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GM Lich
post Nov 16 2009, 02:52 PM
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So I've been running shadowrun games, I wanted some kind of reward of something for players who do an awesome job roleplaying or just does something plain awesome, without abusing edge or karma too much, this is what I got Cards! These are ideas for rewards, almost like small favors with a small price. Let me know what you think
http://i90.photobucket.com/albums/k246/mis...expectedaid.jpg
http://i90.photobucket.com/albums/k246/mis...k/Ruleofsix.jpg
http://i90.photobucket.com/albums/k246/mis...k/LucksGift.jpg
http://i90.photobucket.com/albums/k246/mis...Connections.jpg
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blakmetalmedik
post Nov 16 2009, 02:58 PM
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Thats actually a pretty awesome Idea (IMG:style_emoticons/default/nyahnyah.gif) the cards look very nice aswell.

have you started using them by chance? and if so how have the gone over?
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Kagetenshi
post Nov 16 2009, 06:19 PM
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For a player who does a less than awesome job, you can give them Greenapple Quicksteps.

~J
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Dumori
post Nov 16 2009, 11:46 PM
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I want to see more and some more details on how you give them out. Also you could add in the one that have been given out in conventions if have one has links to the bonuses they give link please.
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GM Lich
post Nov 17 2009, 12:30 AM
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QUOTE (Kagetenshi @ Nov 16 2009, 10:19 AM) *
For a player who does a less than awesome job, you can give them Greenapple Quicksteps.

~J

ah I see what you did there (IMG:style_emoticons/default/nyahnyah.gif)

QUOTE (blakmetalmedik @ Nov 16 2009, 06:58 AM) *
Thats actually a pretty awesome Idea (IMG:style_emoticons/default/nyahnyah.gif) the cards look very nice aswell.

have you started using them by chance? and if so how have the gone over?

Thanks BTW,No I haven't I was hoping for some community feedback. I dont want these to break the game. I just want it so that if they save these cards wisely they can get out of some spot.

QUOTE (Dumori @ Nov 16 2009, 03:46 PM) *
I want to see more and some more details on how you give them out. Also you could add in the one that have been given out in conventions if have one has links to the bonuses they give link please.

Well, please excuse me this is an idea merely in a nut shell but basically, say the player just does something in the game that simply amuses me. Intense Role play perhaps, coming up with an original solution to a problem (no shotie shootie), no real complex table really just to say "you deserve one because of X." The idea of the cards is to give less actual karma, and more little favors in times of need. I really don't know what you mean by the whole convention sentence, it doesnt make sense to me (IMG:style_emoticons/default/frown.gif) .
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Method
post Nov 17 2009, 01:43 AM
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I was curious about the convention thing to. That sentence makes no sense.

Anyway, the cards are very nice. How did you make them? Is the art original? Do you print these prior to games?

I think the idea is pretty good, but it runs the risk of being a little too subjective. You might find yourself in a situation where your players are trying to out-do themselves to earn these cards and get a little miffed if they don't get what they think they deserve. The Karma system isn't totally objective, but at least there are clear guidelines.

Good idea tho...
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Kagetenshi
post Nov 17 2009, 01:59 AM
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Ah, so you were looking for substantive feedback. I don't play SR4, but let me see if there's anything I can help with anyway…

General: what's the significance of the numbers/symbols in places you'd normally expect categorization or cost information in a CCG?

Connections: why is Edge fully capitalized? "[A] good deal" should be defined more clearly.

Luck's Gift: poorly worded. Maybe change to "Play this card at any time instead of spending a point of Edge."

Rule of Six: by the wording, you get to use it after the roll has occurred and you see how many sixes there are (and also how many successes you have); that seems really powerful to me, but maybe that's what you mean. That said, the downside seems hideous, and worse yet doesn't appear to have a duration—if I remember the SR4 Glitch rules, with four dice you'd be glitching (1/6)*(4/6)^3 of the time, or 4/81; that's not huge, of course, but it's still pretty harsh. If you didn't mean for the disadvantage to be permanent, you need to give details on how long it lasts.

