Neuromancer, Campaign Recruitment |
Neuromancer, Campaign Recruitment |
Dec 27 2005, 02:05 AM
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#1
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
Hey guys, its Skyekicker here and I would like to try my hand in running a game of Shadowrun.
First I guess I should announce what kind of GM I will be. First off I think moral characters are more interesting than immoral characters and I'm not talking about lawful stupid pallys either. I'm talking about characters who balance their needs with the needs of others. A morally ambigous desicion here and there won't hurt but acting like a sociopath will get yourself killed like the dog you are. Secondly I don't want to control your fate. If you can build a character with an interesting history, I will use that character's history. Hell if you can give some interesting ideas on a plot twist that will make the game interesting PM me. This not only makes the job easier for me, it makes it more fun for you. When you guys create a set of characters, one being your shadowrunner, several being your contacts, and any other characters you would like to show me, give me a background. The NPC's only need a two to three paragraph description while your shadowrunners need to have at least a page describing them. A general set of guidlines are down at the web pages below. http://shadowrun.dnaco.net/thirtytwo.shtml http://shadowrun.dnaco.net/bgexample.shtml Now for the campaign idea. The Neuromancer campaign revolves arround a girl named Leonard Thomas who is the focus of project Neuromancer. Leonard was given a special piece of Bioware that gives her the abilities of a Technomancer and she is the first to survive the installation. Here is the problem. Leo never signed up for the operation. Leo came into the hospitol just to have a commlink installed and would rather return home to her family than anything else. The problem if Leo did return home is she not only would be captured, the corporation who did this to her would be forced to kill her parents to keep secrecy. The only way Leo can return home is to expose project neuromancer. I would like one of the player's to take on the part of Leo while the other players will play the shadowrunners she accidently meets up with after she escapes. At first the shadowrun team will just think Leo is a a young Technomancer in over her head until they learn about project Neuromancer. By then the group should of accepted her as one of their own and will try to help her as much as they can afford to. Does this sound like an interesting campaign? Game Time Starting January 17th I would like to have this group play on every Tuesday and Thursday at arround 5pm Arizona \ Mountian time. Hopefully we can get ourselves into gear by then. House Rules The total hits on any test are limited to no more then the characters Skill rating. Edge can only be used on skills you have or skills that you can default on. When edge is used, increase the total hits you can acquire by the edge's rating. The character may only default on an action if they spend a point of edge. Spending a point of edge to default allows you to roll the Attribute + edge dice. Knowledge Skills are for fluff. Specialization is not allowed. Character Build Each player must spend at least 5 bp per point of charisma on contacts. A character must have a number of contacts at least equal to their charisma rating. A single contact's connections and loyalty ratings cannot total over seven. Each contact must have at least a connection rating of three and a loyalty rating of one. Each contact will be built on a number of bp equal to his connection rating * 100 Set at least 5 bp aside for each point of charisma the contact has. The bp set aside will be spent by the gm to buy additional contacts. P.S. Any comments or suggestions. |
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Dec 27 2005, 06:26 AM
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#2
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
I suppose I'll volunteer by now - worse case is I quit, and I 'die' or get replaced, lol. ;)
One question that occured to me though: if a skill rating limits our success rate, how do you deal with defaulting in that respect? You already have my other comments in PM. Toodles. |
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Dec 27 2005, 03:28 PM
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#3
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
You can only default when you spend a point of edge so the successes are limited by your edge. Remember once that edge is spent it acts like the skill you need for that action. You only spend one point of edge to default and get the extra dice.
On acquiring and building contacts, please PM me if the amount of contacts I want your character to have cripples it. Show me your character sheet and explain why it can't be done. Next I want to build your contact just as you would a character with an altered amount of bp. The max you can spend on physical and mental attributes is 200 bp and gear has a limit of 50 bp. Buy one month of their chosen lifestyle and any gear they could require. Also you don't need to spend all of the characters cash. The cash the character has leftover can be used to buy goods for his shop. Also build your contact so that he (or she) has the skills required for the job you want them to play. The better they do their job the more they help you out with your job. What kind of character you want to play? This campaign I would like to have focus on the more subtle aspects of shadowruns so I will only allow one combat focussed character. I would like five players, one of each race and each one with a different focus. And note I need someone to play Leo so that is an option too. |
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Dec 27 2005, 04:12 PM
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#4
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
In the world of shadowrun, everyone is combat oriented. :P
Now if you mean different styles of combat, that's another story, lol. I could probably do just about anything really - I'll reread rules and whatnot to get use to things mechanics-wise. Otherwise, I'm fond of the magical sorts, but I can do cyber too. never really done hacker or rigger before. Violence is relatively easy to do. As far as subtley goes....I tried to invent magical meat puppets ;) you can see that on the magic thread, lol. One thing I did notice though - with that respect, magic gets an advantage (or serious disadvantage) if you limit it on your spellcasting ability; spell success is already limited by the force. You pretty much murdered all considerations of overcasting and (in some cases) the use of some spells at all. This is why house rules drive me nuts - they always seem to bump something and rub it wrong. ^-^; |
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Dec 27 2005, 04:35 PM
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#5
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
This is a house-rule, right? (sorry, havn't had time to read over the links you posted) I think that, given your average shadowrunner could only default 2-3 times on a run, and would be limited to at most 2-3 hits (meaning that the exploding sixes are worthless) that is a serious disadvantage to the PCs.
