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#51
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 ![]() |
Heck, we do self-defeating in real life -- all of us, at some point or other in our lives. Ever heard of self-fulfilling prophecy? We set ourselves up to fail, and then when we do fail, we say that it was too hard, or unfair, or whatever: anything, so long as "it's not my fault". The "nice" thing about this is, once we've failed due to anything but ourselves, we've also give ourselves licence never to aim beyond what we already know how to do. We don't consciously plan it so we fail (and thus reduce expectations): yet we manage it all the same. |
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#52
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
Part of the problem is that when a runs goes bad, there can be a high chance of a total party kill. Needing five things to happen win your favor, all having only a 90% chance of success gives you a roughly 40% chance of failure. What if your hacker fails at a critical moment, or your fake IDs don’t scan properly, or your B&E guy can't crack the lock, or whatever.
Most players only have 'heist' type movies to go by, and things basically always happen right in those... But when it's your character on the sharp end, you see how unlikely the heist move actually is. The other problem is that some plans can place you in an essentially unrecoverable situation if something goes wrong. GMs might complain about the PCs packing enough ordinance to kill a tank, but how else are 4 people going to get out of a heavily secured compound, when the alarm goes off? So the 'assault' plan may start off as the backup to the 'finesse' plan, but if the 'finesse' plans fails too often, it will simply be junked and planning will start with the 'assault' plan (after all its never failed before, if it had failed, we wouldn't be here to talk about it :rotfl: ) This is part of why I got into the Infiltration Challenge, I'd gotten into the rut of going 'assault first' when doing the planning. Of course, it didn't help that the group I ran with was a bunch of combat mages and cybered up killers. |
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#53
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 ![]() |
Heh, look what I found.
I do understand the pattern, Crusher Bob. I've seen it play out, again and again and again -- and indeed my own first group ever, the one through which I finally discovered from within the world of roleplaying (via DnD, of course!) was of the same nature. Yet when the roleplaying game has effectively turned into a tactical first-person shooter, what's the point of having an absolutely beautiful and multilayered world construct to play within? It's not like you're ever going to be able to slow down enough again even to see it, let alone appreciate it. |
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#54
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Moving Target ![]() ![]() Group: Members Posts: 445 Joined: 18-August 05 Member No.: 7,567 ![]() |
I know I'm getting into this late, and no I haven't read everything in here but heres what plots are to me.
Plots are fluid entities. Plots are not places and events. Plots cause events at places. Plots are ideas, and ideas alone. And they shouldn't be specific idea's. In shadowrun something like the idea of the runners being betrayed by someone close to them getting them in trouble with a corp. That even may be too specific. A better idea would be The runners get betrayed by someone close to them. Plots evolve. Players, I've found through experiance, do everything you don't expect them to do. Players through sometimes their own stupidity or dumb luck stumble onto something or occasionaly completely miss something critical with your plot. Who knows they may find out before hand that their fixer sold them out. But by who? The plot has evolved. Or they may completely miss the fact they're being sold out, some players are afterall rather dense, but that shouldn't kill your plot. So the fixer got away with it but they survived. Wait what happened to their fixer? He suddently isn't around? What happened? Why? The plot has evolved again. Plots should never be set in stone. They are meerly the idea's that bind the events together. Players will miss clues. Players will figure things out that you didn't expect them to. Don't force them into things. Theres no need for that, unless thats what your players want. I've found its best if you think of it this way. The players are the colabrative writers of the story. They dictate how the story goes, not the GM. The GM is meerly the guide, the editor if you will. Giving the players bounds to write in giving them ideas to expound on (plots) shaping what the players write into a story. |
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#55
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 ![]() |
I hear that. It is interesting that most of my favourite PCs are of the Finesse camp. Oh they can hold their own in a fight, though not necessarily on the front line. But their real value is in the legwork and what I like to call the "Schmoozing" segment of a mission. During a recent run, one player prone to running power combat types criticised my character (Lana Lane the Cyber Snoop reporter) for being weak. However Ms Lane obtained critical info that without which, the mission would have gone south very quickly. Afterwards the GM even commented that it was the "Reporter" who saved the day by calling the right contacts & hitting the local club scene for a little info gathering the night before. If anything I err on the Finesse side as a GM for I love a good intrigue story. Finding players who also like this type of run is, admittedly, difficult though. |
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#56
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Well, I used to think that railroading = bad, and free reign = good.
