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> Deep thoughts on RPG experience-advancement, Real life, statistics, and risk
Wounded Ronin
post Sep 21 2006, 10:52 PM
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The first Shadowrun GM I ever had was a brutal killer GM. I was rolling up new characters nearly every session. Nevertheless, playing with him was one of the most memorable RPG experiences I ever had. Recently, I remembered one of the comments he made about SR: "One flaw with Shadowrun is that you can take Resources A in character generation and use it to buy a permanent high lifestyle and win the game without playing."

Of course, my immediate thought was that the point of sitting down to do SR was to play SR, so I said something to the effect of, "What if I have a perfectionist samurai type character who risks his life for the abstract goal of making his art of shadowrunning as refined and perfect as is humanly possible?"

Looking back on this conversation I realize today that it exemplifies one of the strangest aspects of many RPGs which center around combat and which allow for character advancement, including SR but also including such classics as any edition of D&D. A big idea in these game systems is that by participating in countless conflicts and racking up superhuman kill counts in the thousands over the course of a long career a character will become tough, experienced, and resolute, and will get a huge karma pool or become level 36 and in so doing experience an overall elevation far beyond what most human beings experience in their lifetime. I remember how in the old D&D rules cyclopedia that if you wanted to hire a marshall to train your castle garrison he was supposed to be a retired 5th level fighter whereas if you owned a castle your adventurer was at least level 9 and somehow managed to be better in every way than any experienced soldier you could hire under the game's employment engine.

In real life, though, I don't think that that paradigm really works. Every time you enter a lethal combat situation there's a certain chance you'll either be killed or injured so badly that you won't be able to fight again either ever or for a long time; being strategic hardcore SR players we can abstract this as a certain % chance each time we fight if we like. So it dosen't seem like it would really make sense if what you seek is robust health, catlike reflexes, and superior aim, to keep entering combat situations in order to practice these things. As long as your survive I could accept the idea of your physical body improving, but the moment you get shot and injured that's going to be a huge setback in all these categories. It would make more sense to play a sport than to get into a lot of firefights, if you think about it that way.

Next, there's the mental and psychological issue. I think something like 1/4 of combat vets get diagnosed with PTSD? So, even if your character is lucky and is never actually injured in combat, there's at least a 25% chance that he's eventually going to get mentally wounded. Just another thing that waits by the roadside to waylay your journey down the road to ubermenschitude.

Empirically, you always hear about a few people who have been in countless battles are are really formidable people. On DSF I've read, more than once, about the fat 40 year old guys who can do everything better than you. But the question is, how much better are they really than me? If we were to quantify their reaction time, how much better would it be than mine, for example. No doubt it is better, but does it really get dramatic as, say, the difference between a level 0 fighter (me) and a level 36 fighter (them) in D&D? Would it equal the difference between me having 1 karma dice and Pistols 2 versus their 20 karma dice and Pistols 7?

This is relevant not only to reality nitpicking, but also to character development and role playing. Besides for the Miyamoto Musashi archetype who is obsessed with becoming the most refined killing machine on the face of the planet, how many characters really really would continue in their careers as shadowrunners a moment longer than they need to? Any reasonably intelligent runner, even a competent one, would surely recognize the risks (even if the risks, statistically, do not exist behind the scenes of the game, since this would be a matter of role playing in a believable manner) and would drop the profession like a lumberjack's penis as soon as he or she were able to buy a permanent Middle lifestlye? Surely, it's a little bit meta gaming for a character to have a long career in the shadows after the character has enough money for the permanent lifestlye, since the character is now acting not in his or her best interest but rather in the interest of what you the player know in terms of issues that exist outside the game?
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Pendaric
post Sep 21 2006, 11:17 PM
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For a realism point of view it is rather the difficulty of leaving a life style that has coursed s o many agencies and enemies to wish harm to said ex runner. Leaving the shadows and stop playing the game does not mean all those enemies do.
Then there is actually getting the cash and a SIN good enough that your life doesn't fall to pieces on one good security check.
Finally the change of pace from running to peaceful life is a massive strain in and of itself. What do they do that compares? As you stated they are combat vets how do they adjust to normal life.
Mushashi for example was using the warriors path to become enlightened, fully developing as a human being. A tall order that requires discipline but all so much more.
By applying the level of realism you have already shown to the reverse of the problem, I hope you agree there are realistic argument to continue.

