic surgery) against the potential for disaster. Finding the right surgeon - one with skill that you can trust becomes a key part of it.
I agree somewhat on the cost issue (maybe there could be a reduction in the actual cost of implants to compensate?), but don't understand the point about having to adjust existing characters - surely just use the surgery rules for anything after that point?
I personally don't like them because, at least to me, they don't add anything enjoyable to the game. Do I really want to deal with planning out a surgery? Hell no.
They took something that should have been highly abstract -- ie, just generate a TN based on the type of surgery (Healing? Cyber? Bio?), add complications (Damage level {L,M,S,D}, Cyber Grade {N,A,B,D}, Bio type {N,C}, Facilities {Poor,Average,Good,Excellent}, Staffing {Insufficient,Sufficient,Elite}, etc) -- and stripped most of the abstraction out of it.
It just feels like a bunch of busy work to me.
Basically, they were a totally uncontrollable risk you had to take any time you wanted to add cyberware, and one that didn't apply to most Awakened. Dying on the table because the NPC cyberdoc rolled badly isn't fun, and neither is having to consider whether or not to try to get major surgery to improve yourself while the party mage is learning how to deal 3S damage to an area 150 meters in diameter (IIRC) for very little drain.
It's an unnecessary disadvantage, unequally applied, that has only small benefits to the game (it is vital that implantation cost be separated from 'ware cost for fencing 'ware to make any sense at all) and none that couldn't have been gotten some other way. The complexity doesn't even enter into it--it's uncommon enough that almost any amount of complexity is acceptable.
~J
I have dabbled with the surgery rules and still use them in a modified manner thanks to in-game reasons.
I like the realism they provide but highly dislike the added complexity and time they bring.
SR3 is basically four rule sets hung together with a common background. The surgery rules add a fifth set that only introduces the desire to get all your ware at character creation to avoid complication and risk. As I actively have to encourage my players to get more ware during game play this was counter productive.
The cyber element of cyber punk becomes harder to intergrate with the surgery rules due to the downsides but does high light the punk element in the need for cred for safe treatment.
Personally I think the logistical headache compounded by increased cost and risk for cyber characters combine for the hate on the forums.
We play for fun and one or other of these elements reduces most peoples fun.
| QUOTE (Kagetenshi) |
| Basically, they were a totally uncontrollable risk you had to take any time you wanted to add cyberware, and one that didn't apply to most Awakened. Dying on the table because the NPC cyberdoc rolled badly isn't fun, and neither is having to consider whether or not to try to get major surgery to improve yourself while the party mage is learning how to deal 3S damage to an area 150 meters in diameter (IIRC) for very little drain. It's an unnecessary disadvantage, unequally applied, that has only small benefits to the game (it is vital that implantation cost be separated from 'ware cost for fencing 'ware to make any sense at all) and none that couldn't have been gotten some other way. The complexity doesn't even enter into it--it's uncommon enough that almost any amount of complexity is acceptable. ~J |
But like I said in what you quoted, it can't be implied in the price of the 'ware--not without making selling cyberware totally undefined!
~J
Delta Ware is a myth. What Delta clinics actually do is implant Betaware and tell you that it's Delta ware. Between the reduced TN for implanting Beta instead of Delta and the TN reduction for having higher grade tools than Beta calls for they can layer on a couple of Essence reductions and still come out ahead.
And that is emblematic of basically every single thing that was wrong with the M&M surgery rules. I am absolutely certain that the authors didn't think that they were retconning Deltaware out of existence, and indeed it takes quite a bit of reading and comparisons to realize that this is the case.
---
It's why when we wrote the surgery rules for SR4 they didn't really look like the Man and Machine rules on the subject. After spending hours mapping out exactly what the steps and effects of the rules in M&M actually were... we decided to make the new ones completely different instead.
-Frank
my biggest problem with the surgery rules wasn't their complexity, though they were certainly very complex. yes, the core concept was simple--figure out the TN, figure out the bad and good results, roll and see what you get--but the details were many. rolling against a TN is not simple if it takes you ten minutes of searching through modifiers to figure out what the TN is. moreover, surgery is something that happens only a few times in a character's life; there's no need to make it so complex.
but like i said, my biggest issue wasn't the complexity. it was the freaking cost. getting a datajack implanted with a fair assurance of not dying on the table or coming out horribly scarred could cost you five to ten times as much as the datajack itself. that's completley ridiculous when you consider that prior to M&M--all through the previous two editions, all through 3rd ed until M&M came out--the implant cost was assumed to include the cost of surgery.
re: the myth of deltaware, according to ShadowFAQ you can only take the same surgery option twice, positive or negative (though the wording in M&M strongly implies that only the negative is so limited). i can't be sure offhand, but if you use that limit, i believe it demythifies deltaware.
| QUOTE (mfb) |
| moreover, surgery is something that happens only a few times in a character's life; there's no need to make it so complex. |
rare events should not be complex because making something complex and unfamiliar makes it monumentally more likely that you'll screw it up. i agree that rare events should be... just woke up, so i can't think of the word. big, important, memorable, tense--any/all of the above. i don't think you should have to spend an hour looking up modifiers for something that comes up once in ten game sessions. but i do think something that comes up once in ten game sessions can/should involve a lot of die rolls. see the difference?
an astral quest is a good example of what i'm talking about. you don't go on astral quests everyday, generally, but when you do, it's usually an event. you do a lot of die rolling, you sweat a lot, but the actual mechanics aren't all that complicated, just variations on a theme.
