Help - Search - Members - Calendar
Full Version: Rules Coverage
Dumpshock Forums > Discussion > General Gaming
Pages: 1, 2
eidolon
Spun off from the Firearms thread.

Please continue rules coverage discussion here. Thanks.
eidolon
Quick rehash of the story so far:
QUOTE (eidolon)

As a slight aside, I would rather situations like
QUOTE (TheOneRonin)
"Okay, so the job is to break into the secure corporate compound, extract the scientist, and escape? I'll bring my Ranger Arm SM-4 sniper rifle loaded with ExEx ammo and fitted with a silencer. What's that you say? How am I going to use a sniper rifle in close quarters? Simple...I have 14 dice and a low-light/thermo/image mag scope. Full dice pool, baby!"

be up to me as GM, instead of having a rule to cover it.


QUOTE (mfb)
...why? there are clear-cut, easy-to-understand--and therefore easy to codify into game mechanics--reasons why a long gun is worse to use in a close fight than a more compact weapon. why would you want to make more work for yourself when the rules are more than capable of handling it? and if you prefer to do that work yourself, why use the rules at all?


QUOTE (eidolon)
I see it differently is all. 

For one, I don't "not want any rules", I just don't need a rule for every little nit-picky situation.  If I did I'd play d20.  Rules bloat is enough of a pain in the ass already. 
Shadowrun, or any role playing game, does not need to be played 100% the same at every table in the world.  WotC might have managed to convince a lot of people otherwise, but that doesn't make their end product any less bland and boring.  You can't fix everything with codified rules.  When you try, your game becomes unplayable, or those rules are ignored, making them pointless in the first place. 

For two, if players or a group don't know or don't care that using a meter long rifle for room clearing doesn't really work all that well, and might just be a bad idea, but they're having fun anyway, then who gives a damn?  You or me, because we know better?  We're not in that game with that group.  What we know or think doesn't make a bit of difference.  And since we know better, we are free to apply a penalty, or to otherwise hamper a character (and thus a player) that attempts to do so in our games.  Codified rules for gun length penalties while engaging in close combat might sound great to a rules junkie, but to a casual player, or just someone that wants a game that they don't have to take student loans out to learn, it's just some random piece of nonsensical bullshit that they have to take into account. 

It's abstract.  It always has been.  But you're free to pull a Raygun if it's abstract, and make the game fun for yourself.  That's fantastic.  But I know that if I had to use every "realistic" set of rules that I have seen for Shadowrun over the years, I'd have stopped playing a long damn time ago.  Just about everyone I have ever gamed with would say the same thing.

edit:  I just took another look at how you phrased this;
QUOTE (mfb)
why would you want to make more work for yourself when the rules are more than capable of handling it?



Again, not everyone even sees that there's "work" to be done there. And that's my point.


QUOTE (Cursedsoul)
I say screw firearms and make yourself a Troll with a Meta-man portable dwarf launching catapult. biggrin.gif Maybe some sorta gigantor crossbow (probably bordering on a Crossbow-Ballista hybrid) with lots of whirly gears and shiny parts to make you the envy of all. biggrin.gif

Seriously though, I definitely agree with the sentiment that house rules are the way to go if you want "realistic" combat because that way no space is wasted in the book and more people will come to Dumpshock and sample our fine gourmet cuisine of threads such as these in order to guide them in hashing out their own spin on the subject.

Also, I'm tellin' ya this dwarfapult is the way to go. You can even dikote'em (assuming they ever bring it back...and they probably won't...with good reason wink.gif ) and give'em a pointy object to hold to get yourself a bonafide armorpiercing projectile from hell. grinbig.gif


QUOTE (kzt)
What I mostly find annoying isn't that the rules are not detailed enough, it's that the rules show that the people writing the rules just don't have a clue. It's like writing vehicle rules that have semis accelerating faster then sports cars and pickup trucks carrying more than a semi, while delivery vans are have better off-road characteristics than dune buggies, as well as continually using the word "torque" to mean "speed".

The exact same amount of space in rules and the tables could have been used and we could get a much more sane set of rules that don't add to complexity. And didn't produce two or three superguns and a bunch of clunkers.


QUOTE (mfb)
QUOTE (eidolon)
I see it differently is all.