As to the stats well there the best abstract repesentation of experience and professionalism.
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Kagetenshi
post Sep 21 2006, 11:20 PM
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Shadowrun does not give karma in return for combat. FastJack, if we are to believe his persona, has very possibly never entered personal combat in his life.

Basically, I reject your premise.

As for the permanent-middle-lifestyle idea, the problem with that is that for every well-designed standard-power-level character, there must be a reason why they cannot or will not live in normal society. I have yet to see a well-designed character that could not make a Middle lifestyle minimum out of the Shadows, and most of the not-quite-so-well-designed ones could make a Low easily. If we are to turn this into a sensible world, there must be something—criminal record, thrill-seeking, disproportionate greed, unwillingness, any of a thousand reasons—driving the Shadowrunner to keep Shadowrunning. Therefore, it's hardly strange that no Runner worth the name gives up after they could buy a permanent Middle lifestyle.

~J
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Wounded Ronin
post Sep 21 2006, 11:37 PM
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QUOTE (Kagetenshi)
Shadowrun does not give karma in return for combat. FastJack, if we are to believe his persona, has very possibly never entered personal combat in his life.

Basically, I reject your premise.

But, surely FastJack went and kicked a lot of BlackIC and Black-Hammer-wielding deckers in their digital testicles, yes? I mean, that's still "combat" under the SR engine.

QUOTE


As for the permanent-middle-lifestyle idea, the problem with that is that for every well-designed standard-power-level character, there must be a reason why they cannot or will not live in normal society. I have yet to see a well-designed character that could not make a Middle lifestyle minimum out of the Shadows, and most of the not-quite-so-well-designed ones could make a Low easily. If we are to turn this into a sensible world, there must be something—criminal record, thrill-seeking, disproportionate greed, unwillingness, any of a thousand reasons—driving the Shadowrunner to keep Shadowrunning. Therefore, it's hardly strange that no Runner worth the name gives up after they could buy a permanent Middle lifestyle.

~J



So, it seems to me what you're really saying is that in order to be believable each character needs to have some backstory reason why he or she couldn't possibly just retire and integrate into "normal" society, which in essence just means having shelter, food, and water without needing to enter combat repeatedly.
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Wounded Ronin
post Sep 21 2006, 11:46 PM
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QUOTE (Pendaric)
For a realism point of view it is rather the difficulty of leaving a life style that has coursed s o many agencies and enemies to wish harm to said ex runner. Leaving the shadows and stop playing the game does not mean all those enemies do.
Then there is actually getting the cash and a SIN good enough that your life doesn't fall to pieces on one good security check.

That's certainly a valid point. The question, then, is how much money *would* be required to set up an excellent false identity and hide from most enemies?

QUOTE


Finally the change of pace from running to peaceful life is a massive strain in and of itself. What do they do that compares? As you stated they are combat vets how do they adjust to normal life.
Mushashi for example was using the warriors path to become enlightened, fully developing as a human being. A tall order that requires discipline but all so much more.
By applying the level of realism you have already shown to the reverse of the problem, I hope you agree there are realistic argument to continue.

As to the stats well there the best abstract repesentation of experience and professionalism.


Actually, the PTSD point is interesting, isn't it? The question is, if someone cannot re-integrate back into civilian life, does that mean that they go back to being a combatant?

I remember reading a Green Beret's Vietnam memoir called "Gone Native," where after he goes back to the US he has a hard time getting along with people in small town USA, end up getting arrested, and works out a deal where he goes back to 'Nam, which is kind of what he wanted to do anyway. So, I suppose that there would be some people who couldn't stop being a combatant.

But is that the only thing which can happen? Couldn't someone just retire and be "safe" while being disconsolate while never quite working up the psychological momentum to get back into the business?