Should the contact's "connection" rating come into play at all when building him? Better conencted contacts should, in my mind, have better gear/contacts of their own - but I've never had a GM ask me to make my own stats for a contact before, so I guess I'm just lost as to why anyone would put points into contact "connection" rather than loyalty, if they get to create the stats, and can insure the contact can do whatever is needed, and knows enough people to get it done.
Does Leo's bioware-technomancer have essense/resonence cost? do you have rules designed for it that the player playing Leo would need to consider - or do they just pay the usual build-points for techonomancers and pretend there isn'ta bioware explaination for it? |
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Dec 27 2005, 04:39 PM
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#6
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
We will have to play that magical consideration on hear.
I don't mind combat in games but I do mind senseless amounts of violence. I would rather the players use their heads than their fists to solve the problems they come across. For example if the rigger can use a scout drone to find a way into the base without sounding the alarm all the better but you can expect once you get inside there will be only a certain time window before your characters sound the alarm once and for all. There will be combat but the combat will probably occur on the way out not the way in (or should happen that way if you do your job :P ) |
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Dec 27 2005, 04:42 PM
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#7
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Okay, I just saw it. Consider the following example.. .Leo was jsut a normal kid. Doesn't know how to use a gun. Hand her a gun, and ask her to shoot it. She can probably only spend edge twice (being not an experienced shadowrunner at all) meaning that after one initiative-pass of combat (two shots), all of her attemtps to shoot afterwards would be automisses... and that those first two shots can get at most 2 or 1 hit - meaning her grandmother could dodge them on a good day. I know you don't want combat to be a focus of the game - but you could insert any skill into that example. Since she JUST got her implant, she probably hasn't built up her technomancer skills a ton yet. Does that mean that she can only default to technomancer skilsl twice per mission? or is she expected to have all 1's? or jsut a ass-ton of edge? What about driving a car? or athletics for running away, or skills for conning someone or hiding. The idea behind defaulting is that anyone can "try" to hide, even if they're not trained in it... but with this rule, after your first or second (pathetic) attempt at hiding/lying/driving/whatever, you might as well not even bother, because your hits are capped at 0. |
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Dec 27 2005, 05:21 PM
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#8
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
BlackHat, first off how often are you going ask a a little girl to fire a gun for you. This rule on spending edge to default does make sense. Edge is a measurement of adaptability and luck. If you want your character to be able to default all time buy an ass ton of edge. Otherwise buy the skills you want your character to have and use during the run. Think about it, if your character knows nothing about negotiation how many successes do think you character is going to get. NONE! Unless you are the kind of person who adapt from situation to situation your character won't have a clue on how to react to the situation. That is what edge is for. Skills allow characters use that action over and over again while edge exists to provide just that, an edge over situations you can't prepare for. One is reliable and the other is adaptable.
By the way using Edge increases the limit on the amount of hit you can get by the value of the edge. I stated in the rules above. |
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Dec 27 2005, 05:55 PM
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#9
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
Here is an outline of Leo if you would like to play her character. Feel free to modify her though. I would like the character to have a strong set of morals but you can make her as mischievous as you want as long as you don't do anything truly harmful (at least on purpose ;) ). The way I originally envisioned her looking was a 16- 18 year old girl with short red spiked hair and two different colored eyes, one blue and one brown. For her clothing I envisioned a long-sleave white turtle neck and a pair of blue jeans. Feel free to modify this concept as long as the character remains a moral person. That is all I require.
