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Straight Razor
simple enough question. i dont want to just throw them up against something that will insta-geek them. I'm wnating them to live through the game.

so far in the game i had a cyber-troll deal a 18D with 7 successes
and a dwarf mage 6D 9 successes
Herald of Verjigorm
TN modifiers exist for a reason, stop giving them TNs of 2.
bigdrewp
Gravity is a good way to stop an overpowered character, or I should say that the ground is a good stop.
Teulisch
Are people using cover? what is visibility? range? wound penalties?

more importantly... how much karma have they accumulated with those characters? If you feel their getting 'too good', you may want to give them that one last big run, with enough pay to retire.... and start all new characters.

but sometimes, its luck. so, how many dice for what TN?
Muzzaro
Simple way would be, they wake up to a "new improved world™". Their cyber is now gimped compared to the latest stuff that's on the market. And oops, there's a problem when the players decide to get some upgrades. The stuff in them was done at a chop shop. They are lucky the stuff works, nevermind that they are alive! The chances of pulling the cyber out, putting new stuff in etc is nill. And to make matters worse, there's a whole batch of cheap-as-crud wired reflexes, a few times faster than the ones the PCs use, flooding the market. Everyone's getting them. A virus is making the rounds, trashing decks that it gets onto. The PC's decks get it (accident or deliberate?) and not only is their decks now decorative paper-weights, but it sent off bits of data to the virus creator. Who of course turns out to be a corp. Who now decide they want to blackmail the NPCs into doing some forlorn hope style dirty work for them.

Not to mention diseases, waking up married to a troll who turns out to be the daughter/son of the 'troll mafia', or general publicity. "Why yes we'd love be interviewed for a news article about the shadows of seattle!"

Failing that, if they start getting too "I shoot it with my crossbow!" and big-headed, kill half of them off.

I have the perfect "scenario" to kill off most of a group when they get to that level. The last run they did, that ended up with security guard casualties, comes back to haunt them. The relations of the dead security guards have banded together and with the corp pay-off and a whole lot of pity-partying, they managed to hire a decent group of runners to wack the group. And the runners are good. Any slackness on the PC's part, results in a dead runner.



Vaevictis
QUOTE (Muzzaro)
Simple way would be, they wake up to a "new improved world™". (...)

also known as, "Frag this sh*t, time to find a new GM."
Ice Hammer
I have had some very over powered PC's in my games. And I have found from experience that its really hard trying to overpower or out gun my PC's. So, I try my best to shift my focus away from trying to win the gun fight, to trying to out wit and be more clever than the PC's. Giving them multiple targets, distractions, possible opportunities to make the wrong choice, etc, could help deal with the situation. I found that I felt the most satisfied as the GM when I got my PC's to do themselves in with their own mistakes. Maybe that's something worth considering.
Tiralee
I think rather than say,"Help me stop my players from spanking the NPCs" the topic should read,"How did it get like this? Help!"

Nothing, except a very few NPC's in Shadowrun, are as overpowered as characters in other RPG's ("That-D20-game" a perfect example).

Sure, your Troll might have a reaction of 13, a quickness of 10 and a strength of 10 to the power 3 ->
It has to eat (Unless it has that digestion bioware), sleep (Or a sleep regulator) and move around in what is essentially, a hostile world.
The Troll you describe sounds like he's on the way to Cyberzombieism as it is - who does his maintenance? Himself, a team member? Unless you have a bucket of Nuyen and throw it at the characters every time you play, the dull act of living, upgrading skills, etc, will grind down that bleeding edge he so desperately maintains.

Don't just concentrate on "you have a target, what are your options?" As we all know the answer will be "A: Kill. B: Kill. C: Kill and eat. D: Try to kill, fail, send in the Face to negotiate".

Be a bastard - use the burgulary rules in the Sprawl Guide. Admittedly, the smarter members of my group have asked (and paid hand-over-fist) the nice mage to bind an elemental or two as anti-theft deterrents, but is that likely with your players?

Use the average-world stats: One in four people will be robbed. One in four will experience a violent crime. (Random Drive-bys will kill)
One in four will visit their street doc who looks sad when the player askes about that new upgrade he wants and asks the player to sit down for a sec..."You see Jim, it's about that lump, it's not Bioware..."