For one, I don't "not want any rules", I just don't need a rule for every little nit-picky situation. If I did I'd play d20. Rules bloat is enough of a pain in the ass already.
Shadowrun, or any role playing game, does not need to be played 100% the same at every table in the world. WotC might have managed to convince a lot of people otherwise, but that doesn't make their end product any less bland and boring. You can't fix everything with codified rules. When you try, your game becomes unplayable, or those rules are ignored, making them pointless in the first place.

i agree. however, i think the best solution to that is to provide a scaling ruleset, one that's easy to take from simple to detailed. that way, the GM's job is easy--he just decides what level of detail to use, and the rules are there to support him.


QUOTE (imperialus)
QUOTE (mfb @ Jul 30 2007, 10:57 PM)
QUOTE (eidolon)
I see it differently is all.

For one, I don't "not want any rules", I just don't need a rule for every little nit-picky situation. If I did I'd play d20. Rules bloat is enough of a pain in the ass already.
Shadowrun, or any role playing game, does not need to be played 100% the same at every table in the world. WotC might have managed to convince a lot of people otherwise, but that doesn't make their end product any less bland and boring. You can't fix everything with codified rules. When you try, your game becomes unplayable, or those rules are ignored, making them pointless in the first place.

i agree. however, i think the best solution to that is to provide a scaling ruleset, one that's easy to take from simple to detailed. that way, the GM's job is easy--he just decides what level of detail to use, and the rules are there to support him.

So how exactly is this supposed to work? Is a DM supposed to spend weeks before a campaign going through the ruleset and cherry picking rules? How will the playtesters know that every single sit of rule combinations works well together. If you are using advanced firearm rules but simplified magic rules would this shaft mages?

Honestly I'd see it turning into something verymuch like D&D with splatbooks where there are so many rules, 80% of which contradict each other you average DM is driven absolutely insane. Of course some DM's try to limit their campaigns to "simple" rules using say Corebooks only but then you see the WoTC boards swamped with people pissed at their DM's because they won't let them play their halfdragon/teifling/dragonborn, warlock/dikoted ally spirit/ninja.


QUOTE (mfb)
well, yes, if it's designed badly, it won't work. that's true of just about anything.


QUOTE (Critias)
QUOTE (imperialus @ Jul 31 2007, 12:53 AM)
So how exactly is this supposed to work?  Is a DM supposed to spend weeks before a campaign going through the ruleset and cherry picking rules?

As opposed to just making up rules all by himself because the playtesters and developers couldn't be bothered to?

I'd rather buy a rulebook and get more than I want than I'd like to pay for a rulebook and get less than I need.


QUOTE (Ddays)
Well, I have to say in defense of DnD, most problems arise not out of too many options but simply bad player dm interaction (isn't it always?).

Players should not complain that they're not allowed to use their character concepts if DMs did not have the time to fully study the sourcebook which details the powers, weaknesses, and backgrounds pertaining to it.

Likewise, DMs should take the time to learn the rules that players are using.

It takes a bit of effort to get the rules down and start playing, and some things definitely aren't as fleshed out as it's supposed to be, but it shouldn't be a free lunch either.

If it were, I would go back to narrating Doom games.


QUOTE (eidolon)
@mfb:

Yes, I agree with you.  A well designed scaling rule system could work.  The pitfalls are as imperialus noted, combined with the fact that WotC has created a wave of new players that are a child of what I jokingly refer to as "player entitlement culture", where because there are 50,000 rules out there, and a player only has to know the fifty that apply to his character, a GM can't tool his game the way he wants it because everyone will just whine and quit.

Thus, it's my opinion that anything not in the game should just be created by those that want it there.  Understand that this is partly because I "grew up" on AD&D 2nd edition, where practically everything outside of THAC0 was a house rule.  The rest of it comes from a few years of watching systems attempt everything from having three rules, to having badly designed and poorly explained or interpreted "scaling" rulesets, to throwing 1.6 million rules at players hoping that the GM will never have to think that way. 

The GM is there for many reasons, and one of the most important is not adjudicating the rules, but adjudicating the lack of rules.  It's one of the hardest things, but one that no system or number of rules is ever going to "solve".  I think that the more systems and designers try to solve this "problem", the worse a game gets.  Eh, I could go on and on about this, but then I'd have to move the thread to General Gaming and bitch myself out.

