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> Game level, Why must it be street?
Jhaiisiin
post Jan 15 2008, 07:41 PM
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QUOTE ("Cain")
I said this before. I am a parent. I have a hell of a lot more responsibility than you do, assuming you're not a parent. Does that mean I have any more authority here on Dumpshock than you do? Do I have access to moderator controls?

You being a parent has no bearing whatsoever on your status inside the realm of Dumpshock. I'm not even sure what you're trying to accomplish with bringing this up right now.

QUOTE ("Cain")
Spoken like someone stuck in the 80's. Have you *tried* a narrative, story-based game?

Thanks for the insults. I was born in '79, so it's hard for me to be "stuck in the 80's." For that matter, most of our group is in the mid-early 20's range as well. Our group's preferred rule set is *not* Shadowrun. As a matter of fact, it's White Wolf storyteller systems (Pre-new WOD Crap). I've even participated in free-form online RPG's that *didn't* have a GM at all. So yes, I've played that way, and our entire group (that's 9 of us by the way) respect and prefer the method of the GM being the leader of the session, and having the authority/responsibility to direct things if needed. If we didn't allow that authority, one of our players would consistently do shit that is idiotic, irrational, impulsive and flat out stupid, and then get away with it.
So no, I'm not saying "This way is the best way" because I've never done anything else. I'm saying "This is my preferred way" because I've tried and disliked the others. Stop trying to invalidate other's opinions just because you don't agree with them.
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Nightwalker450
post Jan 15 2008, 07:57 PM
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How do you do shadowrun without a GM? I would love it if everyone could just sit down and play, instead of one person having to spend (hours, days, weeks, months?) planning whats going on. And then that person having to surrender everything to the players because the rules don't say that they can't stop a vehicle with a hold-out pistol.

I'm the rules lawyer in my group (I feel dirty saying that, but I am). But when the GM says something happens, I don't argue on how its not possible or whatever. He says some hacker saw me through my rating 10 stealth, yet I never caught him with 6-7 hits on my analyze ok. Its my job as our teams hacker to learn from my mistake (whatever it might be), and figure out how to avoid this in the future. My character doesn't have the BBB so as a player I go with what the GM says is happening.

When I say I'm the rules lawyer, I'm the one who's constantly flipping through the book to find what dice should be rolled, or correcting players/GM on what should be rolled. If the GM says something happens, well even the BBB says that he's right. If he's given skill name/object type/whatever, and I can find the chart I'll correct him. So if called shot requires a GM approval, thats the rule.
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Ryu
post Jan 15 2008, 07:59 PM
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The parent/child relationship is not what I am thinking about. I think my post after the one you cited explains what I mean.

The moderator example you give is actually fine. The moderator is only one stakeholder amongst others, but he is given a few rights to make things move on. That gives him authority. Maybe to make demands that noone follows, but that is an authority, too.

You should remember your own argument - players are free. If they don´t assign a high priority to the game, I will never move a campaign on. But we are playing in about the same constellation once per week (some hard time constraints can´t be avoided). That was different when 25% of a given session where spend on rules discussions.

Important things can always be discussed out of game time, its mostly even better that way. And outside the game there is no GM.
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knasser
post Jan 15 2008, 08:07 PM
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On the subject of GM authority, I believe that a GM does have greater authority in the running of the game than the players. That authority is granted to her by the players who are obviously alone in being able to do so.

A GM creates the world, its inhabitants and the adventures within it. It is fantasy to think that authority does not reside within the GM. Arbitration of the rules is such a minor thing in comparison. In my history as a GM (over a decade), players have usually granted me authority in rules interpretations and it's partly because as a GM I'm expected to know the rules far better than they, but for the main it's because as GM they realise it's important for me to have that authority if the game isn't going to turn into nothing but people telling stories at each other.

-K.
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Apathy
post Jan 15 2008, 09:23 PM
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QUOTE (Cain)
I said this before. I am a parent. I have a hell of a lot more responsibility than you do, assuming you're not a parent. Does that mean I have any more authority here on Dumpshock than you do? Do I have access to moderator controls?

I have a lot of responsibility. I have no more authority than anyone else to bring my plans to fruition.

As a parent, you have a great deal of responsibility in the context of the care, safety, and development of your child. Your responsibilities as a parent are entirely limited to the context of being a parent. Being a parent does not make you any more responsible for the situation in the middle east, or the declining value of the dollar, or for hijacked threads on Dumpshock that spiral out of control. Similarly, as a parent, you have a great deal of authority in the context of the care, safety, and development of your child. You get to supervise and shape the child's initial belief system, sense of self, priorities, etc. So in your example, authority and responsibility do go hand in hand. Otherwise, you're saying that the government, teachers, strangers on the street have just as much authority to impact the growth of your child as you do.