Unexpected Aid: this one's tough, especially for characters with limited number or variety of contacts. You could easily end up having to create some deeply strange situations to explain why someone just happened to be lurking, say, deep in the Arcology waiting to save the team.

~J
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GM Lich
post Nov 17 2009, 02:04 AM
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QUOTE (Method @ Nov 16 2009, 05:43 PM) *
I was curious about the convention thing to. That sentence makes no sense.

Anyway, the cards are very nice. How did you make them? Is the art original? Do you print these prior to games?

I think the idea is pretty good, but it runs the risk of being a little too subjective. You might find yourself in a situation where your players are trying to out-do themselves to earn these cards and get a little miffed if they don't get what they think they deserve. The Karma system isn't totally objective, but at least there are clear guidelines.

Good idea tho...


The art is shamelessly stolen from deviant tart (I need to give credit to them) My main objective is I want to avoid the whole super epic shadowrunner who can do super ridiculous feats that can make humans look like ants. Believe me I still want to give them credits this is just extras "boostes" to do the super awesome without getting too ridiculous. Its not to take over karma
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BishopMcQ
post Nov 17 2009, 08:45 PM
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The Convention comment, I believe, references the NERPs cards that were used at Origins and GenCon last year and this year. They were given out to players who played at any Catalyst event (Missions, one-shots, demos, Tournament). The NERPs cards could be used in game for a minor benefit, or turned in at the Booth for discounts on products.

I will check and see if I have the list of benefits.

Edit: Found them.
[ Spoiler ]

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TeaTime
post Nov 17 2009, 08:56 PM
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These cards look great!

I used something similar a while back on the PCs based on an idea posted here on DSF. For each point of edge spent pregame, the PC got to pull a card from a stack of NERPS cards. The players seemed to enjoy it.
I like your idea though, using cards as in game rewards. I'd certainly spring a few bucks for a deck to give out to players.

-NERPS Cards 2008-
[ Spoiler ]
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StealthSigma
post Nov 17 2009, 08:57 PM
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QUOTE (Kagetenshi @ Nov 16 2009, 09:59 PM) *
Unexpected Aid: this one's tough, especially for characters with limited number or variety of contacts. You could easily end up having to create some deeply strange situations to explain why someone just happened to be lurking, say, deep in the Arcology waiting to save the team.


Fallout Mysterious Stranger?
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Kagetenshi
post Nov 17 2009, 09:14 PM
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QUOTE (TeaTime @ Nov 17 2009, 03:56 PM) *
I Summon Thee! - You gain 1 extra hit on a summing test at no cost.

∑a_i, here I come! (IMG:style_emoticons/default/wink.gif)

StealthSigma: removing the condition that it's specifically a contact certainly helps, though I'm sure a player could still end up on the moon or something when they use it.

~J
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BishopMcQ
post Nov 17 2009, 09:17 PM
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TeaTime--Like many things, the first round of a product has some flaws. I enjoyed the 2008 NERPs cards, but Bull and Andy proved what you can do when you play the 20 kilos of Plastique, 12 times in one convention...
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Caine Hazen
post Nov 17 2009, 11:06 PM
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QUOTE (BishopMcQ @ Nov 17 2009, 04:17 PM) *
TeaTime--Like many things, the first round of a product has some flaws. I enjoyed the 2008 NERPs cards, but Bull and Andy proved what you can do when you play the 20 kilos of Plastique, 12 times in one convention...

Wha.. wait huh.. I mean

I WASN'T THERE....

/duckncover

Yes, season one did tend to get a little "overdone"
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MadLetter
post Nov 18 2009, 09:28 AM
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I'm working on some of those myself, I will likely implement this kind of stuff in my soon to start shadowrun game. I might make use of it in other games too, I like this small added options. I'll post some of the cards later, if I remember it (currently sitting in a college lecture).
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Kumo
post Nov 18 2009, 10:41 AM
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Nice idea!

