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> Insipid flaws, Or why the enemy flaw is a joke
Charon
post Feb 15 2005, 06:17 AM
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You know 7th Sea? In that game you have to pay to have a nemesis or to be hunted. Which makes sense, because when your nemesis appears, the story center around you. You have to pay for that kind of privilege! Of course, you also get bonus XP in that session...

The point is, I love it when PCs include good hook in their background but I hate when they then turn around and start clamoring for edge point based on things that don't handicap them in the least.

As the 7th Sea RPG designer perfectly understood, it's not a disadvantage for the player to have enemies from his character's past. For the character, yes, but not for the player. This is Shadowrun, not Carebears the RPG! Some people are gonna try to kill your characters in every session, whether they are old nemesis or brand new enemies. In fact, a nemesis provide a PC with good roleplaying opportunities which can translate to bonus karma. What more do you need?

So if a PC is kind enough to give me carefully crafted enemies from his past to use in my game, fine. If he doesn't, the end result is the same ; people with guns and spells are still gonna try to kill his PC! So don't clamor for more edge point just because you cooked an half-baked story involving Damien Knight, Lofwyr and Deus!

(New player, sheesh!)

Same line of thought : Amnesia. So you managed to dump the job of designing your own background on your GM shoulders and you get the extra treat of having a session revolve around discovering your past every once in a while? Good for you. But wait a minute, you want bonus points on top of that?!?

Anyway, I think the whole edge/flaw package should be reviewed with the same optics that the 7th sea designer had. That guy understood edge/flaw in the context of a story.
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JudgeIto78
post Feb 15 2005, 06:22 AM
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Here here!

7th Sea was great for stuff like that. It was always about making the story of the adventure better and it's interaction with the characters more elaborate.

So glad I got the 2 core books used. :D

Too bad no one I know wants to play it :(
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Kagetenshi
post Feb 15 2005, 06:23 AM
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Disagree. With the Enemy flaw, they're out to get you specifically. They're not just there to drive you off (security guards), or to clean up the streets by sticking you in jail (Lone Star), or even hunting your team as a whole (corps out for revenge, bounty hunters, etc.). They're after you, and it's personal. Deals may even be struck to ensure your demise whilst enriching the rest of the team.

Amnesia is often abused, but when you think about it it's a pretty powerful Flaw. It's like taking Enemies, Mysterious Cyberware, and Hunted, plus a few more, only you don't get as many points for it.

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Charon
post Feb 15 2005, 06:34 AM
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QUOTE (Kagetenshi)
Disagree. With the Enemy flaw, they're out to get you specifically.

So what?

First of all, not 5 session in the campaigns, I'll have plenty of people with a 'personal' interest in the PCs. By that time if I keep using the PCs flaw-bought enemy in order to balance out for his edge, I underuse other story stuff.

Secondly, it might be personal but it's still gonna splash on his team mates more often than not. And they didn't get flaw points for that enemy...

Thirdly, even if it's not personal, it's still lethal, it's still opposition. Storywise, it changes the flavor but not the risk.
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Eyeless Blond
post Feb 15 2005, 06:35 AM
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Of course, your team "may" also end up stuck in the crossfire between you and your enemies, and get themselves killed over your Flaw. That does seem a little ridiculous.

And, regardless what the enemy is doing, it's still revolving around your character, so at least story-wise you get to come out on top. Sure, your *character* may not be in a good position, but hey, the spotlight's on you chummer!

Now, if only it didn't have to be a searchlight... :)
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FrostyNSO
post Feb 15 2005, 06:38 AM
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I milk amnesia as much as possible when one of my players takes it. Within reason.

As for enemies and the like, they make up one of the best parts of the game. Our group uses the "enemies based on starting resources" (or whatever) rule from SRcomp just for the sake of having a good hook or foil to lean on when there's no run planned or handy.

I had one player start with the 500 :nuyen: option. He said that he worked for a month at stuffershack to get the money, so we made his old manager be his enemy. "That damned ork quits two weeks after I make him an assistant manager. Nobody quits on my watch!"

Stupid and Cheesy? Yes. Entertaining? Hell Yes.
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Arethusa
post Feb 15 2005, 06:38 AM
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QUOTE (Eyeless Blond)
Of course, your team "may" also end up stuck in the crossfire between you and your enemies, and get themselves killed over your Flaw. That does seem a little ridiculous.

And, regardless what the enemy is doing, it's still revolving around your character, so at least story-wise you get to come out on top. Sure, your *character* may not be in a good position, but hey, the spotlight's on you chummer!