*laugh* -- I'm wondering at all the people who are arguing that surgery should not be complex, should be made more abstract (less realistic?) or even ignored altogether ... many of the exact same people who are arguing precisely the opposite wrt firearms in http://forums.dumpshock.com/index.php?showtopic=18477 http://forums.dumpshock.com/index.php?showtopic=18493 threads.
Surgery is every bit as vital to a Shadowrun game as gunfire but much, much less frequently encountered: yet even this minimal detail is objected to. It's claimed to be unfairly risky, but a decent biotech skill possessed by a member of the team, combined with the teamwork and karma pool rules, should balance that out on a purely numbers basis. It's claimed to be complex: but for a given surgery, it's easy to run through full procedure and aftereffects in less than five minutes of gameplay. Even with the existing combat rules, except in a straightforward firefight, many combat situations can take much longer to rule.
(This, combined with the growing recent broad assumption that most situations reduce down to simple equations, tells me much about what some consider standard styles of play that should be entrenched in rulebook canon. I also suspect that metaquests -- a major Awakened parallel to the sammie's surgery -- are not being played at anywhere near the book-appropriate level of risk, let alone lethality.)
Rules should be rules. If more realism is desired, why only this or that pet project? Why not across the board? It's almost to the point of a Dumpshock truism:
1. Anything fully within the PC's direct control and of which the PCs can take primary advantage (preferably to inflict damage on NPCs) should be very detailed indeed.
2. Anything even a little outside the PC's direct control should be made abstract.
Note that this also accounts for the secondary hate reserved for any suggestion that social skills should not be primarily or solely reduced to the roll.
None of which would even be an issue except that player pressure does demonstrably bend the next generation canon rules in one direction or another, and the pattern of the shift has become absolutely clear.
| QUOTE (Talia Invierno) |
| *laugh* -- I'm wondering at all the people who are arguing that surgery should not be complex, should be made more abstract (less realistic?) or even ignored altogether ... many of the exact same people who are arguing precisely the opposite wrt firearms in http://forums.dumpshock.com/index.php?showtopic=18477 http://forums.dumpshock.com/index.php?showtopic=18493 threads. Surgery is every bit as vital to a Shadowrun game as gunfire but much, much less frequently encountered: yet even this minimal detail is objected to. It's claimed to be unfairly risky, but a decent biotech skill possessed by a member of the team, combined with the teamwork and karma pool rules, should balance that out on a purely numbers basis. It's claimed to be complex: but for a given surgery, it's easy to run through full procedure and aftereffects in less than five minutes of gameplay. Even with the existing combat rules, except in a straightforward firefight, many combat situations can take much longer to rule. (This, combined with the growing recent broad assumption that most situations reduce down to simple equations, tells me much about what some consider standard styles of play that should be entrenched in rulebook canon. I also suspect that metaquests -- a major Awakened parallel to the sammie's surgery -- are not being played at anywhere near the book-appropriate level of risk, let alone lethality.) Rules should be rules. If more realism is desired, why only this or that pet project? Why not across the board? It's almost to the point of a Dumpshock truism: 1. Anything fully within the PC's direct control and of which the PCs can take primary advantage (preferably to inflict damage on NPCs) should be very detailed indeed. 2. Anything even a little outside the PC's direct control should be made abstract. Note that this also accounts for the secondary hate reserved for any suggestion that social skills should not be primarily or solely reduced to the roll. None of which would even be an issue except that player pressure does demonstrably bend the next generation canon rules in one direction or another, and the pattern of the shift has become absolutely clear. |
You mean my participation in the http://forums.dumpshock.com/index.php?showtopic=18189 thread didn't make it absolutely clear? But not looking, thanks
Still, I'm curious as to what gave me away this time? I hadn't thought that the primacy of consequence-independent gun culture was so primarily male. I had thought it -- along with the Raygun rules -- was primarily United-States homegrown, with strong Auzzie influence.
| QUOTE (Talia Invierno @ Aug 2 2007, 06:45 PM) |
| You mean my participation in the http://forums.dumpshock.com/index.php?showtopic=18189 thread didn't make it absolutely clear? But not looking, thanks Still, I'm curious as to what gave me away this time? I hadn't thought that the primacy of consequence-independent gun culture was so primarily male. I had thought it -- along with the Raygun rules -- was primarily United-States homegrown, with strong Auzzie influence. |
There is nothing wrong with complex surgery rules. The problem comes when complex surgery rules are completely insane and bear no resemblance to anything that could be considered real surgery while simultaneously crushing the flavor created by every bit of fluff that had existed previously.
We go from having the installation of cybereyes, datajacks, and other ubiquitous and fashionable pieces of cyberware being simple outpatient procedures commonly preformed at boutiques located in shopping malls to all cyberware instillation being this huge life threatening thing with long recovery times.
you can only run through a surgery that quickly if you're as familiar with the surgery rules as some of us are with the combat rules--in other words, no need to look up most of it. considering how rarely surgery comes up...
| QUOTE (Talia Invierno) |
| *laugh* -- I'm wondering at all the people who are arguing that surgery should not be complex, should be made more abstract (less realistic?) or even ignored altogether ... many of the exact same people who are arguing precisely the opposite wrt firearms in http://forums.dumpshock.com/index.php?showtopic=18477 http://forums.dumpshock.com/index.php?showtopic=18493 threads. |
| QUOTE (Doctor Funkenstein) |
| As a cinematic game, Shadowrun doesn't need rules to make everything ultra-super-realistic-and-detailed. It needs rules that simply actions, allow players tons of leeway, and invites over-the-top gameplay when the need arises. |
I know.
of course, one problem with the surgery rules is that they're not realistic. a good street doc (skill 6) in average conditions (no modifiers) will inflict some kind of debilitating condition on his patient with ridiculous frequency. something like a third of the time, i think?
