I have two questions.
1) First how much does using the stress rules as they are laid out in M&M slow down the game? I was reading over them and it seemed like a lot of extra stuff to figure out and compare for every damage roll.
2) What proccess do you usually use for character creation? After coming up with a basic idea do you usually work and play with stats and gear, and afterwards flesh out their back story and history, or do you prefer to figure out your characters backstory and then work up from there to figure out appriopate stats and skills?
1. Most of my runners don't use cyberware. Seeing as I only got M&M a couple of weeks ago (and haven't ran with my college gaming group since due to summer break) I haven't had much of a chance to implement any stress tests. It looks like it could slow down the game at first, but I imagine it can become second nature after a time. If it doesn't, just use the basic ideas and wing the rest.
2. If I'm making a magical character, I use the priority system. For non-magical, I use the point system. I take a basic idea (usually a race and a archetype) and make attributes. After that, I usually do skills, then gear. It's not until I get to contacts that I begin to flesh out the characters backstory.
1. No clue
2. I usually start with a concept, this usually entails race and background. Then comes stats and equipment, I try to justify each piece of ware or gear and why he would have it. As far as systems, usually priorites but lately I've been using BECKSv2 alot.
1. I have no real clue, I suppose its all in the background of your players. WH40k types probably won't care because you need to roll 34723478326423 times when firing at someone (okay so its more like 3 or 4 but its still more than 1
)
2. I abhor the priority system because it just doesn't treat a human right. Of course I like to make ork characters and then get the human looking edge (Dental work anyone?).
I used to use the point system but then I came to the realization that is horrendously out of balance. Two rating 3 skills are NOT THE EQUIVOLENT OF A RATING 6. I mean, the system's convenient and all that, but I don't feel right using it.
I've taken a liking to BeCKS2.0 myself. For the cost of a rating 6 (presuming I meet the attribute requirements) I can instead get Three rating 3's one level 2, and two rating 1.
Hell, 30 karma for rating 6 and 8 karma for rating 3 means I almost get 3 of those suckers.
I really like the contacts and how inexpensive they are. Level 1 is a measly 1 karma, level 2 is worth 5. Level 3 is 25.
Also, the nuyen system is the definite winner in my book because its always like "dammit, I don't want 400k but I can't work with 200k either" with the point system, and I'll end up buying a bunch of stuff I don't necessarily care about. Its not a HUGE deal, but its sufficiently annoying to well, annoy me. ![]()
As for the second part I always come up with my concept first. I then mentally begin writing the background, thinking about the general things like their quality of life, how their race will play into it, etc, etc. I've only played two of these characters on DS and they're both pretty similar. Nice guy types because that's what I am. I honestly get sick (physically, mentally, and emotionally) if I act like a turd to people who don't deserve it coming from me.
Anyways, after the concept I do the attributes, skills, gear, and then contacts. As I go along I try to give my character a reason to have everything, at least skill-wise. I don't bother explaining my gear as I simply give the GM an "ask me to explain anything you need it for" and then I'll just BS something nice and shiny and perty like. ![]()
Without a doubt writing up that history is THE most fun. Of course I like writing so its kind of comes naturally that I'd enjoy you know, writing. ![]()
I like to spend the most time on the backstory, go a bit overboard with appearance, and explain my contacts with 1/2 a page minimum. Not strictly enforced mind you, but generally I'll go over that.
My backgrounds also tend to be 15 pages long in a MSworks document. I'm not kidding either. I generally don't finish them in their entirety, but they do get around 90% done.