Shadowrun isn't just about having a troll that can cut a Jumbo jet in half. Sure, it's fun, don't get me wrong, it's also about having your players think 50-60 years in the future when the world's gone mad and what they do directs how and if they will live for the next few hours.


-Tir
Rant off.
nezumi
Make threats they can't shoot through. Remember, it's SHADOW RUN. If they are causing 18D damage, they are probably using neither correctly. A properly set-up facility with lots of passive defenses will make all their hardware worth nil unless they start using their brains. Now if they are actually planning out their runs well, thinking through stuff and problem solving AND causing 18D damage, well they're just very good runners. Up the challenge of the campaign.
Rajaat99
Play on their weaknesses as well as their stengths. It sounds like they deal a bunch of damage, but how well do they stealth? Swim? Drive? You could also have a run where the players aren't supposed to kill anyone, instead using their brain and social graces.
I did a run like that with my players and it turned out great. They were hired by a social elitest who was throwing a party at his million nuyen home and he knew that one of the people at the party was going to attempt to kill him. He didn't want to cancel the party, as that would make him look bad to the other social elites. So, he hired the runners to come to the party and find the person before they pulled the trigger. It was great.
My game has been going for 5 years, so I feel your pain. Groups of security gaurds with decent armor is a good choice also. My players hate it when they're out numbered 5 to 1. Also, making NPC's who have the same stats (or nearly so) as the players is a good choice too, they're not the only bad A Mo-Fo's in the world.
Hope these ideas help, good luck.
Rock
Someone they ran against in the past wants revenge. They hire a team with at least equal stats to your guys. They hire your guys through a dummy company and set up an ambush. IF your guys make it out of there, make sure they are banged up, any support is gone (houses blown up, contacts eliminated, big enough price on their heads that even long time associates are thinking about turning them in), and they are on the run.

Your guys have probably hit so many targets in the past that they can't ever be entirely certain who ambushed them and need to always be looking over their shoulders. IF they can crawl back up to their current level again, repeat the above process.

As a player, when it got to the point that my Combat Mage could float into a room, fireball everyone without breaking a sweat, and play a portable game system all at the same time, then I knew it was time to hang up the character. Either I was getting too powerful or the GM wasn't throwing enough challenges my way.
Pendaric
Shedim the ultimate karma reduction.

Perhapes the classic minimal colateral and zero casualty run.
The classic stealth run, similiar but harder than above.

Smart opersition!
Never up the fire power they wield, it will fall into the players hands, up the ruthless and anti player psycology tricks. Use drugs, use splat glue and freeze foam. Use slip spray, stun ball, thermo smoke and automatic suppressive fire. Threaten the PC's loved ones and contacts and don't be afraid to seriously damage the PC's equipment in the indiscriminate C4 fueled cross fire.

Hope that sparks your evil ideas mode.
Wounded Ronin
So the party can hit hard. That's realistic. I fail to see the problem. If they plan poorly the NPCs can hit them just as hard. Is there only one cyber troll in the world?

EDIT: Or, I just wrote a SR3 adventure which might appeal to this group. Have a beer, run it, and be happy: http://forums.dumpshock.com/index.php?showtopic=13451
Rajaat99
QUOTE (Wounded Ronin)
EDIT: Or, I just wrote a SR3 adventure which might appeal to this group. Have a beer, run it, and be happy: http://forums.dumpshock.com/index.php?showtopic=13451

Shameless plugs, gotta love 'em.
JesterX
All those things were tested in my games in the past years... I've been playing with a LOT of peoples since first edition came out... It all worked... even in the worst case scenarios.

If the characters can do 18D, the enemies can do the same or better... That's the rule of "I have a gun bigger than yours™"

Kill one of them the same way they do... They'll start thinking twice of "getting in cover" once in a while.

Enemies DO have mages on their side too.

Think before your players. Put them in risks that their weapons won't compensate.

Try to limit karmas awards. If it's too easy, it means they should not get karma for that run... Give them karma only if they survive a challenge that is worth it.

Lower their salary/number of runs per months to the point that they will need to think twice before shooting a single bullet since it will have an impact on their lifestyle!

Nobody would hire runners with a bad reputation or runners that are hunted by autorities.

A panther assault cannon IS ILLEGAL... 'Nuff said...

Magic useage can be traced...

From what I can see, the party should quite dead by now... They can't keep low profile....