QUOTE (Ddays)
Likewise, DMs should take the time to learn the rules that players are using.


No offense to you intended, but I consider this to be a load of crap. My first thought when I read such things is that the person in question has never GM'd a game before. I realize that's probably not true very often, but that's what jumps into my mind.

The GM has to make up the world (outside what's provided, that is), the people in it, the story, the challenges, has to keep things on an even keel, and has to learn seventeen books' worth of rules just so a player can play a twinked out ball of cheese? I humbly disagree.
imperialus
QUOTE (Critias @ Jul 31 2007, 01:20 AM)
QUOTE (imperialus @ Jul 31 2007, 12:53 AM)
So how exactly is this supposed to work?  Is a DM supposed to spend weeks before a campaign going through the ruleset and cherry picking rules?

As opposed to just making up rules all by himself because the playtesters and developers couldn't be bothered to?

I'd rather buy a rulebook and get more than I want than I'd like to pay for a rulebook and get less than I need.

I'd rather a simple system that's easy to houserule than one that tries to have rules for everything from walking down the street to string theory. This is part of the reason why the only D20 system I actually like right now is Castles and Crusades. Very simple rules, no skills, no feats, no multi-classing ect. but it's very easy to tweak the system and make it your own. I guess it's just different takes on the same thing. You say lots of optional rules I shudder and think D&D with a stack of splatbooks up to my neck, when I say abstracton=teh winna! I'm probably just coming at it from a different perspective than you.

Edit:
For example in the C&C game I ran a while back I let characters split their primes, and I did multi classing by letting players pick from an expanded list of classes that included classes like "Fighter/Wizard" (Battlewizard) and "Wizard/Thief" (Nightshade).

I know of other DM's that use skill systems, feat systems, even a few who've made prestige classes. The entire point of the game is that you fiddle with it until it becomes something you're happy with. The basic system is robust enough to survive a great deal of tweakeing without the wheels falling off. In D&D by contrast try removing a single rule, say Attacks of Oppertunity from your game. All of a sudden dozens of feats are useless, you need to make up a new rule for withdrawing from combat (even if it is as simple as "If you withdraw your enemy gets a free attack"), and all sorts of other rule problems trickle down from this one single change.
TheOneRonin
I don't think the biggest problem is lack of rules for everything, but more of rules not providing clear difference of choice.


In the real world, almost no choice, especially when it comes to the purchase of an item, is simple.

The general guidelines (cheap but crappy, good but expensive, cheap and good but only does 1 thing well, etc.) are the sorts of things that sculpt our choices. I think a good RPG ruleset does the same thing.

However, when game design fails at this, you end up with several of the ridiculous scenarios that I posted in the other thread. If the real-life drawbacks to certain items aren't represented in the rules, then it terribly skews the balance of the game, and shit like "Sniper Rifles in CQC", "pistols that perform better than ARs and have more ammo capacity", and "a player who's pickup truck can haul more weight than a Semi and accelerate faster than a Hayabusa" comes up.

To me, you don't need 17 rulebooks to fix crap like that. You just need a clear understanding of how to create "choice". Because you aren't REALLY giving players a choice when 1 item is better than all others for all situations.

TheOneRonin
QUOTE (imperialus)
QUOTE (Critias @ Jul 31 2007, 01:20 AM)
QUOTE (imperialus @ Jul 31 2007, 12:53 AM)
So how exactly is this supposed to work?  Is a DM supposed to spend weeks before a campaign going through the ruleset and cherry picking rules?

As opposed to just making up rules all by himself because the playtesters and developers couldn't be bothered to?

I'd rather buy a rulebook and get more than I want than I'd like to pay for a rulebook and get less than I need.

I'd rather a simple system that's easy to houserule than one that tries to have rules for everything from walking down the street to string theory. This is part of the reason why the only D20 system I actually like right now is Castles and Crusades. Very simple rules, no skills, no feats, no multi-classing ect. but it's very easy to tweak the system and make it your own. I guess it's just different takes on the same thing. You say lots of optional rules I shudder and think D&D with a stack of splatbooks up to my neck, when I say abstracton=teh winna! I'm probably just coming at it from a different perspective than you.

You don't need tons of optional rules. You just need choice.