Leonard Thomas Female Human Technomancer Body - 2 Agility - 3 Reaction - 3 Strength - 2 Charisma - 3 Intuition - 4 Logic - 4 Willpower - 3 Edge - 6 Resonance - 4 Initiative - 7 Essence - ?? Qualities Technomancer First Impression Combat Paralysis SINner Skill Groups Tasking: 2 Cracking: 4 Electronics: 4 Influence: 1 Active Skills Compiling: 2 Decompiling: 2 Registering: 2 Cybercombat: 4 Electronic Warfare: 4 Hacking: 4 Computer: 4 Data Search: 4 Hardware: 4 Software: 4 Con: 1 Etiquette: 1 Leadership: 1 Negotiation: 1 Infiltration: 2 Perception: 2 Dodge: 1 Complex Forms Analyze: 4 Browse: 4 Command: 3 Edit: 3 Scan: 2 Armor: 4 Attack: 4 Exploit: 4 Stealth: 4 Decrypt: 3 Contacts John Thomas (Father) Male Human Spider Connections 4 Loyalty 3 Sara Thomas (Mother) Female Human Face Connections 3 Loyalty 4 Dara Longfeather (Friend) Female Elf Blogger Connections 3 Loyalty 3 |
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Dec 27 2005, 06:43 PM
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#10
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
This is where a lot of us are going to argue with you. A skill is, essentially, training or practice in that particular skill. Anyone can indeed pick up a gun and shoot. If they've never learned however, they're going to stink at it (and that's why defaulting gives you a -1 on the dice). That's also why it defaults to an attribute - even someone that sucks at pistols but has a high agility will be better than the person with low agility, if only by a margin. The people with the skill are definitely better - but even the unpracticed will get lucky sometime. Now, the flaw Incompetence means there is no way you could possibly do it. The barrel of the gun is just a funny hole to you, and you're looking up the barrel while you got your thumb on the trigger. Edge is luck, sheer dumb luck, or stubbornness depending on the situation. A mage trying to nuke his enemy despite a low spell would be edge to 'be stubborn' and ignore the force cap on his spell for determining damage. Leo would use edge to miraculously duck at the right moment on her reaction test when someone throws a big friggin axe at her head (luck). Anyone knows how to hide, some skills just mean you know the do's and don't about hiding behind a curtain (never do it when there's a bright light behind the curtain, for example). |
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Dec 27 2005, 07:08 PM
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#11
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Not to mention, buying "an asston" of Edge is rediculously expensive, and capped at 6/7. So, in order to be someone who can TRY to hide, lie, drive, steal, run, jump, punch, or take any number of other actions that a normal person could attempt and expect to succeed at sometimes, I would have to buy pretty much every defaultable skill at rating 1 (60 BP = 15 skills at rating 1)... or opt to put 6 points into Edge (60 BP) which would allow you to "try" 6 things that you're not good at, before autofailing again
Sure, this way, you'd have about 2 more dice than a normal character who defaults, but it cost you a huge chunk of your build-points to do what the rulebook says you can do standard - attempt to do something you're bad at. |
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Dec 27 2005, 07:32 PM
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#12
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
The reason the limit is implimented is to keep people from just buying attributes. If attributes are just as useful as the skill is itself the player would max out their attributes before increasing any of their skills and that my friend is bad.
I agree thats why we use edge. Note: I also believe you guys are forgetting something important these don't only affect the players, they also affect the NPCs you will be fighting against as well. Please don't forget that. |
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Dec 27 2005, 08:06 PM
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#13
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
You're well within your rights to use such I rule. I just want to make sure you understand that it affects the players far more than NPCs. Spirits, critters, IC, etc all default by default, to their ratings or reactions or whatever - and certainly won't have to burn through edge to do so. Security guards and others that the team is likely to encounter are likely to be trained to eliminate shadowrunners... and no GM is going to micromanage NPCs to the level where the skill-rating of a top corp executive's "Drive (ground vehicle)" actually effects whether or not he makes it to an important meeting on time.
A ganger NPC will have Pistols (1) because his inventory says he owns a pistol. It won't ever matter that he didn't take "Longarms" instead, because there is no way this NPC will ever come across a longarm gun, and may only exist for the one scene he is in. This isn't true of PCs, who not only exist in every scene (so they have to make their edge last longer) but are likely come come across a situation where they need to use skills they didn't bu yat character creation. Perception is the perfect example of a skill that plenty fo shadworunner characters happily default to (since they may have otehr things to spend BP on), but which, by your rule, would stop those characters from seeing their hand in front fo their face, in good lighting. ;-) PCs make perception checks all the time - so, of course, in this game, if would be to the players benefit to take at least one level of it - but that's 4 less BP the player has to work with. I'm not saying players can't work with such a rule, just taht you're likely to end up with players with a lot of low-level skills, in an attempt to get around it. The real reason a player wouldn't load all of his points into attributes (rather than skills) is the cap of 200 BP at character creation. That's not a lot. Spreading them around, you get a fairly average character. With 3-4 in his attributes, and losing anotehr die from defaulting, he's not going to be rocking any trained NPCs in combat, but at least he has a hope of hitting. |
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Dec 27 2005, 08:10 PM
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#14
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
[ Spoiler ] Mostly what was said above, with minor differences and in my own words, lol. |
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Dec 27 2005, 08:28 PM
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#15
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
BlackHat, thank you for making some important points. I agree it will affect the PCs then the NPC's. I have one question for you guys then. Since edge is probably going to become an important feature in this game how often do you think I should refill it? Like Cold-Dragon said, refilling edge more often could even things out.