Try to limit the amount of combats unless absolutly necessary.

If the mage is giving you troubles... remember that they should be the first targets after the fully armed trolls...

If the mages uses munchkin spell combos such as "detect bullet/bullet barrier" or maintaining a powerful quickened spell/focus, just have a powerful spirit/elemental or even a mage strike a it in astral.

Give them dual natured critters.

Give them critters that are immuned to physical weapons...
Glyph
The Shadowrun world is full of insta-kill goodness. Shadowrunners are professional corporate espionage specialists - a shadowrunner who specializes in combat should be able to one-shot kill nearly anyone that he gets the drop on.

Big deal. If killing one NPC or cluster of them is all that they need to do to complete the run, then you're being too easy on them. You don't need to have someone betray them, have their cyberware get infected with nano-bugs, or any other kind of killjoy GM fiat B.S.

Simply add to the number of the cannon fodder types, and have them use some elementary tactics. They should be using cover, not clustering together, and doing things like hit-and-run attacks, or calling for reinforcements. Use the normal modifiers for things like light, cover, and movement. Have some sensible security measures such as enemy mages hiding behind one-way glass, spotlights trained on intruders, etc. The PCs should still be able to get through it, but they should sweat a bit more, and maybe take a few light wounds.
Birdy
Ask yourself WHO is the problem. It may be YOU!

If the players have fun with their current characters and you have not, it's you who is the problem. Tell the players so they can find a GM that suits their interests.
Platinum
QUOTE (Straight Razor)
simple enough question. i dont want to just throw them up against something that will insta-geek them. I'm wnating them to live through the game.

so far in the game i had a cyber-troll deal a 18D with 7 successes
and a dwarf mage 6D 9 successes

Can you please tell us the circumstances of how this happened?

What kind of gear are they using?

Against the troll you need to use Magic.

Against the dwarf you need to have him shot multiple times in the same round so you drain his combat pool. You need to use multiple opponents that have good cover.... use grenades and damage their armour and gear. Remember to lower the armour values with each hit.

If you want them to really have a wake up.... run them in bug city. That way in there they can pull out when they have enough.
Kyoto Kid
QUOTE (bigdrewp)
Gravity is a good way to stop an overpowered character, or I should say that the ground is a good stop.

...I like to refer to this as "the abrupt change in delta vee" method.
Kyoto Kid
...one word

Cyberzombie.

Had a character with a 19 reaction who always beat out my NPCs. That was until a couple of completely maxxed out Cyberzombies showed up in one session (which were part of the plot all from the campaign's beginning). One of the CZs & he rolled the same initiative result. He "thought" he was going to go first until I smiled and told him the CZ had a Reaction of 20.

The look on his face....priceless.
Kagetenshi
QUOTE (Straight Razor @ Jun 17 2006, 10:53 PM)
so far in the game i had a cyber-troll deal a 18D with 7 successes
and a dwarf mage 6D 9 successes

Cool.

Were you going to tell us why your PCs are overpowered at some point?

QUOTE (Kyoto Kid)
...I like to refer to this as "the abrupt change in delta vee" method.

So jerk is your answer? wink.gif

~J
Rajaat99
QUOTE (Birdy)
Ask yourself WHO is the problem. It may be YOU!

If the players have fun with their current characters and you have not, it's you who is the problem. Tell the players so they can find a GM that suits their interests.

Stats don't make a fun game, stories do.
Tiger Eyes
When we had a terribly overpowered group, our GM attacked us with... ourselves. We got pegged by some nasty magic (think free spirits) who started messing with our brains. We had accidentally released a group of the nasty things and they were... ah, appreciative. Characters started having very very horrible nightmares. Most characters started having delusions. We never could figure out who was seeing what was real (for example, two characters driving down the street, one character sees a guy pull up an assault rifle. He shoots him. The other character sees an old guy with an umbrella get splattered all over his bus stop...). This happened over and over again. Our GM didn't explain or suggest that they were delusions. When we asked, he'd say that (Bob or whoever) truly believed he'd seen a gun.

Man, we were jumping at shadows. Literally. Ended up with all these super tough shadowrunners huddled in a hotel room sweating, afraid of each other and ourselves. Doubting our own reality and what we were seeing/experiencing. Couldn't sleep. Had to actually rely on our wits and not our high-level initiate mages and our delta-ware cyber'd street sams.