Wounded Ronin: I think you made my point for me.
| QUOTE (hyzmarca) |
| The problem comes when complex surgery rules are completely insane and bear no resemblance to anything that could be considered real surgery while simultaneously crushing the flavor created by every bit of fluff that had existed previously. |
| QUOTE (mfb) |
| you can only run through a surgery that quickly if you're as familiar with the surgery rules as some of us are with the combat rules--in other words, no need to look up most of it. considering how rarely surgery comes up... |
| QUOTE (Doctor Funkenstein) |
| There's a natural desire for people who fancy themselves a fan or a pro of something to want to see that hobby in a more accurate portrayal whenever they come across it. |
Talia, you're using numbers to obscure and ignore the reality. the reality is, most people have a much harder time figuring out the surgery rules than the combat rules. it's an issue that crops up again and again in a wide array of groups. whether or not you think that's reasonable is irrelevant--the problem exists, and it exists in a wide enough sample to show that the problem is in the rules, not the players.
Yeah, I have participated in heart surgery in the back of an ambulance on an air strip. And the Man & Machine rules made my head explode.
When I went to make the surgery rules for Augmentation I seriously just made it an extended test and left it to glitches for bad things to happen other than the surgery damage and healing times.
I generally expect that surgeons will be professional and make few enough life-threatening errors that they will be allowed to continue working as surgeons.
-Frank
| QUOTE (Talia Invierno @ Aug 2 2007, 06:30 PM) |
| I also suspect that metaquests -- a major Awakened parallel to the sammie's surgery -- are not being played at anywhere near the book-appropriate level of risk, let alone lethality. |
| QUOTE (FrankTrollman) |
| I generally expect that surgeons will be professional and make few enough life-threatening errors that they will be allowed to continue working as surgeons. |
| QUOTE (mfb) |
| Talia, you're using numbers to obscure and ignore the reality. |
| QUOTE (mfb) |
| the reality is, most people have a much harder time figuring out the surgery rules than the combat rules. |
like i've said, it's the fact that the surgery rules don't get used much. they're not really more complex than the combat rules, but the combat rules get used every single game. the surgery rules, not so much--which means, given the way most people's memory works, that you have to relearn the rules every time someone gets surgery. if people only used the combat rules once every few games, then you'd get a lot (more) people complaining about how complex they are.
| QUOTE (Herald of Verjigorm) | ||
Surgeons, yes. Illegal street docs who have no less than 15 warrants for practising medicine without a license, maybe (depends on why they don't currently have a license). If your street doc was a true, trained, and certified surgeon, then he should have some skills. If he uses a bootleg skillsoft downloaded from a dark and disturbing corner of of the matrix, .... maybe, maybe this time he'll hit the flaw where some of the original code wasn't properly deleted (in which case, you may be marinated and stuffed as part of a bustergophechiduckneaealcockidgeoverwingailusharkolanbler recipe). So, how well you should live is directly related to how picky you are with your medical contacts. In real life, doctors are less common than full mages in SR, so you may not have as much opportunity to be discriminating as you would prefer, given how some of them even try to stay legal (the shock and horror). |
| QUOTE (mfb) |
| but the combat rules get used every single game. |
I'll put it this way:
One of the first things we did at SotSW was discard the surgery rules. Despite that, after three years of play (and that's six, because two games run under the umbrella of SotSW), no character has implanted 'ware post-chargen.
(Granted, a big reason for this is that most of the characters who would get 'ware (non-incompatible, non-Awakened) already have well in excess of five points worth, requiring multi-million-nuyen upgrades to get anything meaningful)
We have not used every combat action from every book in that time. I don't think anyone has tried a Kick Attack or a Kip-Up. Nevertheless, we have achieved substantial coverage of combat rules, including vehicle gunnery (both types) and MIJI (or the tiny subset that isn't rendered useless by encryption), most of it frequent.
~J
no, but i use the basic combat rules--into which all those other rules fit, more or less smoothly--every game. i don't use the basic surgery rules every game, so not only to i have to relearn all the applicable modifiers, i have to relearn all of the steps i have to go through.
It's a matter of running down the list of, what, three tables? four? And they're all in the same place!
FWIW, life took me away from SR for over a year before I managed even to return to these boards. I hadn't touched the surgery section since even before that.
It took me five minutes to go through the entire section, before opening this topic. The only relevant points not in that section are covered in the BBB damage/healing section: again, brief and limited.
It takes me much, much longer to pull in overbearing, and surprise/ambush, and martial arts, and overdamage, and the relevance of perception and range modifiers within this or that combination of scope/lenses/cybereyes, and armour reduction, and the specific rules involved with specific types of ammo ... They don't all fit neatly into the basic combat structure; and the various tables and in-text rules are all over the place. Since I've returned I've been involved in SR combats, but I haven't yet had a chance to re-read all the combat rules yet.
no, it's a matter of knowing what tables to check, in what order. and then making sure of what modifiers apply--and maybe making adjustments to the situation to get better modifiers. and then going through all the positive and negative options to fill out your list. and then tallying up all the factors that go into the pricetag for the surgery, and maybe jiggering the mods again because you can't afford some of them. and then figuring out what to roll. and then doing the roll and rp'ing the whole thing (if you choose to).
look, you think it's simple. bully for you. i think the SR3 Matrix rules are simple, but i get shouted down all the time by masses upon masses of people who find them ridiculously complex. at some point, you have to accept that you're are the outlier.