Note: The bp cap on attributes doesn't affect karma expenditures. Once they start acquiring karma they'll just spend it on attributes without this rule. |
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Dec 27 2005, 08:38 PM
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#16
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
Karma expenditures assume the character does something to improve the stat (unless you treat it like a 'level up' and it just goes up'. Your problem there is whether or not you do it that way. That's a gaming logic issue more than a mechanics issue. As the GM, you can set the limits on how you can spend the karma on the attribute, skill, etc. If they want a STR boost, they need to do strength gain exercises, etc, etc. If they're mostly cyber limbed, then they need different exercises (and thus make it harder to find what they need since it's specific. Maybe do a searching roll to get the right kinesetics or whatever).
as for some edge fillers.... I'll take a book example or two and maybe make up a couple. 1) if someone does perform a failure or critical failure, give them a point of edge back in return - at least this way, they suffered for something. WIth the careful use of edge already going on, failures may be more common or dangerous (it takes a point to negate a failure, after all). 2) Since we will obviously need more edge, consider increasing the 'Edge tank' by the Edge rank times a number. This only gives you more opportunities to use edge, not a greater bonus for using it. i.e. An edge of 6 has a tank of 12, and each use gives you 6 dice as normal. Up to you how much of a tank people start out with. 3) Whenever we have a intermission, calm moment, day transition, etc, restore a random number of points. 1d6 for a good transition or whatever, 1d6-2 for a notsogood one (the end of a long run from a chase, but you got away finally). If the result ends as a negative, no one gains or loses points. 4) In the case of 'hand of god' include a secondary feature: if they are out of edge to use, but desperately want a refill, they can permanently burn a point to refill their tank, or at least refill it halfway. This gets them several points of edge to use again, unless they've been burning Edge like made (Lady Luck turns her back eventually). 4.2) In light of luck not really being something you can train, consider letting that be one stat you can increase with karma without limitations (just a thought). Of course, we could simplify it all and just take out the house rules. ;) then you don't have to fink with edge as much. Enemies have to, after all, so you'd have to consider some of these options for them too. P.S. Keep in mind that attributes can only go so far, then they have to be augmented - which isn't karma-able unless you're talking about an Adept with powers. |
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Dec 27 2005, 08:51 PM
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#17
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
I got the idea for restrcting the amount of hits you can get on a test from the book. Originally they said restrict the the hits by the skill rating * 2 and defaulting is restricted to one hit (pg. 69 Grittier gameplay). What do you think of restricting hits by the Skill Rating + 1?
P.S. What do you think of Leo's current stats? |
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Dec 27 2005, 08:57 PM
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#18
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
I didn't like that rule, but then again I don't like making things horribly complex -I wanted players who could enjoy as well as worry, not mostly worry (though some find that amazingly fun, and it has its moments).
Mmmm, Barter you for ranks+2, or Ranks+1 and using Edge kills the cap altogether? The real problem with these, is that they become even grittier with the defaulting houserules you have. Perception was already mentioned. At least reaction isn't counted as defaulting, otherwise it'd have a cap, and no one would be able to dodge anything. <edt> that reminds me, dont' forget the existance of skillwires and analyze device. those spells will rock your head silly in this too, hehe. </edt> |
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Dec 27 2005, 09:05 PM
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#19
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
Alright you won't have to spend a point of edge to default but you a restricted to one hit.
Also you receive no dice penalty while defaulting. |
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Dec 27 2005, 09:08 PM
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#20
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Moving Target Group: Members Posts: 753 Joined: 31-October 03 Member No.: 5,780 |
Marvelous. ^-^
Now, one last question for the moment)....by saying knowledge skills are fluff, you're saying they don't really matter in this campaign, so whatever it is is pretty much character filling? |
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Dec 27 2005, 09:14 PM
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#21
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Target Group: Members Posts: 36 Joined: 21-December 05 Member No.: 8,090 |
Do you want me to use those knowledge skills in the game. I could use them if you want. Otherwise those skills will be there just to help flesh out your characters background.
Current House Rules: The total hits on any test are limited to no more then the characters Skill rating + 1. When edge is used, increase the total hits you can acquire by the edge's rating. Defaulting incurs no dice penalty. Knowledge Skills are for fluff. Specialization is not allowed. |
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