Humbled us all. And we loved it. Still talk about that game to this day.

So, anyway, the idea is, if they can go up against any opposition you throw at them, remove the opposition. Put 'em in a situation where guns and initiative just don't do any good. We never got near any of the spirits. Just their flunkies. And that took a lot of work. The payout was our sanity. biggrin.gif

(And yes, our GM had led us up to this point through several previous adventures. He didn't just make it up 'cause he was tired of us blasting our way through corp facilities without breaking a sweat)
Ivanhoe
I have some fairly powerful PCs in my campaign. I wanted to show them one thing or two. They were doing runs for AA corps, top gangs, they didn't fear anything in the street anymore. I decided it was time for them to see what a AAA run was. They had to take information from an Aztlan military base. We speak of something VERY secure. With no deckers they knew they had no chances. No worries, the Johnson had planned this for a long time : he gave them passes, they were IT technicians and were able to enter... without a single piece of equipement. No multi-launcher, no knife, no armor at all. They felt naked. They saw the whole area patrolled by heavily-armored guards with laser guns and spirits (it's not munchkin, it is a normal level of military security) They kept it low, found a few things, here a blade, here some chemicals... All in all they agreed it was a lot of fun and not a single shot was fired.

It was no kind of "punishment" or anything, but I just wanted to make them clear what kind of opposition they would run into if they planned to enter, Rambo-style, in a AAA security zone.
James McMurray
QUOTE (Rajaat99)
QUOTE (Birdy @ Jun 19 2006, 09:46 PM)
Ask yourself WHO is the problem. It may be YOU!

If the players have fun with their current characters and you have not, it's you who is the problem. Tell the players so they can find a GM that suits their interests.

Stats don't make a fun game, stories do.

Not if you're the type of gamer that has fun with stats. smile.gif

--

I'd suggest taking a page (or 30) from Ravager of Time. It's an old D&D module but has great potential for challenging even the most powerful PCs.

In the begining of the adventure the party is trapped and magically manipulated. Their life force is used to create duplicates of themselves. These duplicates are permanently hasted (+1 IP +2 Reaction in SR). They otherwise have all of the abilities of their originals and are 100% loyal to the witch that created them. The problem is that their drain on the life force is so strong that the victim is left in a body that is approximately 75 years old, and has about a month to find and kill their duplicate or die themselves.

The adventure even has some tables to roll on to see what mental or physical changes old age has on you. The NPC in the group (a sorcerer) became absent minded. When they were buffing up for an assault his job was to teleport them in so they could attack. At the last second he forgot what he was doing but decided he was hungry and took everyone to his favorite sausage stand. smile.gif
Birdy
QUOTE (Rajaat99)
QUOTE (Birdy @ Jun 19 2006, 09:46 PM)
Ask yourself WHO is the problem. It may be YOU!

If the players have fun with their current characters and you have not, it's you who is the problem. Tell the players so they can find a GM that suits their interests.

Stats don't make a fun game, stories do.

A fun game is one that is well liked by the maximum amount of persons in the group. Wether Roleplay or Rollplay or something in between does not matter.

In example I HATE long planing and character development/interaction sessions. If a 4-6 hours session does not have at least two good action sequences, the game is boooooooring for me. If I want tedious planing and "stickling to details" I can remain at work and write some more lines of code.

I have my fair share of scenarios ruined by a GM that wanted to force/educate/enrichen the players "style" or by a single whiner for "roleplaying" in a group that liked the action-oriented style.
Protagonist
Perhaps send them some problems that they can't resolve with combat?

Like have an enemy screw with them socially/economically. Loved ones can be kidnapped, assests can be stolen, reputations can be ruined. Sure, there will probably be combat eventually as a result (they'll probably be just itching to kill whoever did it), but in the meantime, their dear old mum is in a secure basement somewhere (or even better, put her in space!), missing half of her fingers, and if they don't want her to lose any more . . . eek.gif
Wounded Ronin
QUOTE (Rajaat99)

Stats don't make a fun game, stories do.

Bwah hwah hwah, nothing makes me get bored and frustrated faster than someone reading me their 10 page long backstory.
Smiley
Hey, if your runners can reach that level of bad-assery, others can too. Why not pit them against another runner team of equal level and see if they can take it as well as they dish it? Also, megacorps assuredly employ talent of that magnitude... and enough to outnumber your team. AND they equip them with SOTA gear. dead.gif
Rajaat99
QUOTE (Birdy)
QUOTE (Rajaat99 @ Jun 20 2006, 04:24 AM)

Stats don't make a fun game, stories do.

