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> Enrichening the Setting, Making Shadowrun come to life
Strobe
post Jul 9 2007, 08:07 AM
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QUOTE (Talia Invierno)
RL Sydney climate prediction

I doubt it takes the mana storms into consideration ;)

-Strobe
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Talia Invierno
post Jul 9 2007, 08:16 AM
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It scarcely has to! ;)
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Strobe
post Jul 9 2007, 08:29 AM
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QUOTE (Talia Invierno)
It scarcely has to! ;)

Unfortunately you are right.

-Strobe
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Ikirouta
post Jul 9 2007, 08:52 AM
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In other games I have generated some news and "sports" scores. The news were mostly about what happened in the PCs' neighbourhood and occasionally mentioned some of the runs that PCs had done and were not covert enough. Sometimes they even reported how the investigations about those runs were progressing :)

Sports scores were actually about a net game.

One thing that I started to do with my latest game was to use one song as a theme for the game. So everyone knew that now the game has started.

What I intend to do is flesh out PCs every session a bit more. I will compile a list of questions that needs to be answered eventually. They will range from where they and what kind of place it is to what they eat. About their family and old friends etc.
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stevebugge
post Jul 9 2007, 10:19 PM
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The biggest thing I've noticed, and this is really basic, by a lot of GM's are senses other than sight and hearing, and this in a world where sim-sense is a dominant form of entertainment and information.

A lot of times I'll get some thing like:

"you get to the club for the meet, and it's dark, crowded and loud" with a quick description of the clubs prominent features thrown in sometimes.

No mention that you can feel the bass pounding in your bones, that the place smells like a mix of sweat, pheromone laced perfumes and colognes, cigarette smoke, and synthahol, and that you get bumped, jostled, groped while making your way across hard floor slick with spilled drinks.

For an idea of how to get some local flavor in to the game
The Seattle Post Intellegencer is unlikey to have significantly changed the way they cover news in 2070, it will most likely still be a mix of Human Interest, soft news, splashy coverage of big corporate events, and overhyped coverage of crime it is today.

The idea of commercials on the trid, announcements on the matrix and radio, news are all great. Also throw in some simsense blast advertising in the everyday wireless environment (say a broadcast smell of Pho when you walk by the stand in the mall) will make your world a bit richer.
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Solomon Greene
post Jul 9 2007, 10:45 PM
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The problem with descriptions is that many groups have no patience for them. I've run into countless times as a Gm when I attempted to give a detailed description and have been told "yeah, yeah, whatever."

Granted, it's not all players, but a good majority that I've run across.

The obvious statement is 'well, don't be descriptive all the time" and I'm not, but some people just don't care for it at all.

There's always the "empty house" techinque to consider - minimal description allows a player to "fill in the gaps" with memories, images and ideas from their own mind. A haunted house I describe is never as scary as the one living in your mind already.

And you just thought about it.
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stevebugge
post Jul 9 2007, 10:58 PM
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QUOTE (Solomon Greene)
The problem with descriptions is that many groups have no patience for them. I've run into countless times as a Gm when I attempted to give a detailed description and have been told "yeah, yeah, whatever."

Granted, it's not all players, but a good majority that I've run across.

The obvious statement is 'well, don't be descriptive all the time" and I'm not, but some people just don't care for it at all.

When players start doing this to my carefully laid out descriptions I blindsidethem with things they would have known had they listened to the description, and I don't let them off the hook with "but I have X Attribute, Y skill, and Z trait, there is no way I'd be suprised!" and tell them you missed it because when you told me to skip the description I took that as your character being willfully oblivious of their surroundings.

This usually cures them of asking you to skip the description or not paying attention during the description.

Of course you have to reach a balance so that each description isn't a short novella.
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Talia Invierno
post Jul 9 2007, 11:15 PM
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(Uh oh, here's that elephant lurking in the room again.)

