High powered games, variant character generation? |
High powered games, variant character generation? |
Jan 27 2005, 06:13 PM
Post
#1
|
|
Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Has anyone done anything different with character generation for a high-powered or solo-campaign?
Different priority values, more character points, etc? If so, what've you done, and how did it work, and what do you think about the idea in general? Thanks. |
|
|
Jan 27 2005, 06:13 PM
Post
#2
|
|
Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
There are rules for that in Mr Johnson's Little Black Book
|
|
|
Jan 27 2005, 06:17 PM
Post
#3
|
|
Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Argh, curse my insufficient funds!
Thanks. |
|
|
Jan 27 2005, 06:24 PM
Post
#4
|
|
Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
We are running just this type of campaign at the moment and had 2 provisions:
1) Double your tech amount (Double spell points too) OR 2) +20 karma Also suspended the restricts on initiations, starting availablity on most things and let the players go a little crazy with gear and such. It was an experienced group of players, we just wanted to sorta pick-up where we left off since it had been a few years since we all played. |
|
|
Jan 27 2005, 06:35 PM
Post
#5
|
|
Moving Target Group: Members Posts: 403 Joined: 27-August 02 From: Scotland Member No.: 3,175 |
We started a high powered campaign a couple of years ago (still going now) where we did something like sum to 10+d3 instead of sum to 10, and then randomly allocated a percentage increase to different priorities by rolling on a table. So +10% resources or skill points or whatever. These bonuses could be gained multiple times.
You could also take edges to increase starting availabilities and the like (something brought over from 2nd ed?). Also, edge and flaw points could optionally be made random and generally resulted in a lot more edge points than flaw points (i.e. they didn't balance out, and you'd end up with a lot of edge points you could spend). That kinda thing. Add to it the fact we've been playing for somewhere in the region of two years real time, and longer game time, and things have got quite... powerful now. :) In general I think it's worked out pretty well. Everyone starts off much more powerful, but there's an element of chance as to how much. Mind you, I generally favour high powered games, so I would say it's working well regardless! |
|
|
Jan 27 2005, 06:40 PM
Post
#6
|
|
Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
BeCKS v2 with more Karma (however much you want) and maybe some of the optional extra rules included in this PDF. Unless of course you're a BeCKS-hater, in which case I can't help you.
|
|
|
Jan 27 2005, 07:38 PM
Post
#7
|
|
Running Target Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 |
I ran a high-powered game once when I was in college. It was just me and my friend, so I allowed him to be beefier than I'd normally allow. IIRC the bennies were as follows:
1) Race was always priority E. 2) 50% more resources than whichever priority chosen. 3) 10% more skill and attribute points than whichever priority chosen. 4) and no cap on the availability of gear. Basically, anything that he could afford. |
|
|
Jan 27 2005, 09:01 PM
Post
#8
|
|
Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Well, I always did it this way: players would make characters exactly like normal, then we would take one game session and make it entirely character advancement.
I'd pick the amount of karma I was going to give them total, then I would simulate their runs one at a time. Such as, if I wanted to run a game that started at 120 karma I would have them finish their characters then would give them karma and cash one run at a time. Each run would net them 1+1d6 karma, and on a 6 I would add 1d6/2 karma and keep on adding 1d6/2 until I stopped rolling sixes. Each run would net them 1d6*1k (reroll sixes) nuyen with an extra d6 added per 10 (or 20) karma earned. (which can be adjusted). On a botch they got screwed and got no cash. I'd roll randomly for the type of run it was and give them a 50 word or less rundown. Each run I'd roll 3d6 for the random factor, higher is better. If they rolled under 8 then they may resist damage and pay for healing, With the attack power and damage level figured by the amount they rolled under 8, and the amount of karma they got from the run, which represents how hard it was. If they soaked damage fine, if they needed hospitalization they paid for it. If they lost magic ect, it was figured. If they rolled bad and may die, they could burn karma to live, ect. Each month of game time there was a random luck roll, really bad rolls they lost a contact or loved one had a medical problem, ect, on a high roll they gained a new contact or one raised a level. Each run this way would take 5-10 minutes, and it would take a few hours to give them all their karma and spend all their cash in hyper fast time. The result of this was a seasoned team that actually had past experiences together and a running history. They had their scars and I think it was worth the extra time. This way their extra karma was not given in a lump sum, and it was a far better realistic progression of karma. Each player ended up with about 30-40% of their karma burnt, and they never knew how much total karma and they were getting until the process was over. My group FAR preferred this to a beefed up character creation, and it made the team far more cohesive. |
|
|
Jan 27 2005, 09:03 PM
Post
#9
|
|
Running Target Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 |
I like that. Gives them a history in the shadows prior to actually starting the game.