If I'm a GM for a game, I have the responsibility to create a game world and moderate an experience that will be fun for everyone. My experience has been that the most effective approach to this includes sitting down with the players in the beginning and setting the ground rules for everyone's expectations. If there's a question on how to rule something, do we stop and spend 30 minutes leafing through source books, or 'wing it' and look it up after gaming is done? Do we want a gritty street level game or something epic? Heroic values or dark, dystopian ones? Within the context of the GM's responsibility to 'paint the world', the GM needs to have the authority to realistically relate these outcomes within the framework of the rules, and the mutually agreed-upon setting.

Being a GM doesn't give one more authority on Dumpshock, or political discussions, or anywhere else except for within the campaign but within the game he GMs he is the final authority. His ability to do this in a way that is fun for everyone (including himself) ultimately defines whether he's a good GM or a poor one.
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Fortune
post Jan 15 2008, 10:25 PM
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I have been thinking about how to word a response to Cain, but probably wouldn't have come up with anything better than that.
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Nightwalker450
post Jan 16 2008, 03:51 AM
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(Could we get a name change to this topic since it's now more GM role than game level?)

Something in a different thread made me think of this. The team entirely derailing and deciding to screw their jobs and head to a different city. I haven't had to deal with this per say, but I have had players who would practically refuse to go along with the group in any way shape or form. And were dead set on me finding a way to "inspire" their character to go along, but railroading them would make them angry. Its a starting character for crying out loud, how should I know what you have in mind for them. If the whole team derailed I could probably handle it but I'm not one who's going to run a private campaign for one person while trying to cater to the other 4 people in the group who are actively trying to be a team. Little to say, since our last campaign fell apart (people moving, time schedules changing etc...), they weren't invited back when we started our next campaign.
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Fortune
post Jan 16 2008, 04:13 AM
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QUOTE (Nightwalker450)
Could we get a name change to this topic since it's now more GM role than game level?

That would be counter-productive for the first few pages of the thread, that are actually still on topic. New people that are interested in the listed topic will still be able to know of its existence and read the initial responses. In my opinion, anyone who is interested in continuing the discussion already is aware of the topic drift.
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klinktastic
post Jan 16 2008, 04:20 AM
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Honestly, it is both the GM and the players who hold responsibility for running the game. The GM must listen to the players and their aspirations for their characters. In kind, the players must allow the GM to weave a world that can accommodate each players' desires. Therefore the players must work together to develop complimentary character/story hooks.

Additionally, both parties must be dedicated to the game. If people stay engaged with the game, both the GM and the players will exude more effort, which in turn fuels further interest. This should be the primary focus of the GM, because he must make the players care about their character and want to see their prospective characters develop and grow. We all no nothing kills a gaming group like one bad player or someone who only shows up occasionally. Consistent gaming will also increase enthusiasm, furthering the group and the game.

So, I think its save to conclude, that both the players and the GM are responsible for the success of the group as a whole, each with their respective parts in keeping the group going and fun.
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Fuchs
post Jan 16 2008, 07:43 AM
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Game situations will always be open to interpretation, even if the rules were iron-clad. The GM is responsible for creating the game world's details. He plays NPCs, so he ultimately decides how they think and act. Of course there's a basic consensus about the game between players and GM. Players should know what to expect, generally, from NPCs and the world so they can play their characters.

But the players should not start to pull out the rules books, and go on about how a street cop NPC is not supposed to have three initiative passes if the GM has decided that that particular street cop is a former SWAT member who was demoted for sexually harassing a co-worker, and now is patrolling streets on foot for some time, as part of a plot even.

Ultimately, you either trust your GM to run a fun game, or you don't. And if you don't, then all the shared responsibility and all the veto power of the group won't solve your issues.
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toturi
post Jan 16 2008, 08:31 AM
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QUOTE (Fuchs @ Jan 16 2008, 03:43 PM)
But the players should not start to pull out the rules books, and go on about how a street cop NPC is not supposed to have three initiative passes if the GM has decided that that particular street cop is a former SWAT member who was demoted for sexually harassing a co-worker, and now is patrolling streets on foot for some time, as part of a plot even.

The player should not pull out the books to show that a street cop should not have 3 initiative passes, but he should be correct in his deduction that said street cop is no ordinary street cop and is a Prime Runner, if his GM runs by the printed stats.
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Ryu
post Jan 16 2008, 09:59 AM
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The deductions a player makes are often wrong, but I very much enjoy if they think about the game world they are in. And they can only notice deviations if they have a standard to compare to. I even sometimes explain things after the game; including what I had originally planned and where they deviated from that.

