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Oct 4 2007, 02:24 AM
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#76
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Moving Target ![]() ![]() Group: Members Posts: 289 Joined: 26-February 02 Member No.: 1,625 |
I think "apparently" is the important word there. What are you basing this observation on? I recall no indication of this but if I'm overlooking something please point it out. What I do remeber is Lando Calrissian selling out to the empire so they wouldn't harass his 'operations' and that criminal organisations still operate on the outer rim (the Hutts on Tatooine) because the empire lack the resources for total control of the galaxy. If your basing this observation on the rebels being well equipped, that's quite a spurious leap to 'powerful corporations defying the empire', and even if I was willing to make it, I don't see how an organisation defying the evil empire to supply the good guys is really an indictment of it. If anything it's saying that a strong private sector is the best defence against a totallitarian regime, or, coporations are good - kind of the opposite of cyberpunk.
That's one interpretation, and though I don't have the audacity to call it wrong, I will offer an alternate interpretation, to show I'm not just disagreeing for the sake of it. The technology doesn't represent technology, it's a metaphor for other things. Darth Vader didn't get implants and turn evil, he was evil and to reflect this metaphorically he was a machine lacking the human qualities that we consider good. This being highlighted with Luke's 'there's still some good in him' statements and the end where he removes the mask to show his human face - the good inside. Even the Luke losing his hand thing, he realises he's becoming like Vader AFTER he cuts off Vader's hand in anger and his previous cyber hand is replaced with Vader's - again the technology is a metaphor, as I said before, just trappings. Even the 'use the force' line was a metaphor for Luke believing in himself, and making the transition from the 'kid' to becoming the hero.
Even if I accepted that those cyberpunk elements exsisted in StarWars, which I don't as shown above, I'm not REJECTING the narrative elements, just the idea that they are ESSENTIAL. Which I point out...
...you AGREED with. This brings us to what exactly you're trying to argue - What is your point? I had thought that by showing, that under my view of cyberpunk that StarWars is cyberpunk, that you were trying to show that my view of cyberpunk was inaccurate (because StarWars isn't cyberpunk). I'm not so sure now, because even if you had been successful (which I don't think you were), let's now apply the same test to the issue of loss which "is integral to cyberpunk" according to you. Luke loses - His chance to go to the academy with his friends, A robot, His family, His home, His mentor, His hand... So I'm honestly a little confused - are you saying that StarWars is cyberpunk or not?
Except that I used that term in a seperate post to the one being quoted, and in direct response to the idea that the narrative themes were as much if not MORE important than the setting and were infact the entire point of cyberpunk. I still consider that idea drivel, and it still doesn't make me the gaming police.
For starters it being a minor theme doesn't mean taking stuff away makes something anymore cyberpunk than it makes something anymore <INSERT ANY GENRE WHICH ALSO MAKES USE OF THIS THEME>, and even if it did, It needs to be done in a way that makes sense - the act does not make a game more cyberpunk so much as HOW the act is performed, and does not inherently make something more cyberpunk. And let's actually examine this losing the magic sword bit. I wasn't going to contradict that this was a common theme in cyberpunk, but as others have pointed out Case didn't end up worse off, and this got me thinking. He didn't lose his magic sword EITHER. He'd ALREADY lost it when the story starts and one of the first things that happens is he gets it back - and he keeps it in the end. So it's not the loss, as much as the striving to get back - in a gaming context the loss would be in the characters background and the game includes the PC trying to regain that, however unsuccessfully, possibly making this more an issue at character creation. Just something else to consider. @Everyone Else: I tend to agree. |
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Oct 4 2007, 02:53 AM
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#77
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
Even if loss wasn't a theme of cyberpunk (as well as, uh, everthing else), it'd still make sense to occasionally deprive the characters of their stuff. Because shit is temporary.
Its also worth noting that in all the examples of Cyber Cinema Classics about people losing their neat gear (all those examples I can think of, anyway), those character's still prevail. Dutch kills the predator. (Uh, spoiler.) Snake Plisken comes out on top, and on his own terms. Welcome to the human race. Taking away a character's gear isn't just about making an interesting tactical challenge or highlighting a theme. Its about how creative thinking on the part of the players can always trump mechanical strength. We improvise, we adapt, we overcome. |
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Oct 4 2007, 03:00 AM
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#78
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Moving Target ![]() ![]() Group: Members Posts: 289 Joined: 26-February 02 Member No.: 1,625 |
And I don't disagree with any of that.
