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> high charisma/will/intelligence scores, how do you roleplay them ?
A Rodent of Unus...
post Jun 2 2004, 02:57 AM
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It was intended as a comparison to the opposite. Most GMs have no problem doing what you just did, but as made evident in this thread alone, quite a few do have a problem when the situation is reversed.
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Da9iel
post Jun 8 2004, 03:58 PM
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QUOTE (Crimsondude 2.0 @ Jun 1 2004, 08:07 PM)
QUOTE (Da9iel @ May 31 2004, 04:04 AM)
I see the difference between "Common Sense" the edge and helping someone roleplay a very different character from themselves as being delineated by the skill/attribute roll. If someone with a really high charisma says "I'm going to punch Mr. J." It's a combat roll and not a cha roll. "Common Sense" the edge would probably have the GM suggesting another course of action, but this isn't a case of someone struggling with how to use charisma so without the edge--punch away. But if they want to charm him into special favors, suggesting the use of sex appeal or golf banter as appropriate is a very good thing for a GM to do to help illustrate and act out the dice roll.

The Player has a responsibility and an expectation to know better. If they don't. what is the point of trying to role-play a situation? if they can't role-play a PC under such blatant conditions, what does that mean for the rest of their abilities as a role-players?

IOW, I don't play SR with idiots.

Sorry haven't been on in a while.

I'm sorry you feel my example was too blatant. It was intended to be simple for illustrative purposes. I'm merely trying to simply state how I believe it is a GM's responsibility to portray the world of, in this case, Shadowrun. This portrayal includes the suggestion of appropriate role playing to players who are trying to stretch beyond their true abilities with characters much better/worse in various areas than they are.

I'm sorry to hear that you don't play SR with idiots. They can be the most . . . interesting. :twirl:

I did not mean to imply that any particular SR players are idiots. The initial post, however, described a scenario where a player could be a relative idiot compared to his/her inhumanly brilliant character.

/edit Oops! It was wil not int.
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RangerJoe
post Jun 8 2004, 05:21 PM
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I've sat in on enough of these character vs. player skills/knowledge/ability discussions to finally have a brief meditation to offer.

I think folks need to give more credence to those who suggest that players need to rely more on their roleplaying ability and less on their roles, or rather, that "good" players will do this, and more mediocre players won't.

Gaming is a social activity, in which real people interact (players) to create a world which exists only in their minds. Hopefully, what folks get out of gaming is that it is fun-- that you get to hang around with your friends, down some cold ones, eat some chips, and frag off some repeating villain one more time.

The thing is, good gaming requires a little responsibility on the part of the players. The richness of the world is going to be reflected in the degree of understanding shared betweent he GM and the players. I can create an incredibly rich and varied world, based on as many canon sources as I can find, but it hardly amounts to anything if my players still don't understand how their spell pool works, let alone, could give a good in-character description of how it works in-game.

This is a long way of saying, get in character, you silly slags! There are incredible resources on-line and in your local library that will help you develop your knowledge as a player, enhancing you ability to play as a character. If you want to play a gun-bunny, do some quick reading on firearms. If you want to be a wiz decker, read some cyberpunk about surfing the matrix. If you want to be a better negotiator, rent some high-powered movies about inside traders or power-brokers (but not the 5th Element).

As a GM, you have to push players hard to really be the best player they can be. This can be difficult. Fact is, though, if a shy, bumbling player really wants to play a slick Face character, then there is some slick face buried in that bumbling geek just itching to get out. The player wouldn't want to spend time "being" that character otherwise. As a GM, the responsibility is to provide opportunities where such role-playing opportunities can really come out and shine, rather than relegating skills to dice rolls.

Finally, a good tip for doing this is to provide some flavor text or dialogue. If you're having trouble getting a shy person to play their out-going character, or vice-versa, show them some cool dialogue, either from films, or by acting it out for them. Once they get an example or three under their belts, you'd be surprised how keen they are to show off their smooth side.
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Phaeton
post Jun 8 2004, 06:59 PM
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krishcane
post Jun 8 2004, 07:09 PM
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One difference between high-intelligence and low-intelligence is in the quality of the things a person thinks up, but in rapdily-changing situations (such as shadowruns) the real limiting factor for most people is time. The high-intelligence person can think quickly and quickly come up with their plan. The low-intelligence person needs more time to chew on it and think it through.

Therefore, to balance players vs. characters intelligence, I modify how much time the player gets to think. A really stupid player with a really smart character gets huge amounts of real time to think through things that are happening quickly in-game. If the player and character are roughly equal in intelligence, I try to give them "real time" planning time -- if the character has an hour to plan, so does the player (if they want it all). If the player is smart and their character is an idiot, they get very little time to think. "You've got 30 seconds to come up with the plan that your troll produces in his hour of down-time."

That seems to work well enough. Lacking that, you can also use alcohol as an impairment. "You, playing the troll -- you must take 2 shots of whiskey before the game starts, and another one every hour thereafter. At my discretion, if you are too smart, more shots may be applied." This method works best when everyone is playing trolls.

--K
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Number 6
post Jun 8 2004, 07:37 PM
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QUOTE (Hida Tsuzua @ May 30 2004, 08:16 PM)
While it makes for good fun, does this mean that players with high strength characters have to lift the same amount their characters are holding?  Do they have to catch balls thrown at random intervals to get good initiative totals?  Do you take them out to the range so they can shoot that ork?

You should definitely RP things out, but your character's rolls should be the primarily factor.  And "I don't know how to talk my way to a Mafia don, but my character has Etiquette (Mafia) 6(10) so I'm going to just roll it" should always be an option.  However good RP is definitely worth extra experience (which makes for a better character in the long run as well).

Completely agree. As long as the players make an effort, no matter how bad, let the characters attributes decide the interaction.

Another option is to play the complete opposite, and go with it. We've all seen characters on TV, and probably people in real life, who seem to have all the personality of a rock. But somehow, they always get the chick, and everyone worships them, and goons spill their guts as soon as they walk in the room. They can walk up to a Troll ganger, say "You're an a-hole." and get an "I like your spunk, have a beer." in response. Guess what would happen if us CHA 2 runners tried that? It doesn't have to make sense, because some people just have that special something that works out for them.
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hunter5150
post Jun 9 2004, 11:14 PM
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I think that NPC reaction should be the deciding factor. In cases where a smart player with an idiot char formulates a plan I think the player/char should "discover" overlooked hindrances. ie motion sensors, patrolling critters, free spirits. However if a "idiot" player playing a smart char should have whatever plan he comes up with go off as he expected. Im not saying it should be easy but there should be limited surprises. For CHA it should be much the same. A geeky guy asking a supermodel for her number can use the same cheesy pick-up line as say Sean Connery. The results of the two meetings will be drastically different. WIL should come into RP as a mental breakdown point. Chars with low WIL will give up at some point and should temporarily lose playability. For example a char with a WIL of one caught by guards would "lose" control of his char until rescued, whereas a 6 WIL char would retain control, try to escape, fight with guards etc. Its an imperfect system but I feel its most acurately portrays the meaning behind the numbers.
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