QUOTE (Kagetenshi @ Nov 17 2009, 03:59 AM) *
Connections: why is Edge fully capitalized?

Why not (IMG:style_emoticons/default/spin.gif) ? It's not a big problem.

QUOTE
Luck's Gift: poorly worded. Maybe change to "Play this card at any time instead of spending a point of Edge."

Well, right.

QUOTE
Rule of Six: by the wording, you get to use it after the roll has occurred and you see how many sixes there are (and also how many successes you have); that seems really powerful to me, but maybe that's what you mean. That said, the downside seems hideous, and worse yet doesn't appear to have a duration—if I remember the SR4 Glitch rules, with four dice you'd be glitching (1/6)*(4/6)^3 of the time, or 4/81; that's not huge, of course, but it's still pretty harsh. If you didn't mean for the disadvantage to be permanent, you need to give details on how long it lasts.

Just next roll? The card is a reward, after all...

QUOTE
Unexpected Aid: this one's tough, especially for characters with limited number or variety of contacts. You could easily end up having to create some deeply strange situations to explain why someone just happened to be lurking, say, deep in the Arcology waiting to save the team.

Or just a "helpful stranger" - some wedge slave, occasional hacker or a local pimp.

I suggest only one card in game simultaneously. If a player who has that one card use it, new card can be given.
Card should be given for things like awesome role play, really good plan, maybe "good deeds" -like rescuing a non-important NPC in a middle of the run.
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Dumori
post Nov 18 2009, 10:54 AM
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I'd alow up to 3 cards perplayer and make use of the 2009 deck. Also I would just deal them a card but allow swaps if your hacker gets a +1 to summoning or or another card that would be use less to them. Aslong as the majority of cards aren't very powerfull a max of 3 should be fine.
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MadLetter
post Nov 18 2009, 11:16 AM
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QUOTE (Dumori @ Nov 18 2009, 06:54 AM) *
I'd alow up to 3 cards perplayer and make use of the 2009 deck. Also I would just deal them a card but allow swaps if your hacker gets a +1 to summoning or or another card that would be use less to them. Aslong as the majority of cards aren't very powerfull a max of 3 should be fine.


That's what I'm planning to do. I'll try to create something between 30 and 50 cards over the next two weeks and will give each player one to start with, adding one per awesome roleplaying moment / excellent idea / superb execution of an idea. Maximum 3 cards per player, playability of card may be limited by myself as a GM, a veto-right so to say, which I intend to exercise as little as possible.

Also, if you guys have ideas for cards, give it to me. I'd be happy for some help.

For now I've got the following:
  • Distraction - Spend Edge and some distraction occurs (Plot Twist)
  • Flimy Cover - When attacking an enemy behind cover, half the armor rating of that cover for this one attack, you hit the weak spot so to speak (Combat)
  • New Friends - Someone wants to meet you, you come across someone, etc. who might become a new friend (Plot Twist, GMs choice)
  • Upping the Ante - Security got tighter. Some form of reward will come out of this (Plot Twist, Increase Difficulty)
  • Rare Ware - Lower availability of any item by 3 before checking if your contacts can get a hold of it (Equipment, player choice)
  • Connection Hiccup - An opposing Icon suffers a connection hiccup (spam, mini-blackout, whatever...) and looses one IP and one die for one round (Matrix)
  • Shock - Play when you take 5+ physical damage in one hit; for the next 3 rounds you may ignore all wound penalties (Combat, Damage Dependant)
  • Taking the Bullet - Play this card when an ally is attacked close to you. You may make yourself target of this attack, but you can't dodge (no reflex roll) and only soak the damage (Combat)
  • Air Support - Play this card to increase the difficulty of a run. The enemy now has air support. SOmething good will come out of this. (Plot Twist, Increase Difficulty)
  • Lookout - Play this card when any ally is covered by you, doing time consuming work (hacking, astral spotting, ...). You keep a lookout and gain an additional die to all perception rolls to spot enemies (General, Buff)


Any more ideas and criticism welcome (IMG:style_emoticons/default/wink.gif) Were just some ideas I tossed around.
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Draco18s
post Nov 18 2009, 11:24 AM
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Shock would more appropriately be called Adrenaline.