I only disagree that, as the title of this thread suggests, "you should take away your players' toys" in order for your games to be cyberpunk (or more cyberpunk than without doing it). |
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Oct 4 2007, 04:00 AM
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#79
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
So if the thread was called "why you shouldn't be afraid to take way your players' toys" instead, everyone would be smiling and hugging right now?
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Oct 4 2007, 04:29 AM
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#80
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 |
Sure we would. Don't be afraid of the DSMO w/narcojet "palm buzzer" in my hand that I pat you on the back with.
Also, my whole back is armored with a reactive ceramic armor. |
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Oct 4 2007, 05:26 AM
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#81
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
basically, the fact that the Rebel Alliance is an organized force with standardized equipment. standardized equipment requires standardized manufacturing, which means that there are a number of corporations powerful enough to sell to the Rebels. i'm not a big enough geek to remember which corporations, but you can probably find them in the SW wiki. there's also the fact that, in Ep 1, the Trade Federation--Star Wars' version of the CC--fielded the armies that attacked Naboo.
yes, i believe your view of cyberpunk is inaccurate, because you accept some themes as being necessary to the genre while rejecting other themes that i feel are also necessary to the genre. a story can still be cyberpunk if any of these themes are missing, as long as the themes that are included are emphasized strongly enough. yes, you can have a cyberpunk story that lacks themes of loss. you can also have a cyberpunk story that lacks powerful corporations. you could even have a cyberpunk story that lacks cybernetics, though it's pretty tough. i think a story that lacks any of these elements is less cyberpunk than a story that includes all of them, but unincluding any single one of them doesn't, i feel, necessarily disqualify a story from being cyberpunk. |
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Oct 4 2007, 05:43 AM
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#82
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Moving Target ![]() ![]() Group: Members Posts: 485 Joined: 25-October 04 Member No.: 6,789 |
In other words you are trying to be a Cyberpunk elitest. Well just got one thing to say to that. It's your opinion and your opinion and fifty bucks is worth fifty bucks.
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Oct 4 2007, 07:58 AM
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#83
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
Actually, most of the movies covered in the Cyber Cinema Classics don't have cybernetics in them. Mad Max, Predator, Batman, The Crow, Escape from New York, The Professional, La Femme Nikita, and on and on and on. Cyberpunk has always been a fringe player and movies are by their nature pretty mainstream-- even independent films require a ton of money and the people who put up that money generally want some assurance people will end up paying to see the movie. My point here is just that its apparently pretty easy to have a cyberpunk story (or write 24 or so essays about cyberpunk movies) and involve relatively little cyber, by sticking to the themes.
I think its always tricky with implied settings. Take Yo-Jimbo, A Fistful of Dollars, and Last Man Standing. The first is a samurai movie, the second a western and the third a gangster film-- despite the fact they all have the same central storyline adapted or derived from either the same source material or each other. [ Spoiler ] You throw a cyberspur into The Man with No Name, and it's cyberpunk. (All of these protagonists do spend a key scene of the movie deprived of all gear, generally getting their ass beat in a cellar.)It's interesting to note (maybe only to me) that in these movies, when the hero is deprived of his gear, we're generally only talking about an item or two. A gun (or a pair of guns), a katana and so on. Snake Plissken has five or six items in EFLA, that's probably the limit of what you're typical viewer is willing to keep track of. Even a character that has a "bag of tricks", I'd consider the bag a single item-- its just a plot device that says "I'm versatile.". My current SR character is what you'd call gear dependent (he is a 60k samurai), and my gear list is on notebook paper and its spilling over into two columns. For a gear heavy characer, we're generally talking pages of gear. Also, in the movies, typically any gun will work for Blondie, any sword will work for Yojimbo, but characters in games pay through the nose for their stuff. So admittedly, it is a bigger deal for a character in a game to lose something than it is in a book or a film. But back to my original point that I was making in my head when I was thinking about this a little while ago. To me, cyberpunk is about a loss of control and a loss of humanity (like Johnny Mnemonic, who literally does not own the contents of his own head). The reason the characters lose their cool tech tends to be that its one of the things thats keeping them from being truly human. (Cyber tends to make them both more than human