Did you ever see the most excellent film "Taxi Driver"? Although it's never explicitly stated that the main character is a Vietnam vet, I think he's supposed to be a Vietnam vet with re-integration problems. He tries to be a taxi driver but in the end ends up going on a nihilistic assault against a pimp in order to rescue one underage prostitute. Actually, that would be a pretty badass death or story end for an experienced runner who tried to retire but couldn't while at the same time not wanting to take up the business anymore.
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Kagetenshi
post Sep 22 2006, 12:03 AM
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QUOTE (Wounded Ronin)
But, surely FastJack went and kicked a lot of BlackIC and Black-Hammer-wielding deckers in their digital testicles, yes?

No, actually, at least not during most of his career. Fastjack's portrayed as having done his thing practically forever, having been born in the late '90s. Black IC doesn't exist until '29 minimum, and Black Hammer doesn't hit the Lone Star decks until '54—and, IIRC, it's strongly implied that FastJack wrote the first implementation before that. While he certainly did a lot after it became life-threatening, he clearly rose to his current stature largely in an environment where lethal countermeasures were rare if not unheard-of.

QUOTE
So, it seems to me what you're really saying is that in order to be believable each character needs to have some backstory reason why he or she couldn't possibly just retire and integrate into "normal" society, which in essence just means having shelter, food, and water without needing to enter combat repeatedly.

Can't or doesn't want to, yes. Otherwise the decker could work for a corp or the 'Star, the mage could work for a corp, the 'Star, or a university, the Rigger could work for a corp, the 'Star, or the military, so on and soforth. Basically every skill that makes an effective Shadowrunner is varying degrees of highly in demand in the 2050s outside of the Shadows. There has to be a reason for a character to still run.

~J
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Wounded Ronin
post Sep 22 2006, 12:27 AM
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QUOTE (Kagetenshi)
QUOTE (Wounded Ronin @ Sep 21 2006, 06:37 PM)
But, surely FastJack went and kicked a lot of BlackIC and Black-Hammer-wielding deckers in their digital testicles, yes?

No, actually, at least not during most of his career. Fastjack's portrayed as having done his thing practically forever, having been born in the late '90s. Black IC doesn't exist until '29 minimum, and Black Hammer doesn't hit the Lone Star decks until '54—and, IIRC, it's strongly implied that FastJack wrote the first implementation before that. While he certainly did a lot after it became life-threatening, he clearly rose to his current stature largely in an environment where lethal countermeasures were rare if not unheard-of.

See, in that case, his stature dosen't make a lot of sense to me. I could see many people respecting him as being a pioneer and innovator but that wouldn't make him a cyber-badass by "today's standard".

It's kind of like if there were a champion boxer from 1915. Yes, he would deserve a lot of respect and admiration for his accomplishments and innovation in the area of boxing back in 1915. But if he were magically transported into the boxing ring today in his prime he would probably be outdated as a fighter against a champion of today and I would bet against him even while I held respect for him.

Or, let's say we resurrected Louis Pasteur, the father of modern immunization. While Pasteur was no doubt a brilliant man and an innovator, when it comes down to treating diseses today his medical techniques and knowledge would be out of date. I'd rather be treated by an ordinary modern day doctor than by a brilliant doctor who is outdated.
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Kagetenshi
post Sep 22 2006, 12:35 AM
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I said "rose to". If there were a champion boxer in 1985, who continued fighting at champion-level through 2005 and was still winning the vast majority of his fights, would you bet against him in 2006?

~J
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Wounded Ronin
post Sep 22 2006, 12:45 AM
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QUOTE (Kagetenshi)
I said "rose to". If there were a champion boxer in 1985, who continued fighting at champion-level through 2005 and was still winning the vast majority of his fights, would you bet against him in 2006?