Maybe it's just me, but it's not that the surgery rules are highly complex, it's that I'm not interested in the surgery rules, and so any amount of complexity above "basic" is unacceptable to me.
For the same reason, I don't want ten pages of rules on how to handle it when you have to solve a math problem, or ten pages of rules on how to handle it when you want to perform in a play, etc, etc.
Surgery is important in Shadowrun, but unless I'm playing a surgeon, I just don't need any level of complexity.
| QUOTE (mfb) |
| at some point, you have to accept that you're are the outlier. |
| QUOTE (Talia Invierno) |
| That being said, it still doesn't explain why you find the Matrix system more straightforward over the surgery system; and why people generally are more likely to find the combat system straightforward over the surgery system. |
| QUOTE (Talia Invierno) |
| I repeat: it's not something intrinsic to the rule structure. Nor is it simply familiarity, because the sheer number of rules involved with either combat or Matrix mean that it's very nearly impossible to be using all of them with a frequency equal to how often surgery is needed. |
| QUOTE (mfb) | ||
yes, it is. |
| QUOTE (mfb) |
| it's a combination of both. the rule structure is too complex for the level of familiarity most players have with it ... when looking up obscure rules in combat or the Matrix, i already know the basic structure of the rules |
| QUOTE (mfb) |
| as for why i don't want to become familiar with the surgery rules? i'm not here to play surgeryrun. |
| QUOTE (mfb) |
| it screws with my suspension of disblief--if surgery is this hard, why is cyberware so popular? |
| QUOTE (mfb) |
| if a good street doc under normal conditions has something like a 1 in 3 chance of scarring you for life, why aren't there more horribly scarred runners around? |
| QUOTE (Talia Invierno) |
| After all, if you don't like a concept, rejecting it out of hand is a very easy way not to have to think about why. And in SR, it's been demonstrated that enough hate, whether or not that hate has any objective grounding, will get the rules changed. |
Possibly because I see variations of it in the way people behave every day: and increasingly I'm seeing it as the most common behavioural reaction to any kind of having been stymied. I did point to one example directly in that blog entry you found irrelevant, but it's really not difficult to find others around you. Just watch your average office politics in action.
As to Dumpshock: with v.4, we have seen rules changes happen, in the specific directions I have already indicated in this thread. The regularity is only insofar as it happened with the new edition.
Who knows yet what direction v.5 will take?
| QUOTE (Talia Invierno) |
| Possibly because I see variations of it in the way people behave every day: and increasingly I'm seeing it as the most common behavioural reaction to any kind of having been stymied. I did point to one example directly in that blog entry you found irrelevant, but it's really not difficult to find others around you. Just watch your average office politics in action. As to Dumpshock: with v.4, we have seen rules changes happen, in the specific directions I have already indicated in this thread. The regularity is only insofar as it happened with the new edition. Who knows yet what direction v.5 will take? |
Some oldtimers, yes. You'll have noticed the post-SR4 schism, which wouldn't have happened had all or even most oldtimers agreed.
But what demographic do game developers have to keep tapping (and thus listen to) to stay profitable?
| QUOTE (Talia Invierno) |
| Some oldtimers, yes. You'll have noticed the post-SR4 schism, which wouldn't have happened had all or even most oldtimers agreed. But what demographic do game developers have to keep tapping (and thus listen to) to stay profitable? |
Fair enough point.
I'm suggesting that only those oldtimer points -- and remember, most of us aren't old, after all -- which would also appeal to a younger, videogame-raised generation were accepted. (Consider the new use of Edge v. the old combat pool in this context.)
As to the rest: remember the way of Kagetenshi's attempted revisions?
| QUOTE (Talia Invierno) |
| @ Vaevictis: I think we've discussed elsewhere the increasing reduction of Shadowrun to pressing the I WIN button equations. Removing the surgery rules -- and thus any possible complications to the equation -- is another expression of that same syndrome. |
| QUOTE (Talia Invierno) |
| That almost defines a circular argument: too complex for the amount of familiarity players have, yet players don't become more familiar with it because of the amount of complexity. Or, alternately: if something is not already known, why try to become familiar with it? |
| QUOTE (Talia Invierno) |
| Ask exactly the same question about cosmetic surgery today ... and then search out some of the cases where things went horribly wrong: by professional surgeons, in licenced hospitals. |
| QUOTE (Talia Invierno) |
| I think we've discussed elsewhere the increasing reduction of Shadowrun to pressing the I WIN button equations. Removing the surgery rules -- and thus any possible complications to the equation -- is another expression of that same syndrome. |
*laugh*
Vaevictis, I wouldn't expect you to feel any other way.
For mfb's reference: if you wish to consider that bashing, then it's bashing. Do note though that I never called or considered it that.
The distinction between circular and self-reinforcing lies only in whether or not you want to find a reason for having entered the circle in the first place.
Btw I'd summarised the lifestyle rules separately for my own use -- came out to eight pages of densely worded charts at 6 pt font.