Now, if only it didn't have to be a searchlight... :)

Well, or story-wise, you get to die, which seems to be how it most often ends, from what most GMs seem to post around here. The more intelligent and less obnoxious players don't seem to abuse it, and it if creates a compelling narrative and enjoyable (or at least engaging) game, I don't see what the problem is if the shitstorm initially comes from one character instead of following the whole group.
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FrostyNSO
post Feb 15 2005, 06:41 AM
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I've found the best way to bring enemies in isn't to make them a central part of the story, but to use them to throw a wrench into the works every once in a while.

Of course, if you have a huge, high-"rated" enemy, that can't help but to become a central plot sticker.
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Kagetenshi
post Feb 15 2005, 06:45 AM
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QUOTE (Charon)
Thirdly, even if it's not personal, it's still lethal, it's still opposition. Storywise, it changes the flavor but not the risk.

Lethal but not persistent. There's always the question of whether or not it's worth it. Moreover, there's also the question of whether or not in-game enemy possibilities can track the character down; that's already taken care of with the flaw.

QUOTE
Secondly, it might be personal but it's still gonna splash on his team mates more often than not.  And they didn't get flaw points for that enemy...


And he doesn't get flaw points when one of them takes Hung Out to Dry and offers nothing to the team contact-wise. Or takes Uncouth and alienates a Johnson. Or when their cranial bomb goes off in the middle of a run. Or when their color-blindness makes them slap the Kamikaze patch onto them instead of the medpatch. No flaw exists in a vacuum, not even the inextricably personal Bad/Cursed Karma.

QUOTE
First of all, not 5 session in the campaigns, I'll have plenty of people with a 'personal' interest in the PCs.  By that time if I keep using the PCs flaw-bought enemy in order to balance out for his edge, I underuse other story stuff.


So now they have another source of potential harm. Moreover, one that will exist regardless of whether or not the players are careful.

I guess I just don't see taking a flaw to bring your character into the limelight to be an advantage. It's only rewarding to make your character the center of focus through roleplaying, not to mention the fact that most of the fun is making the enemy (and most of the rest is in defeating the enemy, which is explicitly forbidden in any permanent sense by the flaw).

~J
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toturi
post Feb 15 2005, 06:45 AM
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QUOTE (FrostyNSO)
I had one player start with the 500 :nuyen: option. He said that he worked for a month at stuffershack to get the money, so we made his old manager be his enemy. "That damned ork quits two weeks after I make him an assistant manager. Nobody quits on my watch!"

Stupid and Cheesy? Yes. Entertaining? Hell Yes.

You know? That reminds me of an episode of Gargoyles cartoon. The one where this guy, on a vendetta, buys on hell of a big bazooka looking thing and goes hunting for Goliath. And he shoots a cream pie at Goliath and happily cries,"I creamed him!"
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Glyph
post Feb 15 2005, 07:23 AM
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The Extra Enemy flaw is a flaw not because there is one more person added to all of the others gunning for the PC. It is a flaw because it represents someone who can show up at exactly the wrong time. Instead of making the PC the "center of attention", have the PC get wounded/hospitalized, have contacts threatened, have rumors spread that could undermine his street rep, etc. Enemies should be frustrating and annoying.


Anmesia is even more fun.

If it is only the 2-point version, then the player still needs to write a background - Where did he wake up? How did he meet his contacts? How did he get the gear and lifestyles that he has? How did he discover what he could do? And he is still at the mercy of the GM, plot-hook wise. If the player is abusing the flaw, you can give him a humiliating past. Maybe he did gay troll porn, or belonged to the Humanis Policlub.

The 5-point version is even more limiting. Sure, they get 5 build points, but you get to design their entire character for them - a character that is less likely to be min-maxed for combat and more likely to be out of the player's normal comfort zone. And on top of the free reign with plot hooks, you get to start the character off in any predicament that you want to place him in.
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RunnerPaul
post Feb 15 2005, 07:43 AM
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QUOTE (toturi)
That reminds me of an episode of Gargoyles cartoon. The one where this guy, on a vendetta, buys on hell of a big bazooka looking thing and goes hunting for Goliath. And he shoots a cream pie at Goliath and happily cries,"I creamed him!"

"This Guy"? That was supposed to be none other than Vinnie Barbarino from Welcome Back, Kotter.
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The White Dwarf
post Feb 15 2005, 10:02 AM
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In a game where anyone has a decent shot at killing you, where you cant trust anyone and perform illegal activites to put bread on the table, where people are out to get you simply because you exist.... explain again how having *more* people hunt *specifically you* is not a bad thing. Cause that doesnt seem to make a whole lotta sense. Yea, it makes the hunted character the center of the action, for all of like 1 scene. Unless the GM writes the whole campaign around 1 flaw, in which case theyre pretty silly regardless of what the flaw is.
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toturi
post Feb 15 2005, 10:05 AM
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QUOTE (The White Dwarf)
In a game where anyone has a decent shot at killing you, where you cant trust anyone and perform illegal activites to put bread on the table, where people are out to get you simply because you exist.... explain again how having *more* people hunt *specifically you* is not a bad thing. Cause that doesnt seem to make a whole lotta sense. Yea, it makes the hunted character the center of the action, for all of like 1 scene. Unless the GM writes the whole campaign around 1 flaw, in which case theyre pretty silly regardless of what the flaw is.

