Down in the Gutter: OOC, The Nuts and Bolts of Staying Alive |
Down in the Gutter: OOC, The Nuts and Bolts of Staying Alive |
Jun 27 2007, 10:48 PM
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#276
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Shooting Target Group: Members Posts: 1,696 Joined: 17-February 07 From: Middle Sized City, Ontario, Canada Member No.: 11,025 |
Just checking in. HI!
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Jun 27 2007, 11:16 PM
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#277
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Runner Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
@Fool You look around (No metagaming to look just north) but the darkness combined with the light fog or smoke that's hanging in the air causes your mind to play tricks on you. Shadows dance around in the non-light caused by the reflections of the city brightness off the low hanging clouds. Things seem to move in wierd directions and in akward gaits as they move from object to object in the distance, but as they get closer, nothing is there. |
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Jun 27 2007, 11:26 PM
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#278
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Shooting Target Group: Members Posts: 1,711 Joined: 15-June 06 Member No.: 8,716 |
Ok I will try to remember to mention it the next time I get to IC.
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Jun 27 2007, 11:30 PM
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#279
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Runner Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
@The guy searching his dead buddies Good to see you're still alive. You can retcon your last post to 0025hrs if you wish. The search and burn doesnt have to take 45 minutes and this will get you back in the game quicker. |
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Jun 27 2007, 11:32 PM
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#280
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Runner Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
@Child Other than gunfire in the distance and a few of the normal things that go bump in the night in Kingsgate, you hear nothing out of the ordinary... course this isnt an ordinary night in Kingsgate... And by gunfire in the distance, I mean random firing from in all directions. None of them really stand out. |
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Jun 28 2007, 02:30 AM
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#281
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Shooting Target Group: Members Posts: 1,696 Joined: 17-February 07 From: Middle Sized City, Ontario, Canada Member No.: 11,025 |
Kay, retcon to 003205. I asked for thirty minutes, I'm taking thirty minutes. No offense. :) I'm still in the future, but now people can catch up. |
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Jun 28 2007, 03:47 AM
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#282
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Snakehandler Group: Dumpshocked Posts: 7,454 Joined: 28-April 06 From: London, England Member No.: 8,508 |
Winter/Konsaki
The template asks for two Reaction rolls. All well and good for getting shot at. Do you want us to also add in a couple Reaction + Block/Dodge/Parry for melee attacks? |
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Jun 28 2007, 04:52 AM
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#283
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Dragon Group: Members Posts: 4,289 Joined: 20-April 04 Member No.: 6,260 |
Hmm. Good idea, especially in a gang game. Go ahead and do so. I'll modify the template for next time, but this time, if you don't get them up in time for the deadline of Combat Turn 1, we'll roll them for you.
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Jun 28 2007, 04:58 AM
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#284
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Moving Target Group: Members Posts: 500 Joined: 3-January 07 From: Calgary, Alberta Member No.: 10,517 |
@WR1
I'm assuming it's reasonable to believe that a troll can wield a combat axe in one hand, correct? Also, how far away from the gangers are we at this point? |
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Jun 28 2007, 06:47 AM
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#285
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Prime Runner Group: Members Posts: 3,763 Joined: 26-February 02 From: Special Hell Member No.: 284 |
The only way that this is going to be fair is if the NPC gangers are writing down their actions for the entire combat turn as well. I don't expect to be shown the list, but I expect the actions to be written down.