As to the real chance of major screwup, check those rules again, using the modifiers you just cited for a basic surgery such as only a datajack. One of the points of those rules is that the more modifications you have, the harder future surgery gets. Run-of-the-mill datajacks -- only -- don't have anywhere near that high a risk within the conditions you describe.
| QUOTE (Talia Invierno) |
| Fair enough point. I'm suggesting that only those oldtimer points -- and remember, most of us aren't old, after all -- which would also appeal to a younger, videogame-raised generation were accepted. (Consider the new use of Edge v. the old combat pool in this context.) As to the rest: remember the way of Kagetenshi's attempted revisions? |
| QUOTE (Talia Invierno) |
| The distinction between circular and self-reinforcing lies only in whether or not you want to find a reason for having entered the circle in the first place. |
| QUOTE (Talia Invierno) |
| Btw I'd summarised the lifestyle rules separately for my own use -- came out to eight pages of densely worded charts at 6 pt font. |
| QUOTE (Talia Invierno) |
| As to the real chance of major screwup, check those rules again, using the modifiers you just cited for a basic surgery such as only a datajack. One of the points of those rules is that the more modifications you have, the harder future surgery gets. Run-of-the-mill datajacks -- only -- don't have anywhere near that high a risk within the conditions you describe. |
Besides, the fact remains that using the combat rules are simply more fun then using the surgery rules to what seems to be a clear majority of players, and I suspect that is the real reason most people don't bother to learn or use them.
| QUOTE (Ravor) |
| Besides, the fact remains that using the combat rules are simply more fun then using the surgery rules to what seems to be a clear majority of players, and I suspect that is the real reason most people don't bother to learn or use them. |
And now we have reached a key point:
What is not immediately enjoyable or gratifying will not be looked at.
That's how the circle is entered in the first place.
| QUOTE (mfb) | ||
if i had to guess, i'd say that's because you're still not understanding the difference between the complexity of the system and how many modifiers can be plugged into that system. and/or you're really, really bad at summarizing. the actual rules only take up 17 pages at what looks to be 12pt, including a decent number of pictures, charts, and lots of titles that take up their own line. |
| QUOTE (mfb) |
| incorrect. i'm describing a guy with 6 skill (a professional) rolling against TN 4 with a threshold of 3. |
| QUOTE (Talia Invierno) |
| And now we have reached a key point: What is not immediately enjoyable or gratifying will not be looked at. That's how the circle is entered in the first place. |
| QUOTE (Talia Invierno @ Aug 3 2007, 06:35 PM) |
| And now we have reached a key point: What is not immediately enjoyable or gratifying will not be looked at. |
| QUOTE |
| Possibly because I see variations of it in the way people behave every day: and increasingly I'm seeing it as the most common behavioural reaction to any kind of having been stymied. I did point to one example directly in that blog entry you found irrelevant, but it's really not difficult to find others around you. Just watch your average office politics in action. |
| QUOTE |
| As to Dumpshock: with v.4, we have seen rules changes happen, in the specific directions I have already indicated in this thread. The regularity is only insofar as it happened with the new edition. |
| QUOTE |
| And now we have reached a key point: What is not immediately enjoyable or gratifying will not be looked at. |
If you don't find it relevant, Critias, no one is forcing you to find it relevant. By the same token, just because you don't find it relevant doesn't mean it isn't.
There's that damn objectivity illusion again. ![]()
You've already established that any piece of evidence I could find that doesn't match your narrow definitions of "relevant" won't be considered. I've got no interest in forcing you to consider a broader context.
For those who do find this discussion of any relevance whatsover:
What is not immediately enjoyable or gratifying will not be looked at
is not the same as
What does not add anything of value to the game, in the opinion of both the Players and the GM will be discarded.
The first acknowledges that different players may find different things enjoyable or, well, relevant.
The second measures not enjoyability (which is generally held to be an individual and subjective quality) but a perceived value. We can generally accept that others might find different things enjoyable. It's much more difficult to accept why a logical other wouldn't accept our value hierarchy.
Again, no issues -- diversity of opinion is a wondrous thing -- except where the values of some morph into the canon rules to be followed by all.
I've been examining the surgery rules all through this thread. Most participants in this thread seem not to have found those rules enjoyable and thus don't bother to understand them: but a lack of personal gratification from a part of the rules is easily remedied by house ruling, and a tacit recognition of the subjectivity of enjoyment also means that this or that part of the canon rules which are not found enjoyable by a given group rarely becomes an emotional debate.
However, the vehemence with which this thread has been met suggests that it's not only enjoyment but their actual value -- which has now quietly morphed into the illusion of an objective value, applicable to all -- that is being questioned. A few might perhaps choose to use those rules: but for most there's no real binding reason to keep them in the rules, not when they really have no value to the game as a whole.
Thus those rules have been complained about repeatedly in this forum. And then SR4 came out and they were cut: and there was much rejoicing.
Interesting. That would seem to be a direct Shadowrun-related example, as requested:
| QUOTE |
| The burden is on YOU to provide examples of the times the rules to the game Shadowrun have been changed as a direct result of people complaining about them. The burden isn't on me to go find such examples (as they pertain to Shadowrun, or office politics). The burden is on YOU, you made the statement. |
| QUOTE |
| And in SR, it's been demonstrated that enough hate, whether or not that hate has any objective grounding, will get the rules changed. |
| QUOTE |
| And in SR, it's been demonstrated that enough hate, whether or not that hate has any objective grounding, will get the rules changed. |
So despite threads concerning firearms realism being amongst the most common (enough so there are, as you're quick to point out, two such threads active right now, and for such threads to be common enough to be something of a running gag around here), there's not "enough" hate for them, as compared to, say...the surgery rules (which I barely recall ever even being mentioned before). What about SURGE, perhaps SR3's most vocally maligned material (which still exists in SR4)? How does the absence of change in the face of such hatred relate to your insistence that hate = change?
How do you measure when there's enough hate? What's the scale? Or are we just going to look for any rule that changed, and then claim it changed due to "hate" for the previous rules while providing no evidence of such hatred (like target numbers, combat pool, attributes)? And, in fact, when there were quite a few threads that were very vocal about their hatred of the new rules?