Oh yes, I use the 20 questions in the SRcompanion to divvie it up into segments and I bold the questions themselves. I could double space it, but handing in a 30 page paper would probably make the GM shit themselves and I don't need to be causing those kinds of problems.
| QUOTE (Otaku On Acid) |
| I have two questions. 1) First how much does using the stress rules as they are laid out in M&M slow down the game? I was reading over them and it seemed like a lot of extra stuff to figure out and compare for every damage roll. |
| QUOTE |
| 2) What proccess do you usually use for character creation? |
| QUOTE |
| After coming up with a basic idea do you usually work and play with stats and gear, and afterwards flesh out their back story and history, or do you prefer to figure out your characters backstory and then work up from there to figure out appriopate stats and skills? |
| QUOTE (Cursedsoul) |
| I like to spend the most time on the backstory, go a bit overboard with appearance, and explain my contacts with 1/2 a page minimum. Not strictly enforced mind you, but generally I'll go over that. My backgrounds also tend to be 15 pages long in a MSworks document. I'm not kidding either. I generally don't finish them in their entirety, but they do get around 90% done. Oh yes, I use the 20 questions in the SRcompanion to divvie it up into segments and I bold the questions themselves. I could double space it, but handing in a 30 page paper would probably make the GM shit themselves and I don't need to be causing those kinds of problems. |
1) I do not really mind the Stress rules as I usually just pre-rolled the results.
2) I use an iterative method. I have a character concept, then I write the back story or I have a story, then I come up with the stats. Back and forth I go until I get a character I can live with (as a GM). Usually if I start by using BP, I got a concept that needs a story. A story needing a character, I use Priority usually.
| QUOTE (Bigity) |
| Heh, did you ever play on SR Seattle MUX? |
Yea, there are quite a bit of commands to learn, especially if you are going the decker route! ![]()
I played at both for years, until all the people I knew and liked had moved on, so I ended up moving on myself.
P.S. With a MU* client you can set up your colors and background to whatever you like ![]()
And yes, no P&P group for SR makes me sad. I tried to get the guys to play a game of SR that I was going to run, but they were all, noooo, we want to play an evil campaign of D&D. Feh, you can be so much more evil in SR.
I didn't know you could switch the colors. would've figured it out, but really, the lack of pictures was just bleh.
I know the feeling with people not wanting to play SR and instead wanting evil AD&D. I was like "If I were in the room I'd slap you intelligent" but alas, I was not.
I need to learn how to be evil. I have like, no experience with it. I'm one of those people who'd gladly kill themselves to greatly improve the lives of a dozen people.
I think I just need some of those uh, what're they called? Friends is it? I'm a hermit. I don't talk to the two-legged things I see walking around. I'm also crazy so it makes it hard.
Them: "Hi"
Me: "SCREW THE GOVERNMENT! DOWN WITH WHITEY!"
Them: "Right. I'll be going."
Its fun to be "white" and hate "white" people. Its also fun to be anti-government because it scares the bejeezus out of the radicals. But if they'd talk to be about it I'd give them logical reasons for why I hate the government and wish to see it dissolve. I like the concept, but I've got an internal government that works just fine so screw you white man. Screw you, your laws, and your fake constitution.
*runs around waving an uzi and wearing a beret*
*speaks into his sleeve* Homeland Security? I've got confirmation on target...
anyways... back on topic...
1. Yeah, they do for me. Hell, I don't even truely understand them fully. My system is more... if the character doesn't get any successes, they take a point of stress and wing it from there. Basically either fluff or minor TN mods.
A visit to a street doc or whomever and they'll be good as new. That is enless they either refuse to, don't have the money to, or are in someplace like the Yucatan without access to someone who can fix it. If they start accumulating, then I might have to do a little more reading. As it is, it's not been an issue in my game.
2. As far as character creation, I generally use Sum to Ten. Priority has problems with meta's and the Build points has problems with Magic. And then BeCKS and I aren't on speaking terms.
After that I usually have a vague sorta notion of a concept and it gets filled in as I go along. It can be as simple as "try to make cyberarms worth it," but by the time I'm done with the number crunching I have a good idea of how the character acts.
I don't usually go with the ten page background before play; rather I like playing them a session or two, and get into their skin, see how they think. If the character evolves into one that I really start to like... then I'll do the ten page background and start delving into his history.
Stress rules get a bad rap. They actually don't require any extra rolling unless stress is incured (pretty rare). You just compare the number of boxes of damage they're taking against the highest die roll on their resistance test.