It is not "not a bad thing". But it is "can't get worst than before".
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Cray74
post Feb 15 2005, 01:48 PM
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QUOTE
The 7th Sea RPG designer perfectly understood, it's not a disadvantage for the player to have enemies from his character's past. For the character, yes, but not for the player.


Merits and Flaws in SR are defined in relation to the character. If one of those is a bonus to the character, it's a Merit. If one of those is a problem for the character then it's a Flaw. I don't care if the player is thrilled to no end by the character's enemies - how the player feels about the enemies is irrelevant in defining enemies as a Merit or Flaw.

QUOTE
Some people are gonna try to kill your characters in every session, whether they are old nemesis or brand new enemies.  In fact, a nemesis provide a PC with good roleplaying opportunities which can translate to bonus karma.  What more do you need?


If the enemy is someone trying to kill the PC every damn session, I'd say that's a poster child for Flaws. A few extra karma points and the good-tingly-carebear feelings that the player experiences from good roleplaying don't really make continuous attempts on the PC's life worth a Merit. It's a drag on the PC. Therefore, it's a Flaw.
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Charon
post Feb 15 2005, 03:31 PM
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QUOTE (Cray74 @ Feb 15 2005, 08:48 AM)
If the enemy is someone trying to kill the PC every damn session, I'd say that's a poster child for Flaws. A few extra karma points and the good-tingly-carebear feelings that the player experiences from good roleplaying don't really make continuous attempts on the PC's life worth a Merit. It's a drag on the PC. Therefore, it's a Flaw.

See, the thing is that I'm gonna 'drag on the PC' every session and design situation where they might get killed anyway.

Also, crafting a Shadowrun session must abide by the same economic law as any other activity : resources are limited. In that case, the expanded resource is time.

I have X amount of time in any given session. The story will be designed usually with a beginning, a middle and a tentative ending (which usually must be adjusted once the session is over thanks to wacky players ;) ).

Between the beginning and the end there will be a certain amount of set obstacles. Let's say for a planned session I have a player with a powerful senator as an enemy. I design obstacles ; let's call them A, B and C. C is the senator. I leave myself some room for the obstacles players will inevitably drum up for themselves through bone headedness, bizarre tactics or sheer bad luck.

Now let's say the player with the Senator enemy is abducted by aliens and disapear from the face of the Earth. Using the Senator as is no longer makes sense but I still want to run the adventure. Do I run it with only obstacle A and B? Hell no. That would be a run lacking in the tension department. The story would be too decompressed, the twists too few. I'll adapt the scenario so there is still an obstacle C that is hopefully as engaging and fun.

But maybe the player with the senator enemy doesn't get abducted by aliens. Stranger things have happened. Instead, I get a new players with his own personal nemesis. Do I integrate his nemesis as obstacle D in the story? No way. I might foreshadow this nemesis for next session, but I won't involve him in that one. Using too many obstacles makes for a session that lacks focus, where all obstacles are rushed through and were narrative threads get all tangled for no good reason and no appreciable benefits. If I compress or decompress storytelling (add or remove obstacles from what I normally can handle in a standard session), I try to do it for a good reason. To achieve a specific effect.

So, to resume : you can only do so much in one session. If you use a personal enemy, it's part of the story. If you hadn't decided to use that enemy, you'd have used something else or would have had to improvise filler material for the run. OTOH if you spontaneously decide to use a personal enemy in addition to what you've already planned, you are not really adding anything. You are just cutting in the time you'll be able to allot to all the other things you had planned. Most likely, all obstacles become a little easier as a result since you can't really add complications ; it'll bog down a session already running late.

No matter how the GM uses personal enemies, a 4h session still only last 4h. The optimal number of challenges you can throw at your PCs while still crafting a good story doesn't change.

And that's why personal enemies aren't really flaws. They are just cues from the player that he would like to have certain elements added to the campaign.

Don't get me wrong, I don't mind enemies. I just don't reward players for it with edges. The reward is having a story you want (the tale of your PCs struggle with his nemesis) included in the campaign. Come on, name one great hero who didn't have his nemesis!