You stated very matter of factly that if people hate a rule, the Shadowrun dev team changes that rule. I'm pointing out instances where there's been plenty of hatred (and no change), and plenty of change (and no vocal hatred) -- so, sorry. But I still just don't see your statement as a true one.
Except insofar as it's already incorporated into timeline, SURGE has been steadily downplayed ever since its introduction. It's not something that can be completely undone, because it is part of the canon history. A future release probably will have minimal changeling rules alongside those for metavariants: but I'll also lay odds we won't see a SURGE II equivalent. There's your change.
(A prediction, in fact: and thus something to test theory against.)
Despite the regularly sprouting threads, the board feeling on firearms rules is much more schismed than it might seem at first sight. The participants in those threads are almost always "the usual suspects";
and really don't include very many of the mainstream members. Quietly scattered among many, many more threads is at least as frequent a desire to stay with the more abstract rules to assist playability. Both can be PC-taken advantage of, but only one of those positions is almost ideological.
Incidentally, firearms threads occur with approximately parallel regularity as such threads as "why magic is too powerful" and "why adepts are screwed". I wonder if the frequency of their appearance could trace a sine curve? Anyone want to run the numbers?
| QUOTE |
| How do you measure when there's enough hate? What's the scale? |
| QUOTE |
| Or are we just going to look for any rule that changed, and then claim it changed due to "hate" for the previous rules while providing no evidence of such hatred (like target numbers, combat pool, attributes)? And, in fact, when there were quite a few threads that were very vocal about their hatred of the new rules? |
Going backwards a little:
| QUOTE (Talia Invierno) |
| 1. Anything fully within the PC's direct control and of which the PCs can take primary advantage (preferably to inflict damage on NPCs) should be very detailed indeed. |
| QUOTE |
| but a lack of personal gratification from a part of the rules is easily remedied by house ruling |
| QUOTE |
| Incidentally, firearms threads occur with approximately parallel regularity as such threads as "why magic is too powerful" and "why adepts are screwed". I wonder if the frequency of their appearance could trace a sine curve? Anyone want to run the numbers? |
| QUOTE (Kagetenshi) | ||
Why do you say this? Do you apply a different set of rules to your NPCs than you do to your PCs? |
| QUOTE |
| It's almost to the point of a Dumpshock truism: |
| QUOTE |
| I also think you are deeply misinformed as to the expectations of the "videogame generation"—or at least that there is a generation gap there you're failing to see. |
| QUOTE |
| One consistent factor of older games, or even recent ones—see, for example, the new Ninja Gaiden Foo. The consistent of your experience is you die a lot. It is not a design goal that everyone should be able to finish the game. See an older game like Columns, where not only is there no victory condition, the hardest difficulty level (which is naturally reached during sustained play) drops pieces faster than most players can react to, and of the players who can react to it many can only do so for a limited time before fatigue ends their streak. Hell, see even Shadow of the Colossus, which, while not an insanely difficult game, isn't easy, and ends ultimately very ambiguously as to whether or not doing what you did has actually made things better for you or for others. In short, if you see a trend of self-gratification, you're right if you only average the most popular games. You don't need to dig very far below the surface, though, to find exceptions starting to appear. |
| QUOTE (Kagetenshi) | ||
No, it isn't. Coming up with good rules, that are balanced and not hideously exploitable and don't have edge cases where you end up with extra ears implanted where your eyes were, is hard. Very few areas of the rules can be altered easily and without far-reaching effects. |
| QUOTE |
| Which is why the most common house-ruling is total removal, not alteration. |
| QUOTE |
| Thanks to Fourier Analysis, it can be represented via composition of sinusoidal basis functions no matter what its frequency is |
| QUOTE (Talia Invierno) |
| FWIW, I've understood the surgery rules to be used for PCs only for in-game upgrades, not during chargen. |
| QUOTE |
| Although I'll just say that popular games are popular for a reason |
| QUOTE |
| As to the rest: remember the way of Kagetenshi's attempted revisions? |
| QUOTE (Talia Invierno) |
| Except that your TN is -- well, negative -- and your threshold only matters if you don't want any negative options: most of which don't matter anyway if you are only getting the datajack and aren't expecting to take it into a standard shadowrun lifestyle. |
| QUOTE (Talia Invierno) |
| You can judge for yourself if you want: you have only to ask for a copy. But I will say that I find the lifestyle rules to have been much more densely written than the surgery rules. |
| QUOTE (Talia Invierno) |
| What is not immediately enjoyable or gratifying will not be looked at. |
| QUOTE (Talia Invierno) |
| However, the vehemence with which this thread has been met suggests that it's not only enjoyment but their actual value -- which has now quietly morphed into the illusion of an objective value, applicable to all -- that is being questioned. |
| QUOTE (mfb @ Aug 3 2007, 09:44 AM) |
| most of the vehemence is in response to your tone. if you'd stop acting like anybody who doesn't use the surgery rules is a drooling X-Box generation munchkin, there probably wouldn't be any vehemence at all. whether you intend it or not, that really is the attitude you're projecting through the tone of your posts. if that's not the attitude you intend to project, post differently. |
That's funny. I agree with mfb's last post.
| QUOTE (Moon-Hawk) |
| If mfb and I really are completely alone in our perception... |
Alright, enough said on that subject thank you.
