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> SR4 in play experience, very pleased Gm and players
MaxHunter
post Mar 21 2006, 04:57 AM
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The team has just finished a multi-session run in Amazonia.
(Some people might remember about the overprized Ares Alpha discussion)

Well, in that Amazonian run the team was bodyguarding a group of six scientists with no combat experience. They had the company of a former US. Marine who lived in the jungle and worked as the local guide.
The itinerary was quite complicated and the runners and their clients ran into awakened anacondas, corporate spies, giant leeches, magic tropical storms, poison-using indians, itchy spiders, angry nature spirits and some more.
The most climatic fight included an aztlan-sponsored guerrilla the size of a platoon (20+) plus an Azzie shaman and a Leopard Guard Sniper.

Please notice that in most combat encounters there were four runners and seven "good" NPC taking actions, plus the opposition.

This means that in the guerrilla warfare scenario there were more than 32 active characters involved!!

Even in that occasion combat went smoothly and the scene was finished in about three and a half hours. I am quite a resourceful as a GM, but even the players said that this would have been just impossibly long under the old rules.

By the way, the four runners survived (one in overflow, the rest wounded), and two scientists.

Just wanted to share.

Cheers,

Max


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Cain
post Mar 21 2006, 06:51 AM
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QUOTE
Even in that occasion combat went smoothly and the scene was finished in about three and a half hours.

Three and a half hours?! :eek:

Maybe I've been playing too much Savage Worlds recently, but I've been going through 50-plus active character combats in less than 30 minutes. That time is really not very impressive in comparison to other systems. (Bull has specifically asked us to avoid SR3-4 comparisons, so I won't go there, but comparisons to other RPGs is fair game.) I haven't noticed SR4 running any better than many of the other new games out there, and it's significantly behind some of them.
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Synner
post Mar 21 2006, 09:29 AM
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QUOTE (Cain @ Mar 21 2006, 06:51 AM)
Maybe I've been playing too much Savage Worlds recently, but I've been going through 50-plus active character combats in less than 30 minutes.  That time is really not very impressive in comparison to other systems.

As opposed to a 32-character combat in SR3? I definitely prefer SR4 because we ran a similar SR3 fight (the MCT shootout in the Amazonia leg of Survival of the Fittest) with 10 characters and it took 4+ hours. We've had similar firefights in SR4 that took about a third of the time.

QUOTE
(Bull has specifically asked us to avoid SR3-4 comparisons, so I won't go there, but comparisons to other RPGs is fair game.)

I suggest you reread the sticky. As long as you "don't bash, put down, or be negative" or otherwise flame there's no reason not to compare.
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mfb
post Mar 21 2006, 09:58 AM
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you can't like SR4! it's bad!
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Grinder
post Mar 21 2006, 12:35 PM
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Thanks for the example, mfb :D

MaxHunter: was one of the runner magically active? In the games i run magic seems to be a bit overpowered. What had been your experiences with it?
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Oracle
post Mar 21 2006, 12:54 PM
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In my opinion the new magic system makes it much more important to have magical cover using "dispelling" (I hope that's the right English term for the German word "Spruchabwehr".) However I don't see it as overpowered.
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Grinder
post Mar 21 2006, 01:43 PM
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It's Counterspelling.

In my games the mages usually had twice the number of dices (magic + spellcasting) than the target/poor victim.
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Synner
post Mar 21 2006, 02:03 PM
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I've found enforcement of cover and visibility modifiers brings the dicepool down significantly although a magician still averages significantly more dice than a mundane defender.
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Grinder
post Mar 21 2006, 02:15 PM
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Exactly :) And that's what made spells deadlier than in my SR3 games. I killed 4 runners with a single manaball (magic 5, spellcasting 5), more by accident. This never happened in SR1-3, at least not accidently.
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Azralon
post Mar 21 2006, 02:51 PM
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QUOTE (Grinder)
In the games i run magic seems to be a bit overpowered. What had been your experiences with it?