~J

But, in that case, wouldn't FJ be getting exp/Karma for defeating security and other deckers, and thus essentially following the fight->level paradigm? Even if it wasn't lethal, I suppose that most GMs would still give a player karma for defeating security and accomplishing some sort of objective. IIRC a Rust Monster in D&D only trashed your equipment but didn't kill you in 1st ed. Nevertheless, you still got EXP for killing the Rust Monster.
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Kagetenshi
post Sep 22 2006, 12:54 AM
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I think we're getting mired here, so I'll put this another way:

I have never encountered a player who has declared, whether or not in so many words, "I want a higher [stat/skill/whatever], I'm going to walk into the Barrens with a shotgun", nor have I played under a GM who would, in the absence of some additional action or "hook", award any meaningful quantity of karma for that. As such, I reject the assertion of Shadowrun possessing a fight -> level paradigm, and furthermore reject the claim that challenge -> level is equivalent to fight -> level.

~J
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Lagomorph
post Sep 22 2006, 01:12 AM
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Thanks WR for the insightful thread.

I think that the thrill factor is a big portion of why a shadowrunner keeps going. Kind of a thrill of the hunt, and humans as the most dangerous prey, thing.

Either that or it's the rock star phenomenon, get bunch of cash, spend cash foolishly on toys, women, drugs and booze, wake up (hung over) and find out you're flat broke again, and go on tour (or a shadowrun).

I think they keep going on shadowruns because they don't have the skills that would allow them to work a job, and who'd hire a sinless anyway?

And a retired shadowrunner is never really retired, just taking an extended vacation, there's always something that'll cause them to pick up the sword again, even if it's just self defense.
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hyzmarca
post Sep 22 2006, 01:17 AM
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There is also more than a little hero-worship in these circles. Consider that real crackers who haven't touched a keyboard in 20 years due to the conditions of their parole still command an aura of baddass among people who follow such things.

It doesn't matter what Fastjack has done recently because his accomplishments in the past are enough to support a very large baddass aura, especially when combined with his current efforts in the community and his general mysteriousness. Even if he hasn't done any major runs lately he still puts its icon out there for people to see. He stays fresh on everyone's minds. He is as much a brand as a person. And good branding trumps actual ability every time.


Of course, this really matters not in the advancement paradigm. RPG experience systems are foolish. All of them are, without exception. When the goody-two-shoes high-school valedictorian has to garrote deadbeat debtors to death for the local organized crime outfit so that she can learn how to integrate multi-variable functions in time for the AP calculus final there are some problems. There are even larger realism problems if you want to be a 15th level English Major in CoC D20.

This is because most RPGs are action/adventure oriented. You get rewards for doing things that are violent and/or adventurous. Combine this with an abstract system and it is necessary for the players to seriously suspend disbelief. Why should stabbing kobolds make me less likely to die when shot? Obviously, it shouldn't, but this is as accurate as you are going to get.
SR is slightly better since it allows karma rewards for noncombat accomplishments, focusing on rewarding entire 'adventures.' Still a system that prevents people who don't regularly dedicate a lot of their time to adventure from writing a kickass research paper and allowing people who do adventure to do so even when the adventure was in no way related to the research paper is certainly odd.

Perhaps someone should create an academic focused RPG in which people are able to lift more weight because they solved an exceptionally difficult math problem.



As for retirement, I suspect that most PCs would happily retire. However, many would not. Many choose to be Shadowrunners because they want that life, just like many choose to be career military. Likewise, some Shadowrunners simply shouldn't know how to begin to retire. It is one thing to have that dream. It is quite an other to change the routine that has sustained you for years.
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Kagetenshi
post Sep 22 2006, 01:28 AM
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QUOTE (hyzmarca)
When the goody-two-shoes high-school valedictorian has to garrote deadbeat debtors to death for the local organized crime outfit so that she can learn how to integrate multi-variable functions in time for the AP calculus final there are some problems. There are even larger realism problems if you want to be a 15th level English Major in CoC D20.

New RPG idea: all of the characters are just entering either High School or College, have entered into a bunch of honors courses and whatever, are all shooting for valedictorian… and have discovered that the only way to improve their academic skills is by killing things for experience.

