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> Skill Advice Need, Question about Skill Maximums
Rev
post Jan 21 2004, 06:30 PM
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Heh I like that.

I like it even better if an evil possiblity like the following is true:

The corp has pumped you guys full of drugs so that you have stopped growing permenantly. They expect you will be dead or obsolete before the side effects cripple you (in a few years).

The corp doesn't care that you will become horribly deformed and ill within a year or so as you grow because they expect you to be dead or obsolete.

You are just like female olympic gymnasts.

:evil:
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RedmondLarry
post Jan 21 2004, 06:38 PM
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I think your characters are just minor AI programs that write their own script for the next episode of Saturday morning Anime. Their AI programming makes them think they're kids, makes them think they work for a corp, etc.

The Trid network runs the AIs through 15 or 20 plots on Monday, records what the 11-14 year olds do, on Tuesday they pick which outcome to render into Trid, on Wednesday and Thursday after school they show ads for the Saturday episode, and on Friday they add product placements into the episode.
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sable twilight
post Jan 21 2004, 06:45 PM
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mmmmmmm, that's just sick and wrong, I like it (both ideas)...
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Diesel
post Jan 22 2004, 04:54 AM
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I think it's dumb. Like Power Rangers or something. Only worse.

Maybe you should try running a game. :D
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Solstice
post Jan 22 2004, 05:20 AM
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ohh yeah i see all sorts of problems developing from this........
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xizor
post Jan 23 2004, 12:04 AM
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just a ridiculous little fact you can get a assault rifle with a conceal of 9 with the CC.
:D


thats better than some holdout pistols. :D

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Gold Dragon
post Jan 23 2004, 03:03 AM
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As the player of the physical adept in this same game I felt the need to add my 2 cents worth.

Yes...the game IS a lot like an anime. Gunsmith Girls in fact. And seeing as our gaming group is 4 girls - one of them being the GM, me, S7Michelle, and one other - and 2 guys--the rigger and the otaku decker...the game is going to be VERY much like that particular anime. In fact...it's based on that.

Our GM is very much the expert on anime and thus this way her game is flavored. It doesn't bother us a bit. Yes, 11-14 year old runners IS a bit out there, but the way I see it is this: its an anime game using the shadowrun system and a bit of the world its set in.

After all, is it not the GM's perrogitive to add to or subtract from whatever world/system/book/rule/whatever that they want to?

And personally, all of us players feel we'll have fun with the game, its setting and the rules our GM has laid out. Even my adept and the mage....while the required cyberware kills our magic/powers....its still part of the game, and if I was unhappy about the rules....I would just play a sam, or something else.

And, ultimately, if your players are having fun......frag what the rulebook says. :)
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Slamm-O
post Jan 23 2004, 03:49 AM
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i was going to post a whole flame on how even for a heroic-level game this was the most ridiculous concept id heard, i mean playing IEs is one thing but at least it makes sense for IEs to be far more skilled than red samurai (for instance) yet no way could these kids come out with skills taht are prolly higher than some of the great dragons (im not sure if they are but they seem like it, i should prolly check) and definately much higher than red samurai etc.

but then gold dragon posted and everything she said was right, and if you all understand that it is grounded in anime instead of shadowrun/reality/action movie/whatever then i guess only fun can ensue
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Nayuki
post Jan 23 2004, 04:28 AM
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Hopefully these 'kids' skills will never have to be compared with those kind of groups, I'd rather avoid them if at all possible and work from the ground instead of to heavily relying on the preconceptualized groups ;)

Heh, yes, this is the GM that allowed them to make such sickeningly overpowered creations so young ;)

As one of my players has already stated (Gold Dragon), this game is heavily based off the anime Gunslinger Girls, also taking a few NPCs from Great Teacher Onizuka. I'm an obsessed anime lover and tend to incorporate it into near any game I create, using the system as just a framework for whatever current anime driven idea I have come up with ;)

While it seems a lot of challenges have been thrown at the amount of power I'm giving the players, let me make this straight. If the players mess up in this game, they're not walking away from it. I'm letting them be so powerful because this is a game being tailored to zero tolerance of mistakes on the players part. I'm not an overly cruel GM and don't plan to throw them into mindless puzzle after puzzle and perform perfectly, no, but I'm expecting from them in this game a level of apptitude that their very high skills are supposed to represent.

If they mess up, they become worthless to their agency and will probably be disposed of. It seems a lot more practical when I'm putting them in situations where they are pretty much not allowed to make mistakes to give them a powerful setup to offset this handicap. If they weren't stronger than near everything they'll be put up against, then they'de be expected to make mistakes and it'd be accepted and smoothed over.

This game isn't like that; They're incredibly strong, and I plan to make scenarios which are sheer hell for them, but which all have the capability of being fluidly and perfectly solved if they rely on the skills which I am giving them so many points to buff up.

Prehaps it's a bit over-powered still, but wouldn't you really rather be over-powered if you knew any mistake would probably be the end of your character you put so much work into? ;)
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Diesel
post Jan 23 2004, 05:16 AM
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If that's your thing, go and have fun, but I think the excitement that is having death hanging over your head if you fail is somewhat lost if you're unstoppable, or at the very least, extremely powerful.

My games are somewhat more strongly rooted in reality, and I've made drastic changes to support this. My players don't need an overwhelmingly powerful organization ready to "dispose" of them, all it takes is one [un]lucky shot to some vital piece and well, game over man.

Of all the games I've played in, the ones where I'm consistently challenged not only by the opposition but my own limitations are the ones I've enjoyed the most. Games with massive skill ratings tend to degrade into nothing more than dice rolling and brinksmanship between the PC and NPC forces, and if you're after that, there's plenty of fun games out there that don't require anywhere near as much work.

However you play your game, good luck, and perhaps someday you'll come over to the light side. :D
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Nayuki
post Jan 23 2004, 05:27 AM
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Thhhpth, haha, my games tend to have a roll or two every other session, no need to worry about that really, just need high skills to make sure those rolls will hopefully pass when they are needed ;)

The game is more meant to challenge the players on an intellectual and strategic level than it is to test their characters. The characters they are creating are important of course, but in the long run are just there to provide tools in which the players intelligence can course through.

That the 'tools' are capable of using high grade skills is just a perk that they have. Pretty sure all my players realise that in my games if they go in guns blazing just because they have huge skills, they're going to get crushed by something they overlooked in their bloodlusty urge ;)
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Solstice
post Jan 23 2004, 07:55 AM
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well no challenge= no fun.

I think we have learned that if nothing else from table top RPGs.
I keep that in mind at all times but from the sounds of it, I run things alot different with the games I GM/DM.

There's nothing I hate more than when I ask a player to "Roll xxxx skill" and they are like "pffft" cuz it's so rediculously high.

That pisses me off and also tells me that the player is either a. not having fun b. not taking the game even semiseriously c. bored.
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Nayuki
post Jan 23 2004, 09:09 AM
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Very true, I'v just never liked dice period though. If it were possible to have an actually good diceless system I would happily use it all the time, but unfortunatly it just doesn't work that way. Players like to have numbers to feel safe by ;)

As I can't completely negate dice, I just prefer to make challenges to the players intellect which is one of the few things that, no matter how well or poorly they roll, is something they can't pretend to be great at ;)

Plus I think it feels better to outsmart the GM's well thought sadistic plan than to just blow your way through it anyways ;)
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