Pretty much, it only really comes into play when a character takes an S or D wound from a single shot. Since you can't survive two of those in a game session (usually), you don't really deal with it that many times a game.
| QUOTE (Cursedsoul) |
| Also, the nuyen system is the definite winner in my book because its always like "dammit, I don't want 400k but I can't work with 200k either" with the point system, and I'll end up buying a bunch of stuff I don't necessarily care about. Its not a HUGE deal, but its sufficiently annoying to well, annoy me. |
Do you have a date for me? I started coming to (or at least checking the forums of) DS after the old forums were created.
So, no there's a good chance Id've never seen that thread.
Even so I probably knew sometime in the past but obviously forgot.
The only worthwhile reason that I don't like using the PS IS the unbalanced skill system.
Besides, to me BeCKS (or a system like it) makes more sense. You use karma to improve skills in the game so why not just use it to start with? Now for a quick start I can understand, but even when I was completely 100% new I wasn't THAT damnably ignorant and lazy.
If you're trying to get a new player playing a game before they can read the main rules book you've made a really bad choice so I don't know a really solid reason for having two different systems when the karma system is easy to comprehend. Might seem overwhelming, but its nothing more than a couple If-then clauses and some simple math that even the dumbest fool can use a calculator for (I prefer my TI-83+ because of the viewing screen which keeps tabs on my calculations without me wasting paper. Good for adding up a LOT of gear I think).
I also like more skills as opposed to higher level ones. When you can almost get 4 level 3 skills for the karma of a level 6 you tend to think a bit harder, no? Two level 4's cost 28 karma, and that's probably passable for general useage.
I think the system would shine more if there were more active skills, or if your GM will let you purchase knowledge skills with the karma.
| QUOTE (Cursedsoul) |
| Do you have a date for me? I started coming to (or at least checking the forums of) DS after the old forums were created. So, no there's a good chance Id've never seen that thread. Even so I probably knew sometime in the past but obviously forgot. |
| QUOTE |
| The only worthwhile reason that I don't like using the PS IS the unbalanced skill system. |
| QUOTE |
| Besides, to me BeCKS (or a system like it) makes more sense. You use karma to improve skills in the game so why not just use it to start with? Now for a quick start I can understand, but even when I was completely 100% new I wasn't THAT damnably ignorant and lazy. |
| QUOTE |
| I also like more skills as opposed to higher level ones. When you can almost get 4 level 3 skills for the karma of a level 6 you tend to think a bit harder, no? Two level 4's cost 28 karma, and that's probably passable for general useage. I think the system would shine more if there were more active skills, or if your GM will let you purchase knowledge skills with the karma. |
1.) Yeah, the easy way we do it is to just watch the soak rolls (6 or 10) for S or D and deal with the after effects later. Usually they are crippled anyway. The new Dossier have a page for laying out you cyber and bio to conform to the rules.
2.) I always use the points system for generating all my characters. Since everyone in the group uses it balance isn't really an issue. Maybe its just the way my characters are built but I've never found the priority system to be more of a benefit.
With me, I come up with an idea and then try to form a character around it. Once the ground work is laid I try to get secondary skill sets and things that would be munchkin not to have (or a really damn good background excuse). I made an army ranger character and gave him parachuting. Haven't used it, probably never gonna use it but not taking it would be weak.
| QUOTE |
| What, where every skill point costs a build point? Whatcha mean? |
| QUOTE (Cursedsoul @ Jul 14 2004, 12:47 AM) |
| Catch my drift? No way in hell does 1 BP = 1 skill point from start to finish. |
| QUOTE (Cursedsoul) | ||
That's exactly what I mean. Every skill point should NOT COST A BUILD POINT. At least, not from levels 1 through 6. |
I find myself agreeing with tjn. Not because he is actually pro-Canon on this case, but the boring sameness that BECKS creates is quite irritating.
BECKS creates "realistic" characters that are nearly clones of each other. At least for BP or even Priority there is quite some difference in which characters are created.
I use BECKS as a kind of gauge of the "actual karma" of the new PC. For example, after a character is created using 123 BP, I use BECKS to reverse calculate how much "karma" he had accumulated and spent.
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