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Jun 28 2007, 07:22 AM
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#286
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Runner Group: Members Posts: 2,526 Joined: 9-April 06 From: McGuire AFB, NJ Member No.: 8,445 |
And for big fights, like the one you are entering, that's how it's going to be played. |
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Jun 28 2007, 10:05 AM
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#287
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Snakehandler Group: Dumpshocked Posts: 7,454 Joined: 28-April 06 From: London, England Member No.: 8,508 |
And I thought I was a rabble-rouser! Utimatums?! Ouch! In any case, dude, I personally think your concerns are a bit off the mark. I mean, the moment you sit down across the table (or the keyboard) from a GM, ALL considerations of fairness are rendered subjective. In a perfect world, the player and GM agree on what's fair. In a lot of good games (and I include this one), they come pretty close, but it'll only rarely be spot on. The GM can assign mods, he can give the opposition milspec weaponry, he can fudge rolls, he can play the bad guys at whatever level of omniscience he desires. Each GM is going to handle the admin their own way. Good ones know they are not there to win but to challenge. How they do their behind-the-screen paperwork may be an arena open to advice and consent, but I'd hesitate to be tossing insinuations of unfairness around at all, much less over one procedural. The long and the short of it is, if you don't trust the GM to be fair overall, why play? |
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Jun 28 2007, 03:32 PM
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#288
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Prime Runner Group: Members Posts: 3,763 Joined: 26-February 02 From: Special Hell Member No.: 284 |
I expect that my character and the NPCs will be limited by the same set of world-rules. Otherwise why have rules? If there's no level playing ground between PCs and NPCs then what's the purpose of even having conventions like initiative passes and dice? By writing down my character's actions I have effectively telegraphed everything he plans to do for the next three seconds and removed the most tactically limiting force in warfare: the fog of war. Not only is there now knowledge of the battlefield, but one side will know every move the other side intends to make. Not only that, but how successful they're going to be doing it.
Additionally I expect a level of realism within the game. We were limited to 300BP in character creation, as well as a host of other restrictions. I expect NPC gangers to be created in the same way, assuming they represent the rank and file of the gangs in the same way we do. Being a GM, I understand GM fiat and accept that for storyline purposes sometimes gear, stats, and dice rolls must change. However, I expect those instances to be few and far between, since the rules of the game, which are effectively the physics of the gameworld, should be applied universally, without bias, and without exception. |
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Jun 28 2007, 07:10 PM
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#289
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Shooting Target Group: Members Posts: 1,711 Joined: 15-June 06 Member No.: 8,716 |
You only earn the right to give opinions about game mechanics after your first character dies. :P
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Jun 29 2007, 01:19 AM
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#290
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Dragon Group: Members Posts: 4,289 Joined: 20-April 04 Member No.: 6,260 |
If it's for fluff purposes, I'm fine with that. If you want to swing the axe with one hand while firing a gun in the other, I'm not fine with that. Per SR 4 pg. 305, 'This two-handed tungsten alloy axe...' Technically you could argue that a troll is larger and therefore should be able to carry it easier (i.e. in one hand) but the other side to that argument is you also should be using troll sized gear (SR 4 pg. 300), which means that once the combat axe is adjusted for troll-sized proportions, you'd still be using two hands. At the start of combat, the Black Plaguers are 30 meters away per my IC post. |
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Jun 29 2007, 02:08 AM
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#291
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Dragon Group: Members Posts: 4,289 Joined: 20-April 04 Member No.: 6,260 |
I wanted to address this in a little more detail for everyone. For space purposes, I did not copy and paste all comments related to this one. As a player, I absolutely understand the desire for a level playing field and fairness in the PC-NPC dynamic. As a GM, I am striving for a game that is efficient and effective in its execution as well as fun for everyone to play. On top of those already difficult goals, I need a game that actually works in a play-by-post format. As a gamer, I strive for realism in my portrayal of the game, to ensure that the ‘physics of the game world’ are applied universally, without bias, and without exception. To achieve those ends (and more besides), Konsaki and I came up with the current combat procedures. Are there holes in it? Sure! Some of the problems I’ve already found that will be changed for combat turn 2: 1. There is no place for you all to put your Initiative Score (Initiative Attribute + # of Hits on Initiative Roll) 2. It is a good idea to have pre-rolled Reaction + Block/Parry/Dodge for Melee combat, particularly for this game. 3. I didn’t state that you guys should specifically