FWIW, to date our group has seen more frightening lethality out of recoil-compensated fully-automatic weapons than anything else. Next up would be the troll's bow and combat axe.
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Grinder
post Mar 21 2006, 02:59 PM
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My player didn't have combat monster (what really surprised me), so we only had one firefight with heavier weapons than SMGs. It was a light MG and indeed really lethal.
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Butterblume
post Mar 21 2006, 04:55 PM
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QUOTE (Grinder)
Exactly :) And that's what made spells deadlier than in my SR3 games. I killed 4 runners with a single manaball (magic 5, spellcasting 5), more by accident. This never happened in SR1-3, at least not accidently.

Accidental killing, with a mage with superior magic attribute and Expert Skill, with, I assume, a Force 5 spell?

Not easy to do.
Unless of course, the runners were allready wounded.
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Cain
post Mar 21 2006, 05:04 PM
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QUOTE
As opposed to a 32-character combat in SR3? I definitely prefer SR4 because we ran a similar SR3 fight (the MCT shootout in the Amazonia leg of Survival of the Fittest) with 10 characters and it took 4+ hours. We've had similar firefights in SR4 that took about a third of the time.

Umm... second part of the sticky?
QUOTE
Do not start a debate about X vs Y. State your case, and walk away.

I *really* want to avoid the SR3-4 comparison, so to avoid any fighting. Too many tempers ready to flare. Other systems are fair, though; and the difference between 3.5 hours and about twenty-seven minutes is pretty dramatic.
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MaxHunter
post Mar 21 2006, 05:19 PM
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In this adventure the mage was not unbalancing, nor any of the other players, but there was magical opposition, some spirits and the azzie sniper did take the mage out on round two of the big firefight.

I do not think, nor have experienced, that mages have a more unbalancing effect than a recoil compensated Ares Alpha with grenades and XX ammo.

Spirits are complicated, but the drain for both summoning and binding can be horrendous. (The azzie shaman died trying to banish an attacking beast spirit)

I think it is a good idea to keep the players on their toes and not let them take anything for granted. A simple goon can kill you if it takes on you unaware, some spirits could interpret orders in malicious ways, and the opposition may be using the same tactics that you do, or worse.

This particular group of runners was composed of the shaman (more into conjuring than anything else), one street samurai (REALLY maxed out), one gunslinger adept (vanilla, with some good infiltration skills) and one close combat adept (also quite normal)

In the end the gunslinger adept turned that fight because of good tactics and some fortune. (He accidentally ran into the sniper's position on round 3 and won the surprise roll, then he got hold of the rifle, moved to a concealed position and then started taking out the most troublesome soldiers of the enemy squad)

Dear Cain, The whole SCENE lasted 3 and a half hours, that included like 45 minutes that were dedicated to roleplaying and walking into the fight. Combat went smoothly and felt quick but reallistic. Also, take into consideration that at least 7 characters had one or two extra passes and that the jungle environment didn't allow for much use of area damage strikes. (spells, grenades) We have practice using the rules, and that counts too.
Most of the times the players could make out only a fraction of the opposition, shooting from among the trees.

I understand that other systems are quicker, though.

Cheers,

Max





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Azralon
post Mar 21 2006, 05:25 PM
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QUOTE (MaxHunter @ Mar 21 2006, 01:19 PM)
I understand that other systems are quicker, though.

QUOTE (Savage Worlds Test Drive p3)
You don’t have to take Fighting for your sword, dagger, dirk, and axe—Fighting covers it all. Remember, this is a game of Fast! Furious! Fun!


Tic-tac-toe resolves fairly quickly, too.
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Waltermandias
post Mar 21 2006, 05:36 PM
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Glad to hear your game went well. My group has had very similar experiences with big combats, all in all things are running much faster than in SR3. Of course we primarily played old World of Darkness before, so any combat system that doesn't completely suck fills me with joy. Yay five hour fights that were neither realistic nor fun. We were always encouraged to find non-violent solutions just because the violence was so dreadfully boring. :dead:
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Cain
post Mar 21 2006, 05:55 PM
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QUOTE (Azralon)
QUOTE (MaxHunter @ Mar 21 2006, 01:19 PM)
I understand that other systems are quicker, though.