and less, and ulitmately its their humanity that's at stake.) As is pointed out in the Cyber Cinema essays, these protagonists tend to prevail by regressing. The ugly truth of the role-playing experience is that though we talk a lot about themes and stories, the games have as much in common with wargames as they do with books and films. How your character thinks, feels and acts is narrative; whether your character lives or dies is tarted up Chainmail rules. Mutants and Masterminds has an interesting take on gear, as a superhero game. Essentially, there is no gear, its all powers. Characters can't go out and buy a bulletproof vest-- or rather they can, but they still have to pay the points for the Armor Power. (Making it a vest that can be taken off or lost makes the power cheaper, but that's neither here nor there.) Also, I've only played a few games of M&M, but my friends are into it so if I'm getting the details wrong I apologize. Because in game terms, that's what gear is; Powers. Armor is a defensive power, guns are an attack power, they're Powers you can go out and buy with in-game currency, Powers that are sold in stores, but they're still Powers. Sometimes characters will have to get through something without their powers, but they should generally get them back. Most of the time, lost gear is just tides of war. A character rat screws a Control Test and rolls his Eurocar Westwind into Puget Sound-- that's not my fault. (The character will be looking to replace his ride and there'll be some mechanical challenge to that, but its the cost of doing business.) If however I specifically design an encounter to deprive the characters of their gear-- like an EMP blast or something, assuming those still work on gear-- then they'll get it back at some point, either handwaved ("You replace all your gear, no problem.") or as part as an upgrade. There was a good quote somewhere about this dynamic. Basically, you should give your players almost everything they want, and then put them through 1,000 Chinese Hells to get the rest of it. (It was gamer blog post called "How to Awesome Up Your Players", but I'm too tired to look it up.) H.L. Puttgrass signing off and heading for the tub. (Bonus points for whomever gets that reference.) |
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Oct 4 2007, 09:40 AM
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#84
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Moving Target ![]() ![]() Group: Members Posts: 289 Joined: 26-February 02 Member No.: 1,625 |
Probably not, but I'd be happier - and isn't that what's really important? |
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Oct 4 2007, 01:18 PM
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#85
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
No one said cyberpunk does not or cannot share themes with other genres.
Secondly, cyberpunk brings in LOSS. If you know of a way to take gear without it feeling like a loss, I'm curious to hear what it is. Now that isn't to say that the loss has to happen in game, in the back story or in the wrap up (although, this being an RPG we're discussing, we should probably focus on what happens in game), as long as the character feels a sense of loss. If a character plays a rigger with resources E, he's probably already feeling a pretty profound sense of loss, and stealing his dumpster, while funny, may not contribute so much to that. Nor does the thing lost need to be equipment or magical powers. NPCs or memories would make good sources for 'loss'. Reputation, settings... Anything that gives the character something that he feels he wants to strive to recover or make up (which is just about everything of value). |
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Oct 4 2007, 05:24 PM
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#86
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
I watched all three in one sitting once. It was great. |
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Oct 4 2007, 05:26 PM
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#87
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Moving Target ![]() ![]() Group: Members Posts: 413 Joined: 20-November 03 Member No.: 5,835 |
In my distracted state, I read that as "some sort of super laxative". While not really what one originally had in mind, I imagine that would also be an effective way of dealing with mages. ;) |
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Oct 4 2007, 05:42 PM
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#88
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...hey it worked pretty well when the one of the runners used one to spike the food of the corpos at an exclusive Boston restaurant in my "'68 - Summer of Love" extraction scenario. :grinbig: [/hijack] |
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Oct 4 2007, 05:46 PM
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#89
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Moving Target ![]() ![]() Group: Members Posts: 413 Joined: 20-November 03 Member No.: 5,835 |
Oh, be quiet, you cranky clacker. ;-) This's been a really interesting thread. I think what's interesting is that some of the things coming up tend to underscore some of the choices I often try to make in character creation (for nearly any system): - gear is ephemeral. Whether through plot devices or personal screwups (esp on my own part), it's too easy to lose. - I prefer cyber to non-cyber gear, for the reason that it's harder to lose. (OTOH, it has its own problems. ;)) - skills and attributes > gear. Being able to knock out the guard and use his gun is damned handy. /edit: And, how to awesome up your players: http://jrients.blogspot.com/2006/09/how-to...ur-players.html . Thanks for the link, it looks interesting :) |