pick your targets so I have some idea of who you’re attacking. I’m sure when I actually go through the rolls I’ll find more stuff, and that’s ok. As I stated, I’m always open to thoughts that can make our system better. On the flip side, I’d like to point out that since I’m planning on having at least the OOC list of actions (PC and NPC) and their results up by some time on Friday, after the Resolution Phase (which I will aim to have done by Monday, to allow for generally slower play during weekends) we will have finished an entire Combat Turn in about one week. If we ran this fight canonically in a play-by-post forum, we’d be lucky to finish this Combat Turn in one month. Is it more chaotic and unpredictable? Absolutely. Given the nature of the fights you’ll be in, the parties involved, the setting and style of the game, I don’t think that’s necessarily a bad thing. Unlike LITS, there will undoubtedly be a high volume of fights occurring, and speed must trump precise adherence to the rules, or else the game will never go anywhere because each fight will take months to fully resolve. I don’t think anyone has any real problem with the procedure itself; I think all veteran PBP gamers recognize the reality that we can’t run combat strictly by the book in a game with almost 20 PCs. Therefore, moving on to the issue of fairness in the execution of said procedure, I want to focus on two things: how NPCs are being played and how they are created. How NPCs are being played: Prior to ever writing the post starting this fight or announcing the Action Phase deadline, I had already determined what each NPC would do and made their rolls as necessary, with zero knowledge of what you all would do, exactly the same as you all are doing now. After this combat turn I will do the same thing, determining their actions only in light of what has transpired so far, before ever looking at what you guys decide to do for Combat Turn 2. Note that this is the exact same situation you are in. I am making my decisions for all NPCs prior to knowing anything you guys are doing and entirely in a vacuum (i.e. through the NPCs imperfect knowledge only). Simply put, I am creating my own ‘fog of war’ for my decision making process. In essence, I’m following the same combat procedure you guys are, I’m just not showing you my ‘templates’, because it’s a waste of time for me to do so and I do not want to give away their stats to you. Of course no system is perfect. For example, as a GM, I will always know your stats while you won’t know the NPCs. When you ask me questions regarding certain elements of your plans I may get an idea (or even full disclosure) of what you’re up to. Or despite my best efforts not to have my NPCs act as a ‘hive mind’ while you’re all forced to fight as individuals, they'll probably act with somewhat more cohesion. All of these things are unavoidable parts of gaming. As stated earlier though, to some degree trust has to come into play that I am playing fairly and impartially. My intention is to minimize the amount of trust needed by narrowing the disparity of the playing conditions PCs and NPCs operate under. Anyone who has ever GMed knows that gap will always be there to some extent, but I hope that by full disclosure and explanation, you will all see we are doing our best to present a fair, balanced, level, and ultimately, equal playing field for PC and NPC alike. Regarding NPC stats, Adamu and Meriss can vouch for this since they’ve been making NPCs. I instructed them to create NPCs along the exact same lines as you all are subject to. Same availability, magic, essence, etc. guidelines and restrictions apply. In some cases, specifically amongst ‘named’ NPCs, there have been some exceptions, but I feel it’s fair to say when it has been asked of me, where warranted, I’ve been willing to be flexible with your characters as well. As a general rule, all NPCs run between about 250 to 350 BP. Some go as low as 200, a very rare few may go as high as 400. Obviously those are the outliers, and if you’ve read all the information available so far, you probably even already know who some of the outliers are. You all created your characters with 300 BP, but those of you with rewards ended up with more, some as high as around 350 yourselves. Consequently, the PCs are between 300-350 BP. When I allow for the fact you all had to spend BP on ‘PC’ related things like contacts, drugs, chips, various vices, etc., I told Adamu and Meriss to scale down their BP spending accordingly to ensure a fair comparison. Obviously I tinkered with Adamu’s and Meriss’s stats on an as-needed basis to fit my needs more specifically, and so they don’t know exactly what they’re up against, but I believe it’s fair to say that power wise, they’re perfectly fair relative to the PCs. I’d be surprised if they weren’t, because I didn’t even make any of the NPCs. All of them so far have been made by Adamu or Meriss, and I rather doubt they were highly motivated to stack the deck in my favor. So in this case, the real question is not do you trust the GMs, it’s do you trust Adamu and Meriss? ;) In any event, this is a brief reply to some of the concerns raised above, if there are any more I did not address, please state them and I will discuss them on an 'as needed' basis. Thanks again for everyone’s input, and I hope we’re all having fun so far! :) |
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Jun 29 2007, 02:31 AM
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#292
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Runner Group: Dumpshocked Posts: 3,020 Joined: 11-March 02 From: The MSP 'Plex Member No.: 2,326 |
Post coming from me for Rob tomorrow when I'm coherent. 500 miles of driving in 2 days and 12 hours of work seriously suck balls.