A fun game is one that is well liked by the maximum amount of persons in the group. Wether Roleplay or Rollplay or something in between does not matter.

In example I HATE long planing and character development/interaction sessions. If a 4-6 hours session does not have at least two good action sequences, the game is boooooooring for me. If I want tedious planing and "stickling to details" I can remain at work and write some more lines of code.

I have my fair share of scenarios ruined by a GM that wanted to force/educate/enrichen the players "style" or by a single whiner for "roleplaying" in a group that liked the action-oriented style.

GM: "Ok, your character wakes up."
Player 1: "Ok, I get up and start to-"
Player 2: "Yeah, I want to-"
GM: "A Ninja jumps out and attacks both of you!"
Player 1: "I grab my gun and shoot him."
Player 2: "Ah great, I cast Mind Blast."
(Combat proceeds, players win.)
Player 1: "Woh, where'd that ninja come from? I start looking to see how the Ninja got in my apartment."
Player 2: "Now that that's out of the way I call my Yakuza contact, Hamato Yoshi, maybe he knows something about these ninjas."
GM: "Ok, you start looking around and you grab your phone to call when, suddenly, a Ninja jumps out and attacks you both!"
Player 1: "What the... Oh well, I attack!"
Player 2: "Again? Alright, I'll fry him."
(Combat proceeds, players win.)
Player 1: "Wow, two Ninjas? I continue to search my place, trying to figure out how they got in."
Player 2: "I try to call my contact again."
GM: "Ok, you start looking around and you grab your phone to call when, suddenly, a Ninja jumps out and attacks you both!"
Player 1: "Yeah, time to empty my clip!"
Player 2: "Can I just make my fraggin' phone call?"
GM: "Uh... He's attacking."

Moral of the story: A good story includes aspects that all the players enjoy, including combat. Would the Lord of the Rings, or the Chronicles of Narnia, be good with no combat, no of course not. Combat can, and should, happen to further the story as a whole. Now, if everyone agrees that a good story is fight after fight, then play D&D. biggrin.gif
SL James
QUOTE (Ivanhoe)
I have some fairly powerful PCs in my campaign. I wanted to show them one thing or two.

Heh. That's kind of the same thing with a PC I've been GMing recently. Now, to give you some background this PC (and her Player) are just beyond the pale to anything I've ever gamed. She's the kind of mage who years ago I wouldn't even have thought possible to exist in Shadowrun. So running a game with this mage was going to be something else for me. The original intention was to just make it intellectually curious. How would a mage with all of this power react to something like the Crash 2.0? Even more critically, the day later she'd be watching the New Revolution coup occur without doing something to stop it dead in its tracks. Part of the situation would revolve around the fact that her foremost priority was the safety of her friends and family from whatever happened on the Second and Third.

Boy did I surprise myself. First I did something really stupid just to challenge her, and in overestimating her abilities I deflated the myth a bit. But that was fun and games, and this has been about more than just that. So moving onto the events of the Third, and the various aspects of the coup I nearly killed this nigh-invulnerable PC with a barrage of gunfire from a Guardian drone using another drone as a spotter (took me a while to figure out the rules, but ... Wow. What an effect when I did.)

But more importantly, the empathy really came out during a major attack on the city itself (To say I've taken creative liberties with the post-Crash setting since SF and SR4 provided nothing of value would be an understatement) which resulted in a hell of a response to the sight and experience of having buildings explode around her (cruise missile attack, in case you were wondering).

I provided the impetus. Unfortunately, I have in this campaign tended to let the PCs do the heavy lifting of posting content. However, I will fully admit I am probably not even capable of such a post.

QUOTE
"Oh no."

"My city...."

Glass and steel and fire rain down to the street. The towering skyscrapers burst into brilliant flowers of destruction, spewing their metal and plastic guts to the ground below in deadly showers. Jacinda's automatic defenses spring to life, unbidden; a large barrier about her, and a second one covering her body. But only the first few shards have struck the outer barrier before she's instinctively tearing a hole in the pavement, narrow and deep. One moment she's moving at full speed; the next moment she is swallowed up by the earth.

