IPB

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3  
Reply to this topicStart new topic
> Keeping the Game Challenging, Without it feeling like D&D
elbows
post Jan 10 2006, 07:38 PM
Post #51


Target
*

Group: Members
Posts: 50
Joined: 4-November 04
Member No.: 6,807



QUOTE (Azralon)
My group outlines Plan Z as "Charge in and react accordingly."

Funny, my group calls that Plan B ;-)
Go to the top of the page
 
+Quote Post
Azralon
post Jan 10 2006, 08:10 PM
Post #52


Shooting Target
****

Group: Members
Posts: 1,651
Joined: 23-September 05
From: Marietta, GA
Member No.: 7,773



QUOTE (elbows)
QUOTE (Azralon @ Jan 9 2006, 12:14 PM)
My group outlines Plan Z as "Charge in and react accordingly."

Funny, my group calls that Plan B ;-)

Heh. :)
Go to the top of the page
 
+Quote Post
mdynna
post Jan 10 2006, 09:39 PM
Post #53


Moving Target
**

Group: Members
Posts: 371
Joined: 10-January 06
From: Regina
Member No.: 8,145



I agree the best way to make it challenging is to take the characters out of their element. Try to set up a situation where the town they usually work in gets "too hot" and they have to temporary re-locate to another city or country. Suddenly all of their contacts and street knowledge skills aren't valid. Have runs take place outside the sprawl if you normally have urban-based runners. If your guys are used to "smash and grab" then design stealth-heavy runs. Have them do intel runs where it is *ABSOLUTELY CRITICAL* that there be *NO* trace that anyone was ever there.

As a final note, there is an older adventure book called Corporate Punishment. In it is a run on Proteus AG's underwater Aquadome facility. Proteus AG has a reputation for paranoia and that run had some of the most craziest security I've ever seen. Try there for some ideas.
Go to the top of the page
 
+Quote Post
Grinder
post Jan 10 2006, 11:12 PM
Post #54


Great, I'm a Dragon...
*********

Group: Retired Admins
Posts: 6,699
Joined: 8-October 03
From: North Germany
Member No.: 5,698



QUOTE (Azralon)
My group outlines Plan Z as "Charge in and react accordingly."

They stopped doing that after a while.

Most groups i met only have Plan A and Plan Z. Maybe those players use a special form of the alphabet ;)
Go to the top of the page
 
+Quote Post
FrostyNSO
post Jan 11 2006, 01:11 AM
Post #55


Resident Legionnaire
*****

Group: Dumpshocked
Posts: 2,136
Joined: 8-August 04
From: Usually Work
Member No.: 6,550



QUOTE (Rotbart van Dainig)
QUOTE (SEAL Intel @ Jan 10 2006, 05:37 PM)
SR4 does not have good rules for insanity but do some research on PTSD and then you can use that to help explain to the runners the nightmares they are having. Are those cold sweats from PTSD or are you sick?

It has composure checks and rules for use of medical diagnosis, though.

Having or not having PTSD should be up to the player, and how they want to play the character, not the GM.
Go to the top of the page
 
+Quote Post
mfb
post Jan 11 2006, 01:59 AM
Post #56


Immortal Elf
**********

Group: Members
Posts: 11,410
Joined: 1-October 03
From: Pittsburgh
Member No.: 5,670



yeah. that's flaws (or negative qualities, or whatever), right there. not something the GM should be determining, normally. and even if it were, there's no way in hell anyone could come up with a realistic, accurate mechanic for it--and if you're not being realistic and accurate about it, there's no need for such realistic, accurate details as PTSD, is there?
Go to the top of the page
 
+Quote Post
SEAL Intel
post Jan 11 2006, 02:13 AM
Post #57


Target
*

Group: Members
Posts: 32
Joined: 8-January 06
From: Tuscaloosa, AL
Member No.: 8,142



QUOTE (FrostyNSO)
Having or not having PTSD should be up to the player, and how they want to play the character, not the GM.

Very true for those that only want game mechanics for everything. So do you think that having or not having a wound should be up to the player as well? I choose to have no effects from that round hitting me GM, sorry.

Some are not comfortable having more realistic games and that is fine.

QUOTE
yeah. that's flaws (or negative qualities, or whatever), right there. not something the GM should be determining, normally. and even if it were, there's no way in hell anyone could come up with a realistic, accurate mechanic for it--and if you're not being realistic and accurate about it, there's no need for such realistic, accurate details as PTSD, is there?


See I think that is the different view we have on the role of the GM. I did not say give them this and they are now -2 dice in this situation. You can definitely be realistic and accurate about the psychological stress just as you can accurately describe physical damage and not simply say mark off those boxes. If that does not fit your style of play, okay don't do it. The initial question was how to challenge a group and this will do that.

Go to the top of the page
 
+Quote Post
FrostyNSO
post Jan 11 2006, 06:14 AM
Post #58


Resident Legionnaire
*****

Group: Dumpshocked
Posts: 2,136
Joined: 8-August 04
From: Usually Work
Member No.: 6,550



QUOTE (SEAL Intel)
Very true for those that only want game mechanics for everything.


Actually if you read my post you'd see I feel quite to the contrary. I wouldn't want to see a game mechanic for something that can't be quantified like PTSD. If a player wants to incorporate something like that into their character, they can role-play it as they wish. The point is, a disorder like that doesn't affect all people the same. One man's traumatic experience might effect him in a totally different way than it affects another guy who went through the same thing.

I am not going to introduce arbitrary mechanics to facilitate, or just plain tell, my players how their characters act in a given situation. If I do that, I may as well just quit the game and write myself a short story.

QUOTE
So do you think that having or not having a wound should be up to the player as well?


Totally different situation. Not sure how you extrapolated that from what I said.

QUOTE
Some are not comfortable having more realistic games and that is fine.


I've had quite enough realism in my day, so I'm not too worried about letting things slide now and then. It is, afterall a game.
Go to the top of the page
 
+Quote Post
hyzmarca
post Jan 11 2006, 07:20 AM
Post #59


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



Insanity mechanics are a mater of taste. In some ways, the point of Call of Cthulhu is to have your character go insane and die and the most spectacular fashion possible. Good investigators can rack up insanities like a prime runner racks up karma.
Now, if the CLUE files are any indication, some people consider going insane and dying in the most spectacular way possible to be the point of Shadowrun. There is nothing wrong with that if that's the way you like to play. An insanity mechanic can give some more randomness and fun to the journey that inevitably ends a deadly hail of police gunfire.

However, some people consider going insane and dying to be rather pointless and unfun.
Go to the top of the page
 
+Quote Post
nezumi
post Jan 11 2006, 03:31 PM
Post #60


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



I would tend to agree this is something you should touch base with the players about first. It could make the game more challenging, but if the players hate it, why implement it? It could be fun (and imagine if the PCs are now actively trying NOT to look at stuff and get all the information beforehand. A real twist on how you play.) So could the 'CSI is going to get DNA from where you sneezed and forgot to wash your hands, so now they'll track you down' sort of thing, but if it's not cool with your group, don't touch it.
Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 23rd April 2026 - 01:53 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.