|
|
|
Jan 27 2005, 09:20 PM
Post
#10
|
|
Target Group: Members Posts: 56 Joined: 24-July 04 Member No.: 6,512 |
The latest Supplemental article, though taken from a comic-book slant, has some good high-power ideas.
|
|
|
Jan 27 2005, 09:31 PM
Post
#11
|
|||
Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
That's the main point, which raelly, really helps a team feel like a cohesive unit that's been through a lot together. |
||
|
|||
Jan 27 2005, 10:42 PM
Post
#12
|
|
Running Target Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 |
I'm stealing it. :D
|
|
|
Jan 27 2005, 11:07 PM
Post
#13
|
|
Moving Target Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 |
Yea BB, thats all sorts of stolen. =) In fact it solved 2 of the problems I was having mulling my way though our next high powered setup. Thanks for the great idea.
|
|
|
Jan 27 2005, 11:35 PM
Post
#14
|
|
Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Cool, just adjust the karma/cash as you see fit in your games... It serves the added purpose of letting the players know how much to expect on an average run. :)
I'd also write the tables out for the player so they know it's all fair. |
|
|
Feb 8 2005, 06:49 PM
Post
#15
|
|||
Target Group: Members Posts: 14 Joined: 8-February 05 Member No.: 7,069 |
Thats a great solution to charachter creation for high powered games. Good idea all around. All i play is high powered SR nowadays given irl lack of time and no group just me and a Gm, still it works well if you have 2 well rounded charachters and are smart about things. |
||
|
|||
Feb 8 2005, 09:01 PM
Post
#16
|
|
Running Target Group: Members Posts: 1,102 Joined: 23-March 04 From: The Grizzly Grunion, in a VIP room. Member No.: 6,191 |
It would be quicker and easier to give your characters more build points to start off with. Like 150 instead of 120, with a higher cap on how many they can use on attributes. Like 80 instead of 60, maybe. Just a thought.
|
|
|
Feb 8 2005, 09:35 PM
Post
#17
|
|
Moving Target Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 |
Quick and dirty chart of availability I made
My suggestions - All games should raise their availability limit to 9. Really. With the exception of high-rated stuff not listed, there is nothing at availability 9 that will break your game. Availability 10 is primarily communications upgrades, anti-vehicular equipment, and unconventional entrance creation equipment. There's really nothing here that will make your PCs deadlier against normal, run of the mill bad guys with the exception of maybe the Damage Compensators(Trolls) and the Cyberarm gyromount(Lets you get to 10 or more RC on more guns). Availability 12 is when we get into the seriously bad-ass military equipment. Missiles and launchers, some really nice comm equipment(Battletec > all), target designations, the first really good sniper rifle(Walther 2100), security helmets and security armor...Your PCs will be head and shoulders above most of the opposition and will be making use of indirect fire. In addition, fingerprint mappers and retinal tailors give them all new ways to infiltrate the enemy or disappear. After you raise it to 12, there's really little point in raising it again unless its to 18, 24 or 30 or there's a specific piece of equipment you want made available. 18 is when Military grade armor and other REALLY big boy toys hit the stage, 24 is when pretty much all of the limits are gone and you have monowhips, and 30 is everything but some high-end vehicles. |
|
|
Feb 9 2005, 01:42 PM
Post
#18
|
|
Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Yay, I got MJLBB.
Not sure if I'll use the high-powered generation, but a good buy nonetheless! |
|
|
Lo-Fi Version | Time is now: 19th April 2024 - 07:50 PM |
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.