IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Alternate rules for Etiquette, A proposal
Boondocker
post Aug 29 2003, 11:32 AM
Post #1


Moving Target
**

Group: Members
Posts: 123
Joined: 26-February 02
Member No.: 1,205



I was reading December 6 by Martin Cruz Smith (recommended) about an American raised Japanese, and started thinking about how characters bought the Etiquette skill with various specializations to fit into sub-cultures other than their own, and how odd it was that characters weren't considered to have a 'native' etiquette skill. So I thought of this alternate rule (in two parts):

1. Etiquette is no longer a general skill, i.e. it must have a qualifier; Japanese Etiquette, Street Etiquette/Seattle, Corp Etiquette/Mitsuhama that sort of thing. Like dividing Firearms into several skills, this makes more general Etiquette skills.

2. Starting characters begin play with free points equal to their Charisma to distribute among whatever Etiquette skills they wish. Specializations are allowed at regular cost, so a character with a Charisma of 5 could take Street Etiquette 3 and Southern Europe Etiquette/Greece 1/3. Further Etiquette skills could be bought normally with starting Active Skill points.

Any thoughts?
Go to the top of the page
 
+Quote Post
Abstruse
post Aug 29 2003, 12:18 PM
Post #2


Running Target
***

Group: Members
Posts: 1,451
Joined: 21-April 03
From: Austin, TX
Member No.: 4,488



#1 sounds like how Etiquette worked in Second Edition.

The Abstruse One
Go to the top of the page
 
+Quote Post
Talia Invierno
post Aug 29 2003, 02:29 PM
Post #3


Shooting Target
****

Group: Members
Posts: 1,677
Joined: 5-June 03
Member No.: 4,689



Yes. It was almost as painful bp/karma-wise for a social character as the sheer number of B/R skills are for a tech-type, but I preferred it for realism.

A variant on #2 used to a standard Virtual Seattle starting character rule: every PC began with Etiquette (Street) at 3. As with the house/VS rule tying a bonus native language to IN, tying a native Etiquette to CH makes much more sense.
Go to the top of the page
 
+Quote Post
Zazen
post Aug 29 2003, 05:09 PM
Post #4


Shooting Target
****

Group: Members
Posts: 1,685
Joined: 17-August 02
Member No.: 3,123



I use #1 already, and I call them knowledge skills for cost purposes so that people can load up on 'em.
Go to the top of the page
 
+Quote Post
Fortune
post Aug 29 2003, 05:18 PM
Post #5


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



At one time I was working on a system whereby Etiquette TNs were modified by a character's Knowledge Skills of different aspects of society. For example, if a character had a decent knowledge of Gangs, this would affect his Street Etiquette rolls, or is he knew about Corporations, or the Media, then those Etiquette roll TNs would be lower.

I never got around to pinning down exact numbers and modifiers though.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Aug 29 2003, 05:42 PM
Post #6


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



QUOTE (Fortune)
For example, if a character had a decent knowledge of Gangs, this would affect his Street Etiquette rolls, or is he knew about Corporations, or the Media, then those Etiquette roll TNs would be lower.

Why not just encourage PCs to have knowledge skills that they can use as complementary dice for etiquette tests? And apply the same thing for NPCs in opposed tests. Seems like the simplest solution.

Someone who really knows their way around human (metahuman) interaction can probably do okay even in a segment of society they know little about.
Go to the top of the page
 
+Quote Post
Fortune
post Aug 29 2003, 06:22 PM
Post #7


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (TinkerGnome @ Aug 29 2003, 01:42 PM)
Why not just encourage PCs to have knowledge skills that they can use as complementary dice for etiquette tests?  And apply the same thing for NPCs in opposed tests.  Seems like the simplest solution.

Because of the fact that if they choose not to have those Knowledge Skills, they would still interact almost as well as someone with them. Complimentary skills at reasonable levels can only add 3 successes to an already successful test, whereas lower TNs for appropriate skills (and higher ones for the lack thereof) is more of an indication of being able to 'fit in'.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 13th April 2022 - 12:18 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.