There needs to be mechanics that define the difference between things, and why some things are better at certain tasks than others.

Think of it like tools. If the rules say that you can use a screwdriver as a drill, a hammer, AND a screwdriver, but don't give you any penalties for doing that, why would you ever use anything but a screwdriver? IRL, it makes no sense to use a screwdriver as a hammer or a drill, but if the rules don't reflect this, everyone is going to do it.

imperialus
I'll agree with you there. Unfortunatly as has been pointed out in the previous thread the shadowrun combat rules are quite low granularity, and changing a firearms stats by a point or two can make a big difference. Having accessories like intregal smartlinks, laser sights, gas vents ect. helps differentiate one gun from another but I will agree with you that sometimes it feels like something is missing. Unfortunatly I'm not sure how to fix it...
Kagetenshi
Repost from the SR3R Project forum:

QUOTE (me)
Goal: to make Shadowrun less simple.

I know, you're all wondering what the hell I'm smoking right now. Here's my explanation.

One of the big problems Shadowrun has, aside from its abysmal organization, is that many things are heavily abstracted--abstracted in an inflexible manner, so that relatively common actions are not explicitly handled in the rules, and may not even be handled implicitly. This makes playing Shadowrun expensive.

When I say "expensive", I don't mean money--I mean some combination of time, frustration, brainpower, and dissatisfaction. Looking up rules is expensive. Searching for rules that aren't easy to find is even more expensive. Figuring out the proper interpretation of a vague section of the rules is expensive.

Making a ruling for something that's undefined or conflictingly defined in the rules? Now that's really expensive.

(Another thing that's expensive is when things act in a way that's surprising to the player--this is part of why I despise SR4's glitch system. I'll explain this in more detail later.)

I want to make playing Shadowrun as inexpensive as possible while maintaining its flexibility, level of control, and realism/verisimilitude (because surprising=expensive). Sometimes that's best done by reducing complexity. Sometimes it's best done by adding it, and I think the Shadowrun designers punted on a lot of places where that was the case.


Incomplete coverage makes playing expensive. There are ways to add coverage that can be bad, but in general, increasing coverage by itself is almost never bad.

~J
eidolon
I agree with TheOneRonin when it comes to things that are simply inconsistent or poorly designed. That's not so much an issue of "too few or too many rules", but one of how well designed those rules are in the first place.

Things like that really shouldn't be up to the GM to fix, they just shouldn't make it into the rules in the first place.

QUOTE (imperialus)
I'd rather a simple system that's easy to houserule than one that tries to have rules for everything from walking down the street to string theory.


Well, with d20 they tried to give a basic, core system that had all kinds of extra aftermarket parts that you could slap on or leave off as you like. The problem is, at the same time they presented their game as "all about the player's desires" and basically created a culture in which whiny people that haven't ever DM'd before sit around complaining on the WotC boards that their DM (who works two jobs and has a family) won't "bother" to learn another entire book of addiitonal rules so that he can play his twinkinator.

The culture killed of the versatility of the rules. That need not be the case, but I'd wager that anyone that started on d20 would complain just as loudly that their Shadowrun GM doesn't feel like reading Toolset 15: Realistic Firearms.
mfb
the GM needs to know the rulesets he's running. that does make it his prerogative to not include certain rulesets, even if the players feels they're entitled to them. whether or not WotC has spoiled players is irrelevant--the GM is ultimately in charge of his game, and it is his responsibility to either know the rulesets he's running, or accept the consequences when his players walk all over him because he doesn't know what modifiers to apply. ultimately, the GM and the players need to sit down and actually discuss what kind of game they're going to play. even within the same ruleset, there's a lot of room for clashing play styles; if the GM is constantly butting heads with his players on rules issues, its because they're not communicating. that's not something any amount of rulesets can fix.

the fact is, if you have a rules-lite ruleset that you want to kitbash into something more realistic, it's more work than just learning a new set of prewritten add-on rules. you feel bad for the GM who has to slog through another book of rules; i feel bad for the GM who looks at the existing rules and has to choose between straining his and his players' suspension of disbelief by using the rules unmodified, or doing weeks of extra work to bring them up to snuff. or, even more painfully, dropping the rules altogether and moving on to a different game, despite the fact that he and his players really, really like a lot of aspects of the existing game.
eidolon
Agree completely on communication and rules choice.