@ Strobe:

There's many times when I would prefer to be wrong. We're going to have some challenging water times ahead of us -- globally -- and I'll be very surprised if some major wars don't break out over it over the next decade or two.
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TheMadDutchman
post Jul 10 2007, 03:14 PM
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I'm to the point of agreeing w/ Stevebugge. Players who want to skip the descriptions have characters who are being willfully neglegent of their surroundings. Of course, I'd gotten to the point (before I moved and had to stop gaming temporarily) that I had begun to send people like that away from my table entirely.

I've also begun toying w/ the idea of using rules and in-game effects to enhance things. Specifically I'm working up a description of a designer fashion line that's going to cause dice modifiers to social rolls.

I'm away from my base of operations of right now so it's going to take me a few days to put everything together and post it but I'll be in touch.
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Rotbart van Dain...
post Jul 10 2007, 03:19 PM
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QUOTE (TheMadDutchman)
Players who want to skip the descriptions have characters who are being willfully neglegent of their surroundings.

This is a basic mistake: Character != Player.
It doesn't matter if it's perception, fast-talking, tactics or stuff:

OOC problems are to be dealt wit OOC.
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Dashifen
post Jul 10 2007, 03:38 PM
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But the description of a character's environment is IC, not OOC. Thus, there should be an IC effect if a character is ignoring said environment.
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Rotbart van Dain...
post Jul 10 2007, 03:45 PM
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The one ignoring it is the player, not the character.
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mfb
post Jul 10 2007, 03:51 PM
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OOC problems should generally be dealt with OOC. however, there are occasions where an OOC problem can only be resolved by a combination of OOC and IC action. a player who continually blows off listening to descriptions and whatnot might well not be convinced to pay attention until his character gets seriously screwed over by the player's willful ignorance. that's certainly not the first option a GM should take, but it shouldn't be left out of the toolkit, either. the goal should be getting the player to want to listen to the descriptions to enhance his interaction, not to beat him with the descriptions until he hangs on every word because he fears the consequences of missing a detail.
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Dashifen
post Jul 10 2007, 03:52 PM
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I don't see it that way. If I'm describing a setting, and the person across the table from me says "Whatever, man, I just walk up to the table where I see Mr. Johnson" then the player has chosen to perform an action in the game at the expense of that description. This is an IC indication that the character doesn't pay attention to the three guys in the booth next to the Johnson who all seem to be dressed similarly, for example.
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Rifleman
post Jul 10 2007, 03:55 PM
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QUOTE (Dashifen @ Jul 10 2007, 10:38 AM)
But the description of a character's environment is IC, not OOC.  Thus, there should be an IC effect if a character is ignoring said environment.

Ignoring the Troll in the corner, I would say that the enviornmental IC description should have an effect as well, but I tend to play it as if a player rushes over a description they get to make a memory test if something important happens.

But then again, I play SR with a more investigative tone overall, so most of my descriptions are bare bone with elements of world (such as fashion, music, a news cast) involved, becoming more complex only if people examine more closely or if it's really obvious and stands out.

My approach leads to some interesting situations, such as when the bling-bling laden troll Body Guard was mistaken for the Johnson.

Edit: Just noting, wow, three entries while I was typing this.... :D
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Rotbart van Dain...
post Jul 10 2007, 04:02 PM
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QUOTE (mfb @ Jul 10 2007, 05:51 PM)
a player who continually blows off listening to descriptions and whatnot might well not be convinced to pay attention until his character gets seriously screwed over by the player's willful ignorance.

Why the hell should a GM convince a player to listen? It's not like the player is forced to take part in the game. If he's bored with the descriptions of the GM and the rest isn't, then he's free to leave. If more of the players are bored, though, the GM should start to re-evaluate his style together with the group.

The real problems of 'everything is in the description - if you miss that, you miss it' is that people tend to make mistakes - and I've seen both GMs implicating things they never intended and players missing important info because they were less familiar with the game world than the GM. It's the same thing with riddles or puzzles - what's perfectly clear to the one inventing it, it may be completly incomputable to the ones required to solve it.
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Dashifen
post Jul 10 2007, 04:18 PM
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Very true, which is why the game mechanics of skills (e.g., perception) can allow a player who zoned out to try and get information for his character. I also tend not to provide pertinent information in my descriptions that wouldn't otherwise be attainable through the application of skills. To continue my above example, someone who skipped the description and, thus, missed a casual mention of the Johnson's backup would have the opportunity to learn of them via a perception test. Since I was going to (or did) provide that information to others for free, all we need is a hit on said test and I'll reiterate myself. I've found, though, that by providing that sort of descriptive, environmental information upfront, it's reduced the amount of die rolling necessary whenever a group steps into a new setting.