~J
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hyzmarca
post Sep 22 2006, 03:28 AM
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QUOTE (Kagetenshi)
QUOTE (hyzmarca @ Sep 21 2006, 08:17 PM)
When the goody-two-shoes high-school valedictorian has to garrote deadbeat debtors to death for the local organized crime outfit so that she can learn how to integrate multi-variable functions in time for the AP calculus final there are some problems. There are even larger realism problems if you want to be a 15th level English Major in CoC D20.

New RPG idea: all of the characters are just entering either High School or College, have entered into a bunch of honors courses and whatever, are all shooting for valedictorian… and have discovered that the only way to improve their academic skills is by killing things for experience.

~J

That could be either very funny or very disturbing and will probably both at the same time. D20 Modern meets Battle Royale and they have a three-way with Parker Lewis Can't Lose.
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Dog
post Sep 22 2006, 06:19 AM
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I agree that what constitutes "advancement," "improvement," and "success," is only limited by the players' perspective. If a player wanted to play a hardcore Taoist, (Is there such a thing?) and avoid confrontation and complication, I suppose that he should get karma for spending the day watching leaves in the wind. Just wouldn't be terribly interesting to me....

Likewise, whatever that guy spent karma on would probably seem like a waste compared to a more standard character, but there are still zillions of possibilities.

I like the karma system a lot because it's so arbitrary.
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ShadowDragon
post Sep 22 2006, 07:49 AM
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I'd be more inclined to award karma for avoiding fights than winning them. I try to make every conflict possible to talk your way out of and/or evade - and I'm more impressed when my players do this than when they plow through with an Ares Alpha.

I think your idea applies more to DnD than Shadowrun.
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hyzmarca
post Sep 22 2006, 08:11 AM
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QUOTE (SR4 p.263; because it was convienent)
In Shadowrun, Karma measures the experience characters gain as they go out on an adventure. They don�t get Karma for doing laundry (unless the laundromat is in the middle of toxic spirit�s domain, perhaps).


Emphasis mine. Similar statements (probably the same statement) appear in other editions.

Shadowrun characters may complete their adventures without combat but they still must mave adventures in they want karma. These adventures, which may or may not be Shadowruns, will put the characters in jepordy for life and limb. Even before Black IC Fastjack risked arrest and imprisonment if he had made a mistake and been traced. This has been the fate of man crackers.

The average college student in Shadowrun must do something truely dangerous if he wants to actually learn something. This may be commiting a crime, climbing Mount Everest, going sewer spelunking, seducing Lord Torgo's girlfriend, or fighting in no holds barred death matches, among other things. Whatever it is there is a decent chance that the student will be imprisoned or killed.
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Dog
post Sep 22 2006, 02:00 PM
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I'm going to argue spirit of the law versus letter of the law here. What constitutes an adventure? I'd say that it depends on what the the GM and players have agreed would be fun.

I also think that the paragraph cited refers specifically to shadowrunners. If you're not a shadowrunner, it would be easy to say you may obtain karma by helping sick people to survive, passing a big test, setting up a small business and things like that.

My point being that the rules were only designed to cover the scope of Shadowrun-ish scenarios. Why feel the necessity to apply them to everybody?

But I don't want to argue, I just don't get where you're going with this, Hyz. Are you trying to point out the limitations of the game? (I agree with you.) Are you critiquing the game based on those limitations? (Fair enough, you're not wrong.) Are you saying that GMs should not allow advancement for accomplishments that game designers were anticipating? In that case I have to wonder: If all players, including the GM, enjoyed the gaming session, and the player characters met a reasonble challenge and succeeded against it, is it not an adventure?

Or to be more direct, I disagree with your interpretation of what is an adventure. I also think that your comment about what "must" be done is limited. I also think that your examples of what counts as dangerous are more limited. Is putting your career at stake to go for the big promotion not dangerous? Is moving to a new city to get over a divorce not something of an adventure? Is investing your life savings in an education program with a 60% drop out rate not a risk? Where does it say you have to risk death or imprisonment?