QUOTE (Savage Worlds Test Drive p3)
You don’t have to take Fighting for your sword, dagger, dirk, and axe—Fighting covers it all. Remember, this is a game of Fast! Furious! Fun!


Tic-tac-toe resolves fairly quickly, too.

You're not making any sense. What does extra-wide skill groups have to do with smooth game mechanics? Unless you're saying that SR4 resolves so slowly, everything else looks like tic-tac-toe in comparison... which means SR4 is slow and cumbersome to a fault. Is that what you're trying to say?

Every system has its advantages and disadvantages. Savage Worlds is even more abstract in skills than Shadowrun is, which some might like and some might not. However, you're not going to get very far by insulting every other system out there, because it does something better than SR4. The strength of Savage Worlds is combat-- it's fast, it's fun, and it has at least as many tactical options as Shadowrun. That's what it's designed for, and that's what it does very well.

I'm still working out what the advantage of the SR4 system is; the world is fine, but I'm not noticing that the actual mechanics are very impressive in relation to many of the new game systems. So far, the best anyone's said is "SR4-- it doesn't suck like it used to!" :P

Seriously, what's the advantage of SR4 in relation to other systems? I mean, the longevity of Shadowrun is going to be dependent on how well it competes with other RPGs on the market. If the mechanics don't stand out, SR4 is going to have an upill battle.
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Grinder
post Mar 21 2006, 05:59 PM
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QUOTE (Butterblume)
QUOTE (Grinder)
Exactly :) And that's what made spells deadlier than in my SR3 games. I killed 4 runners with a single manaball (magic 5, spellcasting 5), more by accident. This never happened in SR1-3, at least not accidently.

Accidental killing, with a mage with superior magic attribute and Expert Skill, with, I assume, a Force 5 spell?

Not easy to do.
Unless of course, the runners were allready wounded.

It wasn't my intention to kill the runners and yes, Force 5 spell. I had 3 net hits against 4 out of 5 runners, so they ended up with 8 boxes physical damage. Sure they had been lightly wounded before but not that bad.
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Synner
post Mar 21 2006, 06:34 PM
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QUOTE
QUOTE
Not easy to do. Unless of course, the runners were allready wounded.

It wasn't my intention to kill the runners and yes, Force 5 spell. I had 3 net hits against 4 out of 5 runners, so they ended up with 8 boxes physical damage. Sure they had been lightly wounded before but not that bad.

And nobody got any hits on their resistence test?
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GuyofDoom
post Mar 21 2006, 06:56 PM
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QUOTE (Cain)
QUOTE
Even in that occasion combat went smoothly and the scene was finished in about three and a half hours.

Three and a half hours?! :eek:

Maybe I've been playing too much Savage Worlds recently, but I've been going through 50-plus active character combats in less than 30 minutes. That time is really not very impressive in comparison to other systems. (Bull has specifically asked us to avoid SR3-4 comparisons, so I won't go there, but comparisons to other RPGs is fair game.) I haven't noticed SR4 running any better than many of the other new games out there, and it's significantly behind some of them.

Maybe I just don't know the system of Savage Worlds, but I'd be worried in most games if any serious combat lasted less than an hour.

I would say that for 32 characters 3.5 hours is nice.
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Azralon
post Mar 21 2006, 07:06 PM
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QUOTE (Cain)
it's fast, it's fun,

... But is it furious?
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Butterblume
post Mar 21 2006, 07:23 PM
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QUOTE (Synner)
QUOTE
QUOTE
Not easy to do. Unless of course, the runners were allready wounded.

It wasn't my intention to kill the runners and yes, Force 5 spell. I had 3 net hits against 4 out of 5 runners, so they ended up with 8 boxes physical damage. Sure they had been lightly wounded before but not that bad.

And nobody got any hits on their resistence test?

The fifth, maybe ;). And no leftover Edge for most of them ...

10 dice and a force 5 Spell will result in a statistical 8 damage (if the targets loose on their resistence rolls), and thats not even counting particular good results.