Other horse dead on my end, discontinuing beating. wink.gif (I understand your position more, now, but simply due to the difference in what we expect we'll probably just never really agree on it.)
Kagetenshi
You're entitled to your opinion, even if it is objectively wrong wink.gif

~J, arbiter of reality
eidolon
Lolz.
Wounded Ronin
I'd point out that there's a difference between rules bloat (to make a metaphor, a 3 gigabyte patch on a nearly unworkable 2 gigabyte operating system) and having a lot of rules which are well designed and internally consistient.
Moon-Hawk
QUOTE (Wounded Ronin)
I'd point out that there's a difference between rules bloat (to make a metaphor, a 3 gigabyte patch on a nearly unworkable 2 gigabyte operating system) and having a lot of rules which are well designed and internally consistient.

So wait, let me see if I can get my head around what you're saying here.
You're saying that lots and lots of good rules....are actually better, than the same lots and lots of lousy rules? Is that right?
Man, that's deep. I'm gonna have to...wow...I mean, I need to think about this. Like, seriously.
wink.gif
Aristotle
QUOTE (mfb)
the GM needs to know the rulesets he's running. that does make it his prerogative to not include certain rulesets, even if the players feels they're entitled to them. whether or not WotC has spoiled players is irrelevant--the GM is ultimately in charge of his game...

the fact is, if you have a rules-lite ruleset that you want to kitbash into something more realistic, it's more work than just learning a new set of prewritten add-on rules...

I was going to write a reply to this thread and then I scrolled down and saw that mfb wrote it for me. I think I share his views exactly on this matter.
mfb
i stole it from your brain while you were asleep!
Wounded Ronin
QUOTE (Moon-Hawk)
QUOTE (Wounded Ronin @ Aug 1 2007, 12:39 AM)
I'd point out that there's a difference between rules bloat (to make a metaphor, a 3 gigabyte patch on a nearly unworkable 2 gigabyte operating system) and having a lot of rules which are well designed and internally consistient.

So wait, let me see if I can get my head around what you're saying here.
You're saying that lots and lots of good rules....are actually better, than the same lots and lots of lousy rules? Is that right?
Man, that's deep. I'm gonna have to...wow...I mean, I need to think about this. Like, seriously.
wink.gif

Or, having a good simulationist detailed system isn't automatically crappier than having a good abstractist simple system.

Since people were complaining that lots of rules were too difficult to master.
eidolon
It's not automatically or inherently "better", either.

Once you pit a good "insert style" system against a good "insert other style" system, it becomes strictly a matter of taste.

Well...more than it already was.
Critias
QUOTE (imperialus)
QUOTE (Critias @ Jul 31 2007, 01:20 AM)
QUOTE (imperialus @ Jul 31 2007, 12:53 AM)
So how exactly is this supposed to work?  Is a DM supposed to spend weeks before a campaign going through the ruleset and cherry picking rules?

As opposed to just making up rules all by himself because the playtesters and developers couldn't be bothered to?

I'd rather buy a rulebook and get more than I want than I'd like to pay for a rulebook and get less than I need.

I'd rather a simple system that's easy to houserule than one that tries to have rules for everything from walking down the street to string theory. This is part of the reason why the only D20 system I actually like right now is Castles and Crusades. Very simple rules, no skills, no feats, no multi-classing ect. but it's very easy to tweak the system and make it your own. I guess it's just different takes on the same thing. You say lots of optional rules I shudder and think D&D with a stack of splatbooks up to my neck, when I say abstracton=teh winna! I'm probably just coming at it from a different perspective than you.

I'd rather have something and not need it, than need it and not have it. I'd prefer to spend my money on a rulebook that has a bunch of optional stuff already there, printed up in it, than to have to just make all that shit up on my own, basically. There reaches a point of diminishing returns when people attempt realism (through rules detail) in gameplay, for sure -- but I'd say there also reaches a point where it's just stupid to pay good money for a gamebook if every page is full of vague ideas and hints about how to run their game, and you're beat over the head with the "GM FIAT" thing.

At what point are you a sucker for buying a rulebook without any rules, or a gamebook without a game in it?