What I strongly suggest is having a list of security companies with defined traits, so that not every opposition is tailored for your group. Mitsuhama runs drone-heavy, KE is basically heavy infantery once the shooting starts, LS street cops castle in and wait for the FRT... The players don´t notice individual stats (excepting things like multiple IP of course).
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Fuchs
post Jan 16 2008, 10:20 AM
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QUOTE (toturi)
QUOTE (Fuchs @ Jan 16 2008, 03:43 PM)
But the players should not start to pull out the rules books, and go on about how a street cop NPC is not supposed to have three initiative passes if the GM has decided that that particular street cop is a former SWAT member who was demoted for sexually harassing a co-worker, and now is patrolling streets on foot for some time, as part of a plot even.

The player should not pull out the books to show that a street cop should not have 3 initiative passes, but he should be correct in his deduction that said street cop is no ordinary street cop and is a Prime Runner, if his GM runs by the printed stats.

Yes. But if the players do not trust their GM they may consider this not a plot, but an error, and try to correct him. I think that a lot of the "Rules should cover all aspects, no room for interpretation" / "the GM calls the shots" argument is based upon trust issues with individual players and GMs.
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Cthulhudreams
post Jan 16 2008, 10:43 AM
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Debates about the GM importance miss the point imho, I reckon it's more that is role is different. The GM is the facilitator for the session in the players work through a plotline focused on their actors. The GM provides all the supporting details and the grease to allow this to work.

Thus for me, as in 'real' facilitation of strategy sessions or whatever, the GM's most important task is to ensure that the players are all thinking in roughly the same direction, understand each others perspectives, and are coming at the situation with enough common ground to actually have some fun. If he doesn't, the group won't work that well.

Or if you want to put it in another context, the players are the actors in an improvised episode of friends, but the GM is the director.
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knasser
post Jan 16 2008, 06:57 PM
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QUOTE (toturi)
QUOTE (Fuchs @ Jan 16 2008, 03:43 PM)
But the players should not start to pull out the rules books, and go on about how a street cop NPC is not supposed to have three initiative passes if the GM has decided that that particular street cop is a former SWAT member who was demoted for sexually harassing a co-worker, and now is patrolling streets on foot for some time, as part of a plot even.

The player should not pull out the books to show that a street cop should not have 3 initiative passes, but he should be correct in his deduction that said street cop is no ordinary street cop and is a Prime Runner, if his GM runs by the printed stats.


Now that is something I very much agree with. For one, it shows that a player is aware of the game setting and is attuned to it enough that oddities stand out. And following on from that, it means that a GM can be much more subtle which is always a relief to those of us that don't like to hit the players over the head with a sign saying "THIS WAY!"

If you get your players to this level of awareness and if they respond in the way toturi suggests, then you're doing something right as a GM.

-K.
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Cain
post Jan 17 2008, 06:31 AM
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I hate to keep bringing up Wushu, since it's a totally different kind of game than Shadowrun, but there are lessons to be learned from it. In Wushu, the only major difference between the players and the GM is that the GM sets challenges, and provides the bulk of the flavor text.

The role of the GM can be boiled down to those two tasks. Everything else he/she does stems from those objectives. Things like narrative control, rules interpretations, and the like are optional, and can be shared amongst all the players without problems.

I can already hear the cries: "But the GM needs to have total rule control to fix disputes!" Sorry, but I've personally witnessed many games where the GM was not the rules expert. Someone else would fill that role, acting as rules arbiter and walking encyclopedia.

I hear a lot of talk about GM's resolving rules disputes, but I also hear a lot of talk about how you don't have that issue with mature players. The fact is, the punitive approach is indicative of a GM who thinks because his role is like a parent, his players are therefore like children. That's exactly why this sort of attitude gets under my skin so much.
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Jhaiisiin
post Jan 17 2008, 08:14 AM
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You're the only one using the Parent/Child analogy, Cain. Facilitator is far different than parent/child.
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knasser
post Jan 17 2008, 08:59 AM
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I haven't had time to read this thread properly and have now caught up with it. Cain - you make far too many unjustified leaps of logic and you have been misleading people.

The biggest leap is how you keep hammering home the point that if a GM has to use their own judgement then the rules weren't sufficient, and keep arguing on this subject. Naturally reasonable GMs realise that any rule-system will require someone to make a decision on the correct interpretation or to patch a hole, but you take people's engagement in this debate as support for your argument that the SR4 rules are broken - a leap of logic. You join the arguments in a very G W Bush like manner by responding to people saying "any rules system will require some interpretation" with "if the called shot rules were properly written this wouldn't be necessary." But as many people pointed out, your called shot example is actually forbidden by the rules. The leap is unjustified.