She travels down, past the level of basements and sewers and even the Ork Underground. Down and down.

Down, until at last she is sitting in a little pitch-black chamber, held only by magic, some eighty meters below street level. The rock and earth is cold; it has slumbered here for some three million years without being disturbed, and it is slow to warm and greet visitors.

Jacinda pulls at astral space, forming a little fuzzy gray blob out of the cold. "Check the university, make sure it isn't damaged. Then go to Irina and make sure she is okay. If she has a message, bring it back to me here. Go. Hurry!"

The chamber shakes and shudders as rubble falls. Jacinda has dreaded this moment for two years now, but from the Wetaris. This isn't them; the city would already be awash with spirits if it were. But this destruction is exactly what she had been working to avoid, and here it is. She has failed. Failed to protect her city. Hopefully the damage will be limited to the billions of nuyen of infrastructure destroyed by the first attack and not extend further to thousands or millions of people, to the hundreds of other buildings in the city, to the institutions that make Seattle livable.

Uneven breaths echo through the chamber. Her own. Jacinda forces herself to slow her breathing; it changes from shallow and irregular to deep and steady. All right. This is unanticipated. The first step is to determine the scale of this attack and the party behind it.

Jacinda's little fairy-watcher finally arrives in the chamber. Just in time.

"Tink, survey the damage and tell me what has been destroyed and how badly. If you see any big, far-away, fast-moving objects in the sky heading for downtown, come back and tell me immediately. If you're attacked, lose the attackers--fight them only if you have to--and then come back here when you're clear."

Jacinda's fingers tighten around the pendant around her neck. For some, this might be a sign of faith. But Jacinda's pendant is not a cross; it is a ball of black obsidian trapped within an iridium cage and engraved with orichalcum runes. It is a focus, imbued with as much power as Jacinda knows how to invest in a single object. The instinct, when violence is used against those things one holds dear, is to strike back with violence, to strike back immediately with equal or greater force. That instinct is unhelpful here. It is strong, but it is unhelpful. Jacinda tucks the pendant back beneath her blouse.

They say knowledge is power. She will wait for her watchers to bring her power.

She very well could, company by company, tear the UCAS Army apart for a while utilizing raw power until something killed her. Because for as powerful as she is, there's always something more. There's always another submarine with a full complement of loaded vertical-launch cruise missiles that do more damage than the 24DN anti-ship missiles in R3. The kind of missiles that can tear a swath of unholy destruction right through the heart of downtown Seattle. The really good players of powerful PCs have impressed me because they know that they have to check their own power often just to survive what otherwise could and would come for them if they flaunted it. But even more importantly, flaunting and abusing it is so easy, and so uninteresting that the Players have found and seek out more interesting ways of challenging them intellectually as well as "How many scores of shedim can I kill in one pass?"

QUOTE (Rajaat99)
Player 1: "Woh, where'd that ninja come from? I start looking to see how the Ninja got in my apartment."

QUOTE (Dr. McNinja)
Okay. Dinosaur in my office. How could that be... The door should have been locked... Oh! And they are extinct! Dinosaurs are extinct. Dinosaur can't be in the office because it should be extinct.
Smiley
QUOTE
Player 2: "Now that that's out of the way I call my Yakuza contact, Hamato Yoshi, maybe he knows something about these ninjas."


Didn't think anyone would catch the Ninja Turtle reference, did you? grinbig.gif
Rajaat99
It was the first Japanese name I could think of. biggrin.gif And no, I didn't think anyone would catch it. I thought most of you would be too young, or too old.
Rock
There was something that a GM of ours did once that I hadn't even considered: Instead of placing them against something unbeatably huge like a living god type spirit, just throw a bunch of little things at them until they are worn down.

Example: Our PCs had been travelling through the seweres and stumbled onto a devil rat community. 100 dead devil rats cost us a bunch of ammo, a few wounded characters, and a drained mage. We get where we're going, and we still hadn't had time to fix our characters or replenish our ammo, and crap, it's a few squads of Lone Star on their dinner break right across the street from us. We get that taken care of at the expense of some more ammo, a few more wounds, and more fatigue for the mage. Only then do we get to start our run.

Needless to say, we got messed up on the run and it was a failure.

Our GM didn't need to do much more than throw a lot of low level threats at us and wear us down. What was it the Soviets said, quanity takes on a quality of its own?
SL James
I...