Remember ; we're not playing for nuyen and karma. We're playing to tell good stories and have fun. A good nemesis is fun, no matter how much pain he visits on the character.
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hahnsoo
post Feb 15 2005, 06:51 PM
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The general rule that we use is "A flaw only gives points if it actually IS a flaw." In other words, if it is something the GM can't exploit or penalize the player for, it isn't a flaw, it's roleplaying. So the female ballbuster in the group doesn't get points for being vindictive, unless it gets her (and the rest of the team) in big trouble occasionally, something that would not normally occur in the context of the situation.

The "Hunted" or Enemy flaw in our group simply means that the GM can bring in the Hunter or Enemy at any time, ruining otherwise perfect plans, "resurrecting" more times than Apophis on Stargate SG-1 or John Travolta's movie career, and until the PC buys off the flaw, they simply won't be able to do anything about it (the enemy always has a "backdoor" plan, etc.). It's much less a "spotlight on the player" than it is "a major pain in the ass". Also, most of the REAL enemies our group gets are "earned" in the course of play anyway.

Time concerns are definitely an issue, as is "run fatigue" (when sessions go on for too long). But I find that the more I plan, the less satisfying the result of the run tends to be. I generally don't do anything storywise, and simply use my planning time to outline the major players, agendas, and how they interact, as well as the stats for the key NPCs. If there isn't room in my games for player-driven improvisation or "dead time" (time to be filled when the opportunity presents itself), then I figure I have overplanned.
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Crimson Jack
post Feb 15 2005, 06:51 PM
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QUOTE (toturi)
It is not "not a bad thing".

Ah, the use of double negatives for clarification purposes. :D
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Wounded Ronin
post Feb 15 2005, 06:52 PM
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This just in: some Flaws are silly and are easily abused! More breaking news on the hour...
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hahnsoo
post Feb 15 2005, 06:54 PM
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QUOTE (Crimson Jack)
QUOTE (toturi @ Feb 15 2005, 02:05 AM)
It is not "not a bad thing".

Ah, the use of double negatives for clarification purposes. :D

"I'm not *not* licking toads"
- "Humanitarian" Homer
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mfb
post Feb 15 2005, 07:07 PM
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charon, has it occurred to you that you might not be running the game the way it was intended to be run? i mean, more power to you, and all, as long as you and your group are having fun. but if you're running a non-standard game style, you really can't complain when the existing rules don't support it.
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Sandoval Smith
post Feb 15 2005, 07:17 PM
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Charon, you forgot to tag your post: Your Mileage May Vary.

Maybe that's how _you_ run your game, but not the way I do it. I treat enemies and hunted as a flaw, because that's what they are. Do you do anything with down time? Because that's when I'd have enemies doing most of their stuff, not in the middle of the run. It can also be a real threat to a PC's life. If they have a six point hunted flaw, there's a very real possibility that one day they're going to step outside and eat a sniper round (if that's the appropriate style for the enemy, etc). If they're hunted, they have to keep their head down, or else their going to be tracked down, and probably end up losing safe houses, equipment, and contacts trying to lose themselves again.

This doesn't all have to happen during game sessions either, and I would find it rather odd that a PC keeps having face to face confrontations with an enemy. That is giving too much of a spotlight to one PC. If the PCs end up getting their faces on the news, during the downtime, the hunted PC might get word that their pursuer is closing in, and that they'd better pull up digs and run.

YMMV.
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Demonseed Elite
post Feb 15 2005, 07:19 PM
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Oh how I hate the edges and flaws system. Oh the hate. The horse-trading and rules-wrangling over the beautiful dysfunctions that really define a character. Drama watered down to character creation points.

Grr!
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Sandoval Smith
post Feb 15 2005, 07:20 PM
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QUOTE (Demonseed Elite)
Oh how I hate the edges and flaws system. Oh the hate. The horse-trading and rules-wrangling over the beautiful dysfunctions that really define a character. Drama watered down to character creation points.

Grr!

YMMV :D
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hahnsoo
post Feb 15 2005, 07:25 PM
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QUOTE (Demonseed Elite)
Oh how I hate the edges and flaws system. Oh the hate. The horse-trading and rules-wrangling over the beautiful dysfunctions that really define a character. Drama watered down to character creation points.

Grr!

I see it more as a collaborative agreement between players and GM: I give you (the GM) the right to mess with my character in this way (less Body dice for disease, Hounds that Shoot Bees when they Bark are chasing me, etc.), but in return, I get to have this bonus. It's exchange of control, permission to do one thing in return for another. Then again, we have a group with rotational GMs and we are very careful not to step on the players' storylines and each other's GMing. In some groups, the trust in the GM and between players is implicit, and I respect that. But we did away with "Rule Zero" a long time ago, and it has led to much greater enjoyment of the game.
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