And, in the end, I should convince the player to listen because my games are story driven and very environmental. I may not tell people that there's a fight on the dance floor (unless they're looking at it) only that the crowd has begun to roar and cheer out of sync with the music of the band. If the players don't investigate why, they may not realize the brawl that's in between them and the exit until it's too late. Perhaps I'm in a very different situation as I game at the local university and, thus, I very often have 15+ players interested in my game and can, therefore, be very careful about making sure that their style matches my own.

Any road, the immersing, descriptive nature of an RPG is, to me, far more important than moving quickly through a game. I often spend months to years designing my campaigns and much of that work is mental notes about descriptions and environments. I work visually through the plot in my head as if I were directing it for television or a movie and, as a result, my games tend to be visually oriented.
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Eleazar
post Jul 10 2007, 04:25 PM
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One thing a lot of new people to SR and maybe even veteran players don't have is a grasp of cyberpunk culture and setting. Currently I am one of those. To help alleviate the problem I am reading the Sprawl Trilogy by William Gibson. This trilogy is iconic and significant in establishing cyberpunk. Gibson was the first to ever use terms like cyberspace and the matrix. I have just finished Chapter 2 of "Neuromancer", the first in the trilogy, and I must say I am impressed. There are also some good movies out there like Blade Runner and Johny Mnemonic. For Blade Runner you can also read the book it was based on by Phillip K. Dick called "Do Androids Dream of Electric Sheep". "Ghost in the Shell" is also a great anime which I recommend, and I don't even like anime. Sunnyside made an allusion to "Mirror Shades" by Bruce Sterling. Then again it could have been an allusion to the Sprawl Trilogy because one of the characters in the book has glasses describes as mirror shades.

These books are the foundation that was built and allowed games like Shadowrun to exist. You will find out that Shadowrun has taken very liberally from all these books, most especially the Sprawl Trilogy. This is apparent to me and I just finished Chapter 2 of "Neuromancer". Getting yourself acquainted with the setting is a great step towards being capable of enriching it.
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Adarael
post Jul 10 2007, 04:29 PM
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Steve, the real question is if the Seattle PI will still suck in comparison to the Seattle Times.

Shadowrunners could be hired to stage events to boost ratings. Mmmm, Max Headroom style.
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stevebugge
post Jul 11 2007, 02:33 PM
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QUOTE (Adarael)
Steve, the real question is if the Seattle PI will still suck in comparison to the Seattle Times.

Shadowrunners could be hired to stage events to boost ratings. Mmmm, Max Headroom style.

It probably still will, and considering that they will be competing not only with the Times but also district papers and the Corporate News papers they will probably be really desperate.

Makes me want to break out Shadowbeat and run a newsie campiagn :grinbig:
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TheMadDutchman
post Jul 11 2007, 02:38 PM
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I had another idea last night; it's pretty much an add-on to my original commercial idea. This is a fairly big one but I think it can be done relatively cheaply and quickly. It's the next big step in advertising: Product placement.

One of the GMs I played w/ until recently always made it a habbit to provide drinks at the game. We're all adults and we all had jobs (I say had because I'm currently unemployed and living off of student loans but by the time I get my game going I should be working again) so it wasn't any kind of a burden to pick up a couple 12 packs or 2 liters.

The idea I had was to re-label the drinks provided. Like I said it would take a little time but really not that much. Printers are smart enough and fast enough that it wouldn't be that difficult to print up a dozen logos and tape them onto the drinks. Then when the game starts before anyone has a chance to get a drink I plug the imaginary SR beverage and when they get to the fridge they find the same thing awaiting consumption. I'm trying to create a really vivid environment and I want to create a connection to the world for the players.
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stevebugge
post Jul 11 2007, 02:47 PM
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QUOTE (Rotbart van Dainig)
QUOTE (mfb @ Jul 10 2007, 05:51 PM)
a player who continually blows off listening to descriptions and whatnot might well not be convinced to pay attention until his character gets seriously screwed over by the player's willful ignorance.