@ Kagetenshi:
I referenced "popular" because you brought it in, no other reason.
| QUOTE (Kagetenshi) | ||
Out of interest, what did you mean by this? I can interpret it several ways |
| QUOTE (Talia Invierno) | ||
no, the TN is 4, because i specifically picked out a TN 4 situation. as for negative options, those are the negative results i've been talking about this whole time. |
| QUOTE |
| professional surgeons in licensed hospitals do not, statistically, have a one in three chance of screwing up horribly. hell, the screwups at Walter Reed that were recently in the news didn't have a ratio that bad. i mean, you are seriously suggesting that a professional doctor with a good, clean working area, the correct tools, and full knowledge of his patient's medical profile should have to pull a miracle out of his ass every third time he installs a datajack. |
| QUOTE (mfb) | ||
i have never heard anyone besides you refer to the lifestyle rules as complex. |
| QUOTE (mfb) | ||
most of the vehemence is in response to your tone. if you'd stop acting like anybody who doesn't use the surgery rules is a drooling X-Box generation munchkin, there probably wouldn't be any vehemence at all. whether you intend it or not, that really is the attitude you're projecting through the tone of your posts. if that's not the attitude you intend to project, post differently. |
| QUOTE (Talia Invierno) |
| From p.2, the original described scenario was: |
| QUOTE (mfb) |
| of course, one problem with the surgery rules is that they're not realistic. a good street doc (skill 6) in average conditions (no modifiers) will inflict some kind of debilitating condition on his patient with ridiculous frequency. something like a third of the time, i think? |
| QUOTE (Talia Invierno) | ||
You will notice that I didn't use that word. |
| QUOTE (Talia Invierno) |
| So you and Moon-Hawk (and Fortune and Critias) will have to look elsewhere for the cause. |
Your choice, of course.
I'll mention only that even in completely average conditions, so long as the street doc has any kind of non-mobile clinic at all: that's still a -1 bonus to TN, making a net 3 (not 4). (Mobile isn't average.)
And they still need only one success out of six dice to install the datajack successfully.
They still need three sucesses in order to achieve the same results that are automatically assumed at char-gen. And I don't know nor really care at this point how you run your games but I sure as hell am not going to roll up the possible surgery results on the NPCs I introduce into the campaign.
So not only are the rules a pain in the ass, they discourage Players from upgrading their cyber in play, they aren't fun, and impart an unfair advantage to the NPCs. There isn't much in them to love from the viewpoint of either a player or a DM, but if you like them then by all means continue to use them and covert them over to Fourth Edition as a House Rule.
I'm torn.
On the one hand, I know there is a rational and objective debate to be had. I can see counter-points to every single non ad hominem point that has been raised, including the most recent one. (Btw I am female, but I'm not Arabic, though I do understand a few words and know a few of the letters.) And in a different environment, I might well discuss them further, showing every bit of that self-confidence that translates as arrogance to those who have already decided a priori that I have nothing of value to say here: even though I happen to be agreeing throughout that there is general hate of these rules, even from the opening post of this thread.
That has never been the issue.
On the other hand, I also know that not one person currently involved in this thread is willing to look at anything I have to say on this subject rationally and objectively. It's already been decided, on a priori and sometimes circular logic, that the hate is fully and objectively and rationally justifiable. Ironically, that objective and rational justification is exactly what's being questioned.
So the only possible "win" would be if either if I were to abandon the debate (be silenced), or if I were to completely concede in every particular that all the negatives people keep bringing up are inherent to the rules -- and thus concede that the hate is rationally justified.
Like everyone else who has said much the same in this thread: I know there are better uses to make of my time.
Still, we do spend time at Dumpshock, don't we?
| QUOTE (Talia Invierno) |
| It's already been decided, on a priori and sometimes circular logic, that the hate is fully and objectively and rationally justifiable. Ironically, that objective and rational justification is exactly what's being questioned. |
| QUOTE (Talia Invierno @ Aug 4 2007, 01:01 AM) |
| I referenced "popular" because you brought it in, no other reason. |
| QUOTE |
| Mostly that much of the underlying ideas were underway long before SR4 was finalised, but the developers of SR4 chose to go an utterly different route. I don't think any of those ideas made it, even in concept form, into SR4. |
| QUOTE |
| As to the deletion: copyright was said to be an issue, and it's the prerogative of those who run the board to decide their personal tolerance levels. Thus it has nothing to do with this topic. |
| QUOTE |
| On the other hand, I also know that not one person currently involved in this thread is willing to look at anything I have to say on this subject rationally and objectively. |
| QUOTE (me) |
| Basically, they were a totally uncontrollable risk you had to take any time you wanted to add cyberware, and one that didn't apply to most Awakened. Dying on the table because the NPC cyberdoc rolled badly isn't fun, and neither is having to consider whether or not to try to get major surgery to improve yourself while the party mage is learning how to deal 3S damage to an area 150 meters in diameter (IIRC) for very little drain. It's an unnecessary disadvantage, unequally applied, that has only small benefits to the game (it is vital that implantation cost be separated from 'ware cost for fencing 'ware to make any sense at all) and none that couldn't have been gotten some other way. The complexity doesn't even enter into it--it's uncommon enough that almost any amount of complexity is acceptable. |
With respect there are plenty of moderate posters on these boards that shy away from threads dedicated to debate, due the almost reflexive habit, of said debate being polarized into an arguement.
This done repeatedly by a small core that post vehemently on their chosen postion.
I define arguement as a situation where two distinct sides form with differing views that they REFUSE to change.
Most of those willing to debate the issue long gave up on this thread due to experience that the more venemous posts and pernious posters would be seen and referenced.