I think Grinder was caught in a SR3 mindset.
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Cain
post Mar 21 2006, 08:27 PM
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QUOTE
Maybe I just don't know the system of Savage Worlds, but I'd be worried in most games if any serious combat lasted less than an hour.

I would say that for 32 characters 3.5 hours is nice.

I've noticed two general camps of gamers. The first is the group who doesn't like combat, and wants them over with quickly so they can get back to the roleplay. The second is the group that does enjoy combat, and they often complain about how the game gets bogged down. A fast, streamlined system should appeal to both camps, which is why SR4 was developed.

In practice, a super-fast system allows one of several things: you can simply get the combat out of the way faster, you can have more combats, or you can throw bigger and more over-the-top combats at your players. Which you choose is up to your group, naturally. However, in all cases, a faster, smoother system is always a benefit, and makes your games a lot more fun. The "seriousness" of a combat is up to the GM; but in every case, the faster it runs, the better it comes out.
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FrankTrollman
post Mar 21 2006, 08:35 PM
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The speed of resolution of a role playing system is only a small component of what makes a game holistically good or not. The fastest resolution system or course, is Cops and Robbers in which characters simply describe their actions and those actions take place. Unfortunately, that game system can become very contentious with the age old action resolution problem where one player insists that a shot hit while another insists that the shot missed.

Similarly, Warhammer 40K is pretty fast, resolving battles with hundreds of participants on each side in an hour and a half. Of course, each character feels pretty regimented and there's little in the way of room for descriptive or heroic actions. Characters have only general locations on the battlefield and the locations of individual trees are likewise lost in quantum uncertainty. It's not really a game system where you can meaningfully rescue a princess or set booby traps on a flight of stairs.

Savage Worlds likewise involves the rolling of just a single die. Sure, it's some crack assed ppolyhedron, but it's still a single small-die resolution system. Which means that like Warhammer it can accomodate the activities of perhaps hundreds of characters in a battle, and none of them can especially do anything specific or creative so the flow of battle moves along at a pretty fair clip. Yay.

---

But among more traditional RPGs - one in which characters are allowed to take specific and imaginative actions and have that actually mean something - Shadowrun 4 gets compared with D&D and NWoD, and comes out looking pretty good. The D20 comparison is a pretty difficult one, D&D is firmly rooted in melee combat and Shadowrun largely glosses that over in deference to projectiles and explosives. D20 is also based around the concept of the Level, in which even a character's Diplomatic abilities rise predictably until they achieve god-like status. Shadowrun runs the power gamut between incompetent humans and highly skilled humans - so no god-like existence ever comes into focus for PCs. Both games have a problem at the low end, but a house cat is much more threatening to an untrained civilian in D&D than it is in Shadowrun, so I guess that goes to SR. Combat resolution is slower in SR if everyone stands there with swords and takes turns stabbing each other, but much faster if mages come out of the woodwork and start casting strange magics.

Net result: If you want to have a bunch fo axe wielding guys run around hacking on dinosaurs in an apartment complex, play D&D. If you want to mix in intrigue or lots of magic, you should probably play Shadowrun 4 instead.

The NWoD comparison is much more obviously favorable for SR. The future/modern with magic marshmallows setting is so similar that the one can be effortlessly ported into the other. The combat system is also pretty similar with comparable levels of detail thrown in on either side. NWoD has more special case rules (the effects of individual numbers on your dice change depending on the shape of your weapon), and oddly enough slightly less flexibility (character creation is much more formalized with no discretionary expenditures at all, and the lack of a separate to-hit and damage roll make it so that different armanents don't really matter despite having special rules for each that you need to bring up each time). All told, SR4 is a little more flexible and resolves a little faster than NWoD, and is thus a better game.

-Frank
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mfb
post Mar 21 2006, 09:03 PM
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QUOTE (FrankTrollman)
..but a house cat is much more threatening to an untrained civilian in D&D than it is in Shadowrun...

technically not true. a housecat in 3.5e deals 1d2-4 with its claws and 1d3-4 with its teeth; unless you've got a 12th-level druid casting a 3rd-level spell on the cat, it can't even kill mice.
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