Why the hell should a GM convince a player to listen? It's not like the player is forced to take part in the game. If he's bored with the descriptions of the GM and the rest isn't, then he's free to leave. If more of the players are bored, though, the GM should start to re-evaluate his style together with the group.

The real problems of 'everything is in the description - if you miss that, you miss it' is that people tend to make mistakes - and I've seen both GMs implicating things they never intended and players missing important info because they were less familiar with the game world than the GM. It's the same thing with riddles or puzzles - what's perfectly clear to the one inventing it, it may be completly incomputable to the ones required to solve it.

The primary problem I encounter here is when most of the players are paying attention and getting it and there is one player who blows it off, then wants to go back and change actions repeatedly because he wasn't aware of what was going on. This player has gotten quite a bit better over the years about not talking over descriptions or hamming it up. The problem was never an issue with the player being bored or doing other things, just trying to hard to be the center of attention, which translated pretty well in to an IC action that would have caused them to miss details in their surroundings.

Generally speaking though if the GM has put some work in to describing a setting the players owe it to the GM to try to pay attention, after all that is the GM's chance to roleplay and interact with the game. Players should pay attention to descriptions of Locations and NPC's the way they expect the GM to pay attention to their descriptions of their character and actions. This needs to be made clear OOC when establishing the game, but if it's a continual problem some IC consequences can be appropriate.
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Rotbart van Dain...
post Jul 11 2007, 03:03 PM
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QUOTE (stevebugge)
Generally speaking though if the GM has put some work in to describing a setting the players owe it to the GM to try to pay attention, after all that is the GM's chance to roleplay and interact with the game.

"I am the bandit king..." :dead:
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Kyoto Kid
post Jul 12 2007, 03:35 AM
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QUOTE (stevebugge)
Generally speaking though if the GM has put some work in to describing a setting the players owe it to the GM to try to pay attention, after all that is the GM's chance to roleplay and interact with the game. Players should pay attention to descriptions of Locations and NPC's the way they expect the GM to pay attention to their descriptions of their character and actions. This needs to be made clear OOC when establishing the game, but if it's a continual problem some IC consequences can be appropriate.

...before I kick off a campaign, I give all the players a bit of background on the basic structure of how I run things. This includes mentioning that there will be times where pure roleplay may be a major part of a segment. I also let them know that nothing happens that does not have some type of bearing on the game (somehow there seems to be a double negative here, oh well) so paying attention is very important. These "fluff times" also give the players a chance to unwind a bit and realise that not every waking moment of their characters' lives are totally consumed by firefights, sneaking around, hacking nodes etc.

..and yes, it gives me the GM a chance to have a bit of fun too.
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Shinobi Killfist
post Jul 12 2007, 05:30 AM
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QUOTE (stevebugge)
[QUOTE=Rotbart van Dainig,Jul 10 2007, 08:02 AM] [QUOTE=mfb,Jul 10 2007, 05:51 PM]
Generally speaking though if the GM has put some work in to describing a setting the players owe it to the GM to try to pay attention, after all that is the GM's chance to roleplay and interact with the game. Players should pay attention to descriptions of Locations and NPC's the way they expect the GM to pay attention to their descriptions of their character and actions. This needs to be made clear OOC when establishing the game, but if it's a continual problem some IC consequences can be appropriate.

Sure, and the GM owes it to the players not to overdo the descriptions. In your club example while that sounds nice, its basically what I've hear or read in every single club description ever since I started playing SR back in 1e. There does come a point where the players are, going to say or think. Yes, Yes I get it, were in a club.

Its a tough line to navigate for both the players and the GMs. When is it too much flavor text from the GM, when is their player spending to much time describing an action. How any times do you need to describe the bar where the players bartender contact works before you start short handing it.
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