Welcome to dumpshock.
| QUOTE (Talia Invierno) |
| On the other hand, I also know that not one person currently involved in this thread is willing to look at anything I have to say on this subject rationally and objectively. It's already been decided, on a priori and sometimes circular logic, that the hate is fully and objectively and rationally justifiable. Ironically, that objective and rational justification is exactly what's being questioned. |
| QUOTE (Ravor) |
| Besides, the fact remains that using the combat rules are simply more fun then using the surgery rules to what seems to be a clear majority of players, and I suspect that is the real reason most people don't bother to learn or use them. |
| QUOTE (Invierno) |
| And now we have reached a key point: What is not immediately enjoyable or gratifying will not be looked at. That's how the circle is entered in the first place. |
Here's a distinction:
Where a player is referencing only their opinion, there can't be statements such as "the rules are stupid": because that implies objective description. As soon as someone says that the innate structure of the rules is stupid, that is an objective statement. These are ways of demonstrating to others that one's own perception has some objective reality.
Were we talking about preferences only, there wouldn't be the need to do so, and we'd be hearing qualifiers like YMMV much more often.
Incidentally, rationality refers to the underlying structure being pinned on reason, ie. to have been thought out in a logical manner; but also in close parallel: to have an understandable reason. If we throw out rationality altogether, not much point in developing a shared rule system.
| QUOTE (Kagetenshi) |
| Also, something to toss out there—how much effort is demanded of someone to watch a movie to the end? |
| QUOTE (Kagetenshi) | ||
So did you ever provide a reason why
either isn't a problem or isn't inherent to the rules? |
| QUOTE (Talia) |
| Actually, from the first page I was suggesting not only that this may in fact be the case, but also that the desire to eliminate as much as possible compromise or any type of ceded control to an NPC may have been a dominant factor in SR4 rules changes generally. I believe I cited the changes to Astral Gateway as another example thereof. |
| QUOTE (Talia) |
| I'm really not trying to fight for one side. I'm just trying to keep the overwhelmingly dominant view from being the only view: something I think runs counter to understanding. |
It takes two or more to argue. My intent was not to shift blame on to one individual.
Is it so much to hope for casual free roaming debate. Like you have with your friends after a game?
Apparently yes. Because this is the internet which means the most innocent comment becomes insta-barbeque topic.
We have had good and interesting debate of this nature on Dumpshock.
No, really.
It just required everyone to be polite and relaxed, not throw down their opinion like a gauge to the challenge.
I'm confused. This isn't the way you debate with your friends after a game?
~J
"Dull thunk of head hitting wall repeatedly."
Er -- Frank, don't take this the wrong way in turn: but your analysis and advice is coming from someone who has repeatedly agenda-advocated even over the actual rules as written in the SR4 forum, to the point of overtly insulting your fellow writers and calling the final edited work a piece of shit because it omitted your specific changes. (Yes, I've been reading the various Augmentation threads.)
A regular member who posted as you did would normally have been warned by the administrators, if not banned.
If you -- and others who were all too willing to jump on your bandwagon there -- see what I am writing as somehow personal when absolutely nothing of the kind has been said or inferred about anyone: well, I do have to consider where the criticism is coming from. Can't help but notice that despite the popularity of mob mentality, the same kind of bandwagon didn't form in this thread.
For others: the face-to-face debates of which I am a part tend to be much more animated.
| QUOTE (Talia) |
| A regular member who posted as you did would normally have been warned by the administrators, if not banned. |
| QUOTE |
| Er -- Frank, don't take this the wrong way in turn: but your analysis and advice is coming from someone who has repeatedly agenda-advocated even over the actual rules as written in the SR4 forum, to the point of overtly insulting your fellow writers and calling the final edited work a piece of shit because it omitted your specific changes. (Yes, I've been reading the various Augmentation threads.) |
| QUOTE |
| A regular member who posted as you did would normally have been warned by the administrators, if not banned. |
[edit]
Is that all you think you did there, Frank: just some profanity?
But:
| QUOTE |
| Repeatedly condescendingly stating that the opinions of another person are not true and therefore wrong. |
| QUOTE (Talia) |
| If I can prove a point quantifiably and absolutely, why should I back down from it? |
Sorry, but it's not an Open Test.
Open Tests don't have TNs (defined both in Shadowbeat and the BBB), and the surgery rules do at every step. A modified or derived TN is still a TN.
In my experience, the surgery rules were looked at when they first came out for SR1 or 2, not sure anymore, then people stated that they were unfair since they gave the possibility that all other things equal, luck would mean one character got more essence left for the same amount of implants than another, which our group felt we did not want to have in game.
Complexity and such did not come into play at all - back then, we'd have gladly spent a day figuring out the rules. We simply did not want to have characters pay uneven amounts of essence for the same implants due to lucky rolls.
I think this aspect wasn't mentioned before.
| QUOTE (Talia Invierno) |
| Sorry, but it's not an Open Test. Open Tests don't have TNs (defined both in Shadowbeat and the BBB), and the surgery rules do at every step. A modified or derived TN is still a TN. |
| QUOTE (Man & Machine @ page 144) |
| Additionally, each Surgery Test made is treated as an open-ended Success Test. The target number for this is called the Surgical Threshold. The base Threshold is the test's target number. Count down the Procedural List, marking off options achieved by successes. Surgical options can modify the Threshold as options are reached on the Procedural List. Apply any Threshold modifiers; all such modifiers are cumulative. If the high result of the Surgical Test does not meet the modified Threshold, that option is not achieved, nor are any further down the list, even if there are successes remaining. |
| QUOTE (FrankTrollman) | ||
Are you high? |
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