Having said all that, for the purposes of running a decent Shadowrun game, I agree with you, I probably wouldn't award a player any karma for those things. I just think that if I want to, I can.
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nezumi
post Sep 22 2006, 02:58 PM
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I am under the impression that in Shadowrun karma is not awarded solely for killing things or going on adventures. Karma is awarded for facing and overcoming challenges. The world-reknown neurosurgeon with 10 in every related skill didn't get that way by killing ghouls out in the barrens (although that would explain why Dr. McNinja is just so cool). He got those skills by studying, overcoming challenges (exams and dissertations, operations, etc.) and constantly pushing himself.

As such, I have no problem with awarding a character karma for taking a college course (although presumably the karma gained from taking that course would have to be applied to increasing the related skill so he can pass those finals. This is one of the flaws of karma, karma is earned in the doing more than in the done, so in studying a course we'd have to ask if he gets the karma upon finishing the course work, but before the final, after the final, or in discrete increments over the course of the semester).

So that's my take on the situation. Karma doesn't require combat. Fastjack is awesome because he continues to test his skills, and not necessarily in matrix combat. A character can earn karma through non-adventure challenges. The only flaws with the system is sometimes when karma is awarded can be difficult to define, and karma earned through one method can be applied universally to unrelated skills and abilities.

As for the original question... I can't imagine why anyone would make a shadowrun character who would have no motive to get into the initial shadowrun. Past that, I'm just waiting for the day when my fixer can say "You know why people like you can't leave this business? Because you make too much money for people like me." Even though a runner is technically a free agent, he depends on people and people depend on him, and there will be buttons pressed to get the runner to do 'just one more job'. Running ain't the sorta biz you get outta easy, chummer. Unless you're counting in a body bag.
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emo samurai
post Sep 22 2006, 03:17 PM
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I award karma based more on good planning, adaptation, and funny. I think the BBB is vague enough that you could award karma for just about anything.
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James McMurray
post Sep 22 2006, 03:28 PM
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You're saying "rational human behavior" and "realism" in the same breath. That seems to be rarely the case. Some people (probably most of them) do what they do because it's what they want, they think they don't have a choice, or they think they can't do better. Rational thought only enters into it when someone from the outside presents a strong case for change, or events put the person in a position where they have no choice but to change.

As for tying experience to combat, that's not Shadowrun. Heck, it doesn't even have to be D&D if your DM can step outside of that mold and start presenting challenges instead of just critters to kill. Combat for advancement is definitely the easiest type of campaign to run, and most runs probably involve at least one fight, but you're not getting the karma because of the battle, but because of the overall experience.
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emo samurai
post Sep 22 2006, 03:40 PM
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Hell, I'd give you a lot more karma if you avoid fighting altogether.
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Dog
post Sep 22 2006, 04:08 PM
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QUOTE (emo samurai)
Hell, I'd give you a lot more karma if you avoid fighting altogether.

Including on this forum?
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hyzmarca
post Sep 22 2006, 04:48 PM
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QUOTE (Dog)


But I don't want to argue, I just don't get where you're going with this, Hyz. Are you trying to point out the limitations of the game? (I agree with you.) Are you critiquing the game based on those limitations? (Fair enough, you're not wrong.) Are you saying that GMs should not allow advancement for accomplishments that game designers were anticipating? In that case I have to wonder: If all players, including the GM, enjoyed the gaming session, and the player characters met a reasonble challenge and succeeded against it, is it not an adventure?

I'm attacking the assertion that canon would allow a Taoist character to gain karma by watching the wind blow. Doing laundry in a toxic spirit's domain is pretty much the minimum allowable by canon.

There is nothing wrong with house ruling it a little bit, the system has always been a little vague. There is also nothing wrong with having elementry school students go on devil rat hunting expeditions so they can learn that Montevideo is that capital of Uruguay because there is something fun and surreal about that.
Of course, the cash for karma rules may help but I don't see most public school kids to be able to afford it.

On the issue of realism, I often prefer to take the rules of the game world as real physical laws that the characters within the world are aware of and accept just as readily as we accept Newton's laws of motion. Consistant surrealism is more realistic than inconsistancy.
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Kagetenshi
post Sep 22 2006, 04:57 PM
Post #25


Manus Celer Dei
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Taxes. Everyone pays for public school karma.

~J
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