Or "Pills Here!"
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Kagetenshi
post Nov 18 2009, 02:36 PM
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QUOTE (Kumo @ Nov 18 2009, 05:41 AM) *
QUOTE (Kagetenshi @ Nov 16 2009, 08:59 PM) *

Connections: why is Edge fully capitalized?

Why not (IMG:style_emoticons/default/spin.gif) ? It's not a big problem.

Yes, it is. Have you eyes to see? (IMG:style_emoticons/default/wink.gif) Seriously, it's inconsistent and looks ugly.

QUOTE
QUOTE
Rule of Six: by the wording, you get to use it after the roll has occurred and you see how many sixes there are (and also how many successes you have); that seems really powerful to me, but maybe that's what you mean. That said, the downside seems hideous, and worse yet doesn't appear to have a duration—if I remember the SR4 Glitch rules, with four dice you'd be glitching (1/6)*(4/6)^3 of the time, or 4/81; that's not huge, of course, but it's still pretty harsh. If you didn't mean for the disadvantage to be permanent, you need to give details on how long it lasts.

Just next roll? The card is a reward, after all...

If that's the case it should say that. A strict reading right now indicates that it should happen on into eternity, and if your players can't determine what it actually means by a strict reading, they can't determine what it means without bugging you to tell them.

I'm not really a fan of advantages with a downside like this, either; my advice is to make it only usable before the roll (if it wasn't intended to be already) and just forget about the drawback.

MadLetter: you need a spelling/style check, but otherwise no comments at the moment.

~J
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MadLetter
post Nov 18 2009, 03:22 PM
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QUOTE (Kagetenshi @ Nov 18 2009, 10:36 AM) *
MadLetter: you need a spelling/style check, but otherwise no comments at the moment.

~J


The card text is different from what I wrote down in the forums. The cards are more elaborate, and cleared up (I hope). I wrote the things above down so you guys have a clear view of what I am doing with the cards-idea (IMG:style_emoticons/default/smile.gif)

But thanks for the comment, I will re-check the cards, too.

EDIT
One of my own cards. Right now I do have 17 cards.
http://selgrad.vs150059.vserver.de/img/srcard/stdpw.jpg
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GM Lich
post Nov 19 2009, 03:39 AM
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alrighty bear in mind this is merely an idea that could easily be developed. ah so someone already used a simlair idea at a convention? So out of curiosity what were the basic rules. SPend a point of edge pregame and you get to draw one? Sounds nifty. So far I've thought my own cards, so far they seem to me to be mundane yet useful. The main problem I can see is 3 worlds problem. (THe magic world, the meat world, the matrix world). I don't want to make too tailored to the mundane world yet I want to support all sides.
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Method
post Nov 19 2009, 03:45 AM
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Hmmm. The more I think about it the more I dislike this card business, but I think its just my bias. I happen the *hate* CCGs and this kinda strikes me as a "dumbing down" of the game. Plot developments should happen organically, and like someone mentioned above, the use of these cards could lead to absurd situations.
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Ayeohx
post Nov 19 2009, 05:31 AM
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Neat idea!

I'm not going to add em to my games; I still have magic and the Matrix to tax my wee brain. Don't need no freakin cards mussing up my concentration. But I'm very impressed by the idea and the work you put into them. Pretty pro looking.
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GM Lich
post Nov 19 2009, 05:34 AM
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eh, even if I never use them they are still fun to do.
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