@ Sparky - Don't hold up a post on my account if you want Marsh to jump in or whatever. :D |
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Jun 29 2007, 03:07 AM
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#293
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Shooting Target Group: Members Posts: 1,696 Joined: 17-February 07 From: Middle Sized City, Ontario, Canada Member No.: 11,025 |
Oh gee, thanks Winter :S Blame me if anything bad happens. :please:
@All Side note: Since I have been outed as an NPC creator (well flesh outer for wiki NPCs) Is there any more people or contacts you would like done? PM me with details. @Vegas when coherent: Welcome home! We missed you! |
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Jun 30 2007, 10:25 AM
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#294
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Dragon Group: Members Posts: 4,289 Joined: 20-April 04 Member No.: 6,260 |
Combat Turn 1
[ Spoiler ] Observe in Detail results turned up nothing noteworthy, except you all obviously saw what your opponents had available as weapons. Enemy positions at the end of Combat Turn is as follows. Dwarf: He is approximately even with the south end of Plastic Sushi, standing in the middle of the right lane on the northbound side of the street. From west to east, walking towards Hammerpack and in a rough line: Ork 1, Troll, Elf, Ork 2. Note that due to his charge, at the beginning of Combat Turn 2, Legion is now in front of Ork 2, who was knocked down by his attack. EDIT: No IC post, see explanation below. Any questions, please let me know. |
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Jun 30 2007, 10:39 AM
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#295
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Dragon Group: Members Posts: 4,289 Joined: 20-April 04 Member No.: 6,260 |
Legion, Grack, Thumper, Doc
OK, not much actually happened during Combat Turn 1, so I'm not going to write up an IC post about essentially nothing, or worse, parroting what I already summed up above. Instead, for this turn I'm going to just have you all write your IC posts describing the action from your character's POV as you normally would. Remember that since we're on 'combat time', your time stamp should read 00:19:03, since 1 Combat Turn = 3 seconds. There's not really anything to do for the Resolution Phase, so we're just going to jump to Combat Turn 2. Combat Turn 2 Action Phase Deadline is Monday, July 2, 2007, 23:59:59 US Central Time. Have your IC post up by this time as well. I modified the template slightly to account for things that were missed previously, so DO NOT copy and paste your old templates, I want you all to use the new format. Consider this: For whatever other flaws this system may have, we just got through a Combat Turn with 9 combatants in three days. On a play by post forum game. That's amazing. Yes we still have to work out some kinks, and we'll all need to get used to not being able to micromanage our actions millisecond by millisecond, but at least the combat is actually going somewhere! :) |
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Jun 30 2007, 02:37 PM
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#296
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Snakehandler Group: Dumpshocked Posts: 7,454 Joined: 28-April 06 From: London, England Member No.: 8,508 |
The horror, the ecstasy!
Pleased as I am with my current position in the game, my position in real life means I won't be able to make it to an Internet cafe (my home computer won't edit the wiki) until about 40 hours from now. Gonna be a long wait. But fear not, I WILL make the deadline. |
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Jun 30 2007, 02:49 PM
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#297
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Snakehandler Group: Dumpshocked Posts: 7,454 Joined: 28-April 06 From: London, England Member No.: 8,508 |
Winter
New template big improvement. As long as we are all in persistent pursuit of perfection, as long as there is a place for soak rolls, well, most people have a different dice pool for ballistic and impact... Would have stuck it in myself but - (A) it seemed a tad presumptuous and (B) see above post. |
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Jul 1 2007, 05:29 AM
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#298
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Dragon Group: Members Posts: 4,289 Joined: 20-April 04 Member No.: 6,260 |
Template updated to include Impact-related soak rolls.
Thanks to Unarmed for already including that in his template. Note that going forward, I'm changing it to 'Ballistic' and 'Impact' soak rolls, since some ranged attacks (like tasers) use Impact instead of Ballistic, and therefore the Melee/Ranged title is a misnomer. EDIT: I just changed the titles to read 'Ballistic' and 'Impact' respectively, and I changed Unarmed's template as well. Figured may as well do it now so people get used to it. |
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Jul 1 2007, 10:12 PM
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#299
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Dragon Group: Members Posts: 4,289 Joined: 20-April 04 Member No.: 6,260 |
Pragma - Time stamp should be 00:19:03, you've got 00:29:03. Thanks.
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Jul 1 2007, 11:22 PM
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#300
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Running Target Group: Members Posts: 1,278 Joined: 15-April 05 Member No.: 7,336 |
Typo, fixed.
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