A second leap occurred when you said:
QUOTE (Cain)
People are getting too caught up in the minutae of the example, and missing the forest for the trees.


To interpret your metaphor, the trees can only be examples of the rules in play and your objection be that we're focusing on the specific examples and missing the broader principle. But without trees, there's no forest and everytime we got close to your trees, we saw that they were actually just you with brown face paint holding leaves in the air. Your statement of "missing the forest for the trees" in this context is only another way of saying "look ignore the examples and just assume they're right so we can move on to talking about how they shouldn't have to exist in a decent rules system."

QUOTE (Cain)
QUOTE (knasser)
Argument by metaphor is poor argument.

Do you really want to get into it over what constitutes a good and bad argument?


I'm fine to do so if it's in dispute and I would like to close this point. The above quote was one of the rare occasions you have actually replied to one of my posts, albeit in a very minor way. But while all answers are replies, not all replies are answers and yours is certainly not - just a political style question for question. The un-cut version of the part you quoted went on to detail exactly what I thought constituted a good argument which was to say that if your contention was that the SR4 rules were (I quote) "the rules are badly done, badly thought out, and show an astonishing lack of logic" then you need to provide examples of that and the two that you have given have been shown to actually be covered by the rules.

The third leap is on the subject of GM "Parenting."

QUOTE (Cain)
A GM is like a parent in that respect, except that the players aren't children. And that's exactly the attitude I'm witnessing here. This really sets me off.


I don't think you are witnessing this at all. I think that the following:
QUOTE (Cain)
. The fact is, the punitive approach is indicative of a GM who thinks because his role is like a parent, his players are therefore like children. That's exactly why this sort of attitude gets under my skin so much.


indicates a strong preconception on your part. You have again made a leap - that having authority (if that is the best way of putting it) is equal to a "punitive approach". What many people have been very clearly saying is that they see the role of GM as one that has a responsibility to be fair and to keep the game running smoothly and happily and in an entertaining manner and that this responsibility brings with it the authority to do so. Perhaps authority has a different meaning to you as what you have been saying has treated it as synonymous with patronising and partiality. But obviously this authority is granted to the GM by the players (unless there are any GMs out there that have their players currently fastened to the table by leg-irons). No iron law prevents a player from arguing with the GM till the end of time (as you perhaps would), or from telling the rest of the group, no that's not what happens, the ork decides to let us go... but we all recognise that the game breaks at that point.

A GM has authority of course, but a good GM should always be willing to listen to reason and if she does so, then there's no reason to describe her as having "a punitive approach."

-K.

Edited to remove ad hominem
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Fortune
post Jan 17 2008, 09:10 AM
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QUOTE (knasser)
... unless there are any GMs out there that have their players currently fastened to the table by leg-irons ...

I met the mother of one of my kids by doing just that, albeit with rope instead of irons. :D
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knasser
post Jan 17 2008, 05:30 PM
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QUOTE (Fortune)
QUOTE (knasser @ Jan 17 2008, 06:59 PM)
... unless there are any GMs out there that have their players currently fastened to the table by leg-irons ...

I met the mother of one of my kids by doing just that, albeit with rope instead of irons. :D


QFE.

:D
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Cain
post Jan 17 2008, 07:18 PM
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QUOTE
What many people have been very clearly saying is that they see the role of GM as one that has a responsibility to be fair and to keep the game running smoothly and happily and in an entertaining manner and that this responsibility brings with it the authority to do so.


Responsibility =! Authority. The first part of your statement is correct, but the second does not follow.

And since you want to get into the nature of logic so much, you arument is also Ad Populum, another fallacy. Your argument could therefore be discarded as erroneous.

Since none of you are apparently parents, how many of you work in an office? Have you ever been given responsibilities without having the authority to actually enforce changes? This happens all the time. What do you do? You do what any good GM would, and you try to influence people. To extend the analogy somewhat, going to the boss and whinging is essentially the same as shouting: "I'm the GM, it's my rules!" and BSing your way into authority you don't actually have.

Your players are your co-workers. You may, by virtual of your responsibilites, have more influence over them, but you don't have any real authority over them. And just because they can leave (another famous argument here) doesn't mean they will-- how many jobs have you had, with an annoying co-worker?

QUOTE
Your statement of "missing the forest for the trees" in this context is only another way of saying "look ignore the examples and just assume they're right so we can move on to talking about how they shouldn't have to exist in a decent rules system."

Straw man. That's not my argument at all.