What... the Hell?

"Hey, let's not bypass all of these cops by being sneaky. Let's kill them instead." Yeah, the GM really showed you.
Tanka
QUOTE (Rajaat99)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

ohplease.gif

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.
Rock
QUOTE (SL James)
I...

What... the Hell?

"Hey, let's not bypass all of these cops by being sneaky. Let's kill them instead." Yeah, the GM really showed you.

Gee, we never would have thought about trying to sneak around the Lone Star guys. Never crossed our minds at all. Not once in a million years did we think about not tangling with a bunch of armed cops with radios and the ability to call for more units. Nope. Nuh huh. We just went in with guns a-blazin' for kicks.
James McMurray
QUOTE (Tanka)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

ohplease.gif

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

It could actually be the accomplishment of the players and GM instead of fault, if the goal was to have fights. smile.gif
SL James
QUOTE (stevenrockwell)
QUOTE (SL James @ Jun 25 2006, 03:34 PM)
I...

What... the Hell?

"Hey, let's not bypass all of these cops by being sneaky. Let's kill them instead." Yeah, the GM really showed you.

Gee, we never would have thought about trying to sneak around the Lone Star guys. Never crossed our minds at all. Not once in a million years did we think about not tangling with a bunch of armed cops with radios and the ability to call for more units. Nope. Nuh huh. We just went in with guns a-blazin' for kicks.

Just as I suspected.
Tanka
QUOTE (James McMurray)
QUOTE (Tanka @ Jun 25 2006, 05:20 PM)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

ohplease.gif

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

It could actually be the accomplishment of the players and GM instead of fault, if the goal was to have fights. smile.gif

Granted.

If the players and the GM want a game that's only combat, cool.

But don't go blaming the system.

I mean, D&D has combat feats! Wait, SR has combat skills! GASP! INSERT OPINIONATED NEGATIVE BLANKET STATEMENT HERE!
Rajaat99
QUOTE (Tanka @ Jun 25 2006, 10:20 PM)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

ohplease.gif

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

Geez man, it was a joke. And of course WOD & Exalted are all about combat, they were made to be.
Anywho, I blame you for bad games. Yep, if a game is going badly, blame Tanka. grinbig.gif
Tanka
QUOTE (Rajaat99)
QUOTE (Tanka @ Jun 25 2006, 10:20 PM)
QUOTE (Rajaat99 @ Jun 22 2006, 11:31 PM)
Now, if everyone agrees that a good story is fight after fight, then play D&D.

ohplease.gif

SR can be all about combat. WoD can be all about combat. Exalted can be all about combat. Any game can be all about combat.

Is that the fault of the game? Nope. It's the fault of the GM and their players.

Geez man, it was a joke. And of course WOD & Exalted are all about combat, they were made to be.
Anywho, I blame you for bad games. Yep, if a game is going badly, blame Tanka. grinbig.gif

Then I blame you for jokes that aren't obvious. As well as sarcasm.

And puppies.
James McMurray
QUOTE (Rajaat99)
And of course WOD & Exalted are all about combat, they were made to be.

Not sure about Exalted, but WoD is not a game designed to be all about combat. It can be played that way, but doesn't have to be, and the system doesn't lean that way.
Rajaat99
QUOTE (James McMurray)
QUOTE (Rajaat99 @ Jun 25 2006, 11:56 PM)
And of course WOD & Exalted are all about combat, they were made to be.

Not sure about Exalted, but WoD is not a game designed to be all about combat. It can be played that way, but doesn't have to be, and the system doesn't lean that way.

Are you mad, of course it leans towards combat. I agree, it doesn't HAVE to be that way, but the rules definatly lean that way.
Tanaka: I get it, jokes and sarcasm are hard to protray in a written form.
And what do you have against puppies?
James McMurray
why would you think the rules lean towards combat? Is it because combat is covered in the rules? The game itself is meant to be about interactions, primarily social ones. It even tells you flat out that stories (i.e. adventures) should not be about fighting, but that fighting should be used when necessary to enhance the plot. Someone wanting to turn the majority of situations into combat will probably die at their first pack meet, prince's gathering, or cabal's meeting.