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Oct 4 2007, 05:55 PM
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#90
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
gosh, i was totally unaware that everything i'm saying here is just my opinion, and holds no authority over anyone else. thanks for clearing that up. and as far as being elitist goes, it's hardly elitist to provide a definition. i'm actually being non-elitist, since i'm arguing for more themes being related to cyberpunk, rather than arguing that certain themes aren't important to the genre. |
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Oct 4 2007, 05:59 PM
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#91
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...by the same token, having a bit of electronics (e.g. Hardware) skill is good for a rigger/wheelman for the purpose of jacking a vehicle when you need one. |
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Oct 4 2007, 06:35 PM
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#92
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Deus Absconditus ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,742 Joined: 1-September 03 From: Downtown Seattle, UCAS Member No.: 5,566 |
I've always hated taking away gear during a game just to make people feel the sense of cyberpunk loss. The delination I draw between examples the examples of cyberpunk in this thread and applying that game is this: in the examples, the loss of the items is unimportant. Look at the subjects. Snake Plissken wasn't cyberpunk because he lost his gear, he's cyberpunk because he lost his freedom and had to fight to get it back. His gear being tossed aside is emblematic of his desire to fight on his own terms, not on the president's. Case wasn't a burnout because he lost his deck, he was a burnout because he lost his ability to be a good hacker, which wasn't an item but his way of life. He was fighting to regain his identity. If you want to make your players feel that kind of loss, making them lose their gear is actually a crappy way to go about it, and leads to players pulling fast jobs to buy it back. If you want to make them feel that kind of struggle, I suggest you work ro do some of the following: -Make their gear irrelevant. What good is being a master hacker if you don't know WHERE to hack? What good is a sniper rifle if you don't know where to find your enemies? What good is a super-rigger car if you don't know where to go - or, better yet, if you aren't sure anywhere you can run is safe? The advantage of this is that it forces players to turn fights around using their brains. That motif of forcing the enemy to play your game or accepting that you have to learn the rules of their game is far more important to cyberpunk than lost gear. Like Deckard realizing that he has to try and beat Roy in running away, like Case realizing he can't out-hack Neuromancer, and like Snake realizing he has to fight the gangers in their own fashion to get close enough to rescue the girl. It's not the gear getting lost, it's that the gear doesn't matter. -Make 'em lose where it counts. Fighting to get back property is mundane. Fighting to get the truth out, to get your life back, that's where it's at. Which is more cyberpunk, I ask you: fighting with a spiked bat and your 'ware because all of your fancy drones got stolen, or fighting with a spiked bat, 'ware, AND drones because if you don't the entire world will think you killed that cop in a drug deal gone bad, when you know you're innocent? Deny people their contacts, and watch them go to bat because the contacts and buddies are part of their life. Deny people their social niceties (like being able to show their face in public, or broadcast their fake SIN) and watch them fight because their safety is under constant threat. Deny people their way of life by framing them, hunting them, showing them something they abhor (Bunraku puppets, insect spirits, toxics, etc) insinuating itself into the world and nobody but them has noticed and watch them fight because that's all they can do. But deny them their car, their fancy gun, or their house and...watch them fight to get toys back? Boring. -Use the gear, don't deny it. I prefer to use gear and posessions as a constantly-increasing bar. So what if the players have some damn fine stuff? You, as GM, can always ensure that their gear is the bare minumum required to keep up. It lets players feel that their gear does make a difference (and it should), but that they always have to be on the cutting edge because the enemy is one step past that edge, with gear that wells in uncharted beta test territory. Plus, that kind of arrangement lets them aquired one-off special use items that are required to hit the enemy and pull off a specialized plan - and gives you cart blanche to do the same with enemies. |
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Oct 4 2007, 06:56 PM
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#93
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I think your suggestion isn't very cyberpunk because you imply that the hypothetical individual didn't kill the cop in a drug deal gone bad.