I have to reluctantly admit that I've had some GMs railroad things, but I still had a good time. Like, they would railroad things, but they would railroad them to create funny, interesting, or challenging situations. I guess it's sort of like hiring a dominatrix. A good dominatrix can do something to you that is normally bad (like railroading) but still make it good. Like, I could see how railroading would work well with a tactically minded GM. I.e. everyone gets captured, so for the next fight against the prison guards you have to use krotty, or something. But only one team member is good at krotty, so you have to manueuver so that the person who is good at krotty engages first, and the others join in later when they're pumped up by increasing Friends in Melee bonuses, or something like that. Yeah, it would kind of suck to railroad the team getting captured. But, if it's used to set up a unique and challenging situation, or something like that, it could still "work" at the end of the day. |
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#57
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Well, in my experience as a GM, it's not that people disliked complex story and atmosphere and intrigue per se. It's just that they usually didn't pay enough attention to detail to make something with a lot of intrigue or investigation required workable at all. I think you'll find players, but finding people who notice the important details and act on them is tough. But that's what flexible GMing is all about, I guess. People can walk into the ambush because they didn't do the intrigue before. Then it's just a bigger challenge to survive, but the focus of the game has shifted and you roll with it. I guess. |
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#58
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Moving Target ![]() ![]() Group: Members Posts: 276 Joined: 29-September 02 Member No.: 3,348 ![]() |
And why do you feel certain plot points have to be set up?
Well, that helps explain why so many people loathed that adventure. Any adventure that requires certain scenes to end a certain way, regardless of player actions, is a badly designed adventure. Why are the PCs even there for that scene? You might as well just fast-forward until the orc kid breaks them out.
I’d be torqued, too. If I’d screwed up and had this happen it would be my fault. If the dice hated me and my character got captured, it wouldn’t be anyone’s fault. But when nothing I do matters, when regardless of my character’s actions my character gets captured and tortured, that’s the GM’s fault.
So after getting captured based on a deus ex machina you also escape based on one? Not only the players’ failures, but their successes are also dictated by GM fiat? ‘Two wrongs don’t make a right’ is an old and somewhat tired adage, but it’s true. |
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#59
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Just to put my devil horns on here... I would argue that with the complex statistical calculations that go into a pen-and-paper RPG, you could get *more* tactical realism from one than you could get from a FPS game. And loving emulation of reality is loving, precise detail, right? So what have you got against the "super-tactical-FPS" paradigm? Isn't painstaking statistical modeling the richest tribute to reality of all? |
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#60
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Definitely. Currently, the interfaces we have suck. There is no good way to perform certain tasks in a FPS because of the interface limitation. A sufficiently complex RPG would gain most of the advantages of an FPS without that drawback—the disadvantage would be speed. ~J |
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#61
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
Ed's comments have piqued my interest, because he brings up an issue of playing style. Some players are in it entirely for their characters. To them, I think, railroading would be a real pisser. Maybe this is just another expression of the autonomy thing. To them, if the character does well, the player does well. I'm guessing that Ed is one of these folks.
Another player style is playing the character with the intent of contributing overall to the story. These folks would be more likely to accept railroading, and would be more likely to sacrifice something of their character (or the character itself) if it made good drama. I'm not saying one's good and one's bad, (although my players and I are probably in the latter camp.) I suggest though that a GM would have to know which style his players like. In fact, looking back through some other posts, like the one about fudging dice rolls, it seems that acknowledging this difference in players would explain a lot of the polarization that occurs over RP issues. |
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Lo-Fi Version | Time is now: 25th September 2025 - 11:57 PM |
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