I'd love some examples about how the rules lean that way. Maybe you're right and that's just not how my group has played it, but I'm sitting here poking through my WoD collection and the only things that jump out at me as being combat oriented are the werewolf books.
Tanka
QUOTE (Rajaat99)
QUOTE (James McMurray @ Jun 26 2006, 01:07 PM)
QUOTE (Rajaat99 @ Jun 25 2006, 11:56 PM)
And of course WOD & Exalted are all about combat, they were made to be.

Not sure about Exalted, but WoD is not a game designed to be all about combat. It can be played that way, but doesn't have to be, and the system doesn't lean that way.

Are you mad, of course it leans towards combat. I agree, it doesn't HAVE to be that way, but the rules definatly lean that way.
Tanaka: I get it, jokes and sarcasm are hard to protray in a written form.
And what do you have against puppies?

*sigh*
Rajaat99
QUOTE (James McMurray @ Jul 2 2006, 11:59 PM)
why would you think the rules lean towards combat? Is it because combat is covered in the rules? The game itself is meant to be about interactions, primarily social ones. It even tells you flat out that stories (i.e. adventures) should not be about fighting, but that fighting should be used when necessary to enhance the plot. Someone wanting to turn the majority of situations into combat will probably die at their first pack meet, prince's gathering, or cabal's meeting.

I'd love some examples about how the rules lean that way. Maybe you're right and that's just not how my group has played it, but I'm sitting here poking through my WoD collection and the only things that jump out at me as being combat oriented are the werewolf books.

Vampire was all about the jahad, Werewolf was about fighting the Worm, Hunter was all about hunting, Exalted was all about fighting the dragon exalted, or whatever the heck they were, and Mummy was all about fighting off bad guys and the Bane Mummies. Mage you could say was all about fighting the technocrocy, but it was more about avoiding them.
Almost all of the vampiric powers are for combat, Hunter, Exalted, and Mummy are nothing but combat, I'd say the most non-combat WW game is Mage. I wasn't into Changling, or Wrath, so I don't know about those. I'm speaking of 2nd edition, old world, not the new stuff. I haven't seen the new stuff, so it is possible that we're both right.
I stopped playing WW a few years ago, but I ran a game (I attempted to make it non-combatish, but failed) and I played in several games over the years, they all broke down into rolling initiative.
James McMurray
I never played Mummy or exalted, but huge amounts of vampire disciplines were dedicated to avoiding combat and/or social situations. While a game could focus on the Jyhad, there were tonsof sourcebooks that had nothing to do with it, and many printed stories as well.
hyzmarca
Second Edition Mummy was far more combat oriented than First Ed. First Edition Mummies had some absurd world-altering munchkin scale powers. However, these powers took a very long time to use. They were really only good for campaigns that panned several centuries. It wasn't very popular. Apparently, people prefer more combat-oriented games.
Edward
18D, that has to be a bloody big gun, make it difficult to move around with it, if he takes it where he shouldn’t then SWAT will show up, just a 6-8 man team including at least one mage (with shielding if they know about the dwarf)

6D 9 successes, a spell I assume (if it’s a gun then he cant take it everywhere either).

A magician of that caliber will be hired to go up against high magical security (where anybody else would arbitrarily fail) so mages with spell defense or even shielding become more than justified. And don’t forget background count, an office that is unpleasant to work in has a background count of 1-3

To be honest I am confused how he gets 9 successes and then makes drain on a deadly spell regularly. Especially against targets worth the effort. It is rare to get the target number on a spell below 4 unless your power bolting a wage slave (so what if he can KO wage slaves) or your target has unusually low willpower. 18 casting dice is achievable of cause (skill 8 pool 8 focus 4 being a easily achieved example) but he will run out of pool fast, be unable to provide spell defense and have to deal with deadly drain (serious if its a touch spell if so show him the knife at a gunfight) so he needs 8 successes to avoid drain and if he wants 18 casting dice he isn’t going to have much left for drain.

Hell just give them a zero profile assignment.
Mr J says at the end of the meat “I want you to obtain this data but it is imperative that the target is not aware anything’s missing, if they become aware of your attack in any way you will not be paid.”

Don’t do what Muzzaro said, arbitrarily making them usles is not going to make anything fin for them.

If you cant deal with it give them one last run with a 2milion nuyen payout for each member of the party, if they succeed they get paid and retire from active running. You start a new game with new characters but they get to take pride in the fact that there characters lived to retire.


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