~J |
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Oct 4 2007, 07:06 PM
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#94
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
Never have anything in your life you can't walk away from in 30 seconds. (Apologies if I've mangled that quote.)
Typically, the things that happen in the stories are for the emotional consequences. There's not much emotional cost to losing gear, other than it can make the players mad. For me as a player, I already think of gear as disposable. That's how I design my characters. But I have friends who think of gear as a part of the character, and so its a much bigger deal for them to lose their stuff than it is for me. (And this is related but not exclusive to characters like riggers and hackers, who are pretty gear dependent.) As a GM I can be pretty rough on gear, not because I'm out to get anybody, but just because gear is not up in the front of my brainpan. Its a tool, a tool for the job. Personally, I like setting up hopeless situations for my characters. If you're going to give a character a reason to shadowrun, it probably shouldn't be something he can achieve on the 3rd mission. |
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Oct 4 2007, 07:38 PM
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#95
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Deus Absconditus ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,742 Joined: 1-September 03 From: Downtown Seattle, UCAS Member No.: 5,566 |
Well, in this hypothetical situation, the PC didn't kill the cop in a drug deal gone bad. Or, to shift the italics: The PC didn't kill that cop in a drug deal gone bad. |
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Oct 4 2007, 07:54 PM
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#96
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
That's better.
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Oct 4 2007, 08:10 PM
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#97
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
added cyberpunk: the drug deal actually went just as someone intended.
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Oct 4 2007, 08:43 PM
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#98
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...I agree with some of the above points. A character should still be able to function without his BFG, Super Duper Mach 5, or ÜberMage Power Focus. To this end I gave the Short One (# 14) both unarmed with Killing Hands And Blade weapons (at equal ratings) with a weapon focus. If the WF is lost or taken, she can still fight against a spirit. Take her "prized" Warhawks away & she can pick up another pistol & use it just as effectively for the meantime. Adarel also made a few good points as making the struggle more personal than material. Yeah between runs KK can go to Weapons Worlds & get another pair of Warhawks with laser sights, but as happened in one scenario, when she was seen on the local newsstream as the one who planted a bomb in a car that blew up a ferry on Puget sound, that takes a bit more "damage control" to deal with. Where I don't agree is the "Hopeless" situation, for that is only one step from the No Win Scenario (which another character of mine dealt with before). Yes things should be a challenge but I have found a constant diet of the "impossible" tends to become discouraging to the players after a while. Sometimes they should win, but it should also be by their own actions. |
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Oct 4 2007, 09:10 PM
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#99
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 |
You may be misunderstanding me slightly. "Hopeless for my characters" means for the characters I play, not for the characters in my game. Bringing up a big "T" Theme of loss is pretty pointless if its just the GM trying to force it on the players for the same reason its pointless for the GM to try to force anything on the players; ultimately, the game is about what the players choose to care about.
The loss of one's humanity is an important theme in cyberpunk, however you choose to define the genre. And since I like playing cyberpunk characters and I like playing cyberpunk games (although ironically, not Cyberpunk), that's usually the jumping off point in my mind for the character. What has he lost, and what is he never getting back? To that end, I can't think of anything a GM has done to me in SR that has been worse than the stuff I've done to myself. And I don't even mean the stuff like rat screwing a scatter roll and having the grenade land at my feet-- I mean the plot devices I've come up with myself and said, Wouldn't it be cool if my character got completely screwed by this! |
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Oct 4 2007, 10:31 PM
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#100
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 |
...ahh, thanks for the clarification. Yes it did seem when you mentioned about setting up hopeless situations for your characters I read it as you being the GM (I have heard other GMs speak that way about the PCs in their campaigns). As I have seen in the groups I have been with, that is fairly uncommon for players to do (as a GM though I have been known to be rough on my NPCs at times).
The only time I set up plot a PC of mine was when I pushed my little musical demolitionist Leela (yeah, yeah #15) on the path to retiring from the shadows and returning to the concert stage because the story behind it all was just too cool to not see play itself out. |
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