QUOTE
The biggest leap is how you keep hammering home the point that if a GM has to use their own judgement then the rules weren't sufficient, and keep arguing on this subject. Naturally reasonable GMs realise that any rule-system will require someone to make a decision on the correct interpretation or to patch a hole, but you take people's engagement in this debate as support for your argument that the SR4 rules are broken - a leap of logic.

Circumstantial Ad Hominem. You're arguing that because people's points support my arguments, my citing them is false because it's in my interest to do so.

So, since you wanted to discuss the nature of the logic used, I will try and avoid any personal attacks, and simply point out that you've gone for 3 fallacies in 3 arguments.
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FrankTrollman
post Jan 17 2008, 07:32 PM
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QUOTE (Cain)
You're arguing that because people's points support my arguments, my citing them is false because it's in my interest to do so.


Again and still: no they are not.

Basically at this point I don't even know what your argument is. As far as I can tell it is that:
  • In a good system, I shouldn't be able to do ridiculous stuff that is inappropriate to the genre.
  • Shadowrun gives players wiggle room to do "other stuff not covered by the system" so long as everyone is OK with it.
  • Therefore you could potentially get a table of people to exercise this right to do this other stuff to go outside the genre of the game and common sense.

Now I know you are going to accuse me of making a Straw Man again, but there's nothing left to do. We can't refute your "forest" or your"trees" - not because they are masterpieces of deductive logic - but because you don't honestly seem to have forests or trees for us to pick apart.

To show that the rules are broken, you just need an example of them breaking. But so far your broken examples have been made using not the rules. And that just shows that not the rules are broken. And I don't care. No one does.

Before anyone can actually argue against you with anything other than ad hominem and straw man you personally have to provide an actual argument. You have not done this. When you did provide actual concrete examples they were concretely disproved with page citations and quotes. Until you come back with new examples for us to use logic against we're jst going to continue to make fun of you.

-Frank
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Cain
post Jan 17 2008, 07:44 PM
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Actually, no one's ever tried to argue the Shot Heard Round the Barrens example, past a few people saying they didn't like it. Mostly, all that there has been for the last ten or so pages has been Ad Hominems and Straw men. Not much I can do, except keep repeating the same things over and over, or resort to Ad Hominem argument myself.

Note also that in this thread, I only brought up the Citymaster example because *you* misinterpreted it. You have only yourself to thank for the last eight pages or so, if you want to take it to that level.

Basically, the Citymaster example still succeeds because it is technically legal; people keep tossing physical impossibilities at it and the same rule grey areas that make the shot possible in the first place. The Shot Heard Round the Barrens succeeds because not only is it technically legal, the only thing holding it back is a GM whinging that it breaks their game. MFB's also demonstrated aptly that a less-exaggerated example can work without invoking the Longshot test. Because the first example is easier to attack, that's where everyone is focusing their attention... and ignoring the second example. You certainly haven't provided any rules to contradict it!

And the bottom line is, by the strict interpretation of the game rules: it's easier to one-shot a Citymaster than make an extreme range shot, under essentially the same conditions.
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FrankTrollman
post Jan 17 2008, 07:50 PM
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QUOTE
Basically, the Citymaster example still succeeds because it is technically legal


You keep using this word. I don't think it means what you think it means.

You can convince the gamemaster that the citymaster has some sort of weak point and you can make a long shot to ignore its armor. Then it rolls its Body (16 dice) and takes negligible to moderate damage. And that's it.

That's not even unreasonable. What's the problem? Where is your forest? Where are your trees?

What the fuck do you have? Justify your fucking existence.

-Frank
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Cain
post Jan 17 2008, 08:20 PM
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Joined: 26-February 02
From: Tir Tairngire
Member No.: 178



And once, again, the forest for the trees. I haven't actually tried to justify the Citymaster example past the point that it's technically legal. You're ignoring the other points, for some reason, but I personally think it's because you can't attack them so easily. Besides which, your entire argument is a combination Appeal to Emotion (with the Princess Bride quote) and Ad Hominem fallacy.

Calm down. I just re-read the entire thread, and most of your arguments are based on what other people said about mine, not what I actually said. You haven't really responded directly to any of my arguments.

Here, I'll even give you one to start with:
QUOTE ("Cain")
In a game like Wushu, the Citymaster shot would be a perfectly valid move. That's because that game revels the over-the-top, cinematic action. In a more realistic game like GURPS, such a move would be impossible, unless you're playing under one of the most cinnematic options. In SR4, it's kinda impossible and kinda not. Basically, it's weak and wishy-washy when it comes to delivering both genre conventions and rules to support the same.
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