I'll be honest, in that I can't recall which book it was (Street Magic or the core SR4 book), but I seem to remember some 4th Edition stuff with a page or so dedicated to some optional rules, stuff in a grey-tinted box, all listed as optional. I recall similar in SR3 (for instance, a rule that didn't reduce Drain Force by 1/2, stuff like that). Just little boxes of text with some suggested house rules, optional stuff, "Do you want more lethal combat? Try this. Less lethal combat? Do this instead."

I love stuff like that.

I fully agree that non-gunbunny sorts might not care that a sniper rifle should be absolutely fucking ridiculous to try and clear a house with. I understand that folks who don't know about guns in real life might worry more about "cool factor" than "how guns actually work," and all that stuff. That's fine. I understand where they're coming from (being not-a-car-buff, I imagine there are people out there that have the same frustrations I do, but concerning vehicle/chase rules, and stuff like that, instead).

But I don't see what it would kill for a game company to put forth a little fucking effort and research, and introduce -- even, or especially, as optional rules -- a few little tweaks to make firearms more realistic. Particularly in a game where gunplay is what so many sessions come down to, like in Shadowrun. Melee combat, too, for that matter (instead of everyone having to house rule the cyberlimb melee damage compared to bone lacing nonsense, why not just list it as an optional rule somewhere to make it semi-official?). Maybe they're just afraid it would be like admitting their basic firearm rules have nothing to do with firearms, I dunno.

Changes to how rate of fire works (seriously, two shots in three seconds is pitifully slow, and I won't even get into autofire) would be a good start. A shift in some damage codes, maybe even a hit location system. Recoil being reworked, maybe. Stuff like that I'd love to see as optional rules, given just a page or two and called "ADVANCED COMBAT OPTIONS" or something.

I don't see what those little boxes of tinted text, full of optional rules, hurt. I'd rather get my ideas for house rules from the guys that made the game, than from other disenchanted players on a message board. I'm a canon guy. I dig canon games. I like to feel like my games are "real" or "official" by playing by published rules. Even if it's an optional rule (like blast damage in SR3), I can at least feel like it's still real, because it's right there in a book.
Talia Invierno
Although a large part of what it does seem to come down to is that Dumpshockers seem to prefer as much as possible fixed in the rules (even with options): so long as it is their "logical" version of the rules that is so fixed.
Critias
That's hardly unique to Dumpshockers, or even role players. Everyone from sports fans discussing a new seasons to political conversationalists discussing upcoming elections feels pretty much the same way. Everyone always thinks the stuff they like is common sense, should be official, is the best stuff, is the stuff everyone should like, etc, etc.

This just in: water is wet!
Talia Invierno
Careful with that definition of "everyone", Critias.
Critias
So how many people go around all day firmly believing their opinions and preferences are wrong and stupid?
Talia Invierno
Some of us choose not to live in an either-or world.
Critias
You don't make sense to me an awful lot of the time. The nits you pick, the strange little tangents you grasp at, they peculiarities of thought and language you cling to, really just boggle me sometimes.

If someone has an idea for a game, they obviously like the idea. They obviously think the idea is a good one. They would not house rule that idea into being, if they thought otherwise, would they? They wouldn't make a suggestion on an internet forum if they thought ahead of time it was a bad suggestion, they wouldn't complain about it on line if they thought their complaint unjustified (and canon material honestly lacking something important), they wouldn't disagree with canon if they didn't think they knew something canon didn't, in some fashion.

I just don't see how this is news, or (again) something that only pertains to "Dumpshockers," or even only Shadowrun players, or even only role playing gamers. It's not unique to people on any single given forum -- anyone that gripes about the folks running in the next election must have some reason, real or perceived to be griping. Everyone that has their own "picks" for recruitment for their favorite team next season must, by virtue of having their own picks, feel there is some reason those picks are valid.

I don't see how using the word "everyone" is somehow incorrect, when I state "everyone that thinks they're right thinks they're right."

Everyone with an opinion must feel their opinion has merit, or why would they have that opinion in the first place?

And, again -- how many people do you know who genuinely walk around all day being wrong on purpose, clinging purposefully and knowingly to opinions they honestly believe to be incorrect? Don't just toss me someone's blog (even if it's your own). Tell me how many people you know that get up out of bed in the morning and then purposefully go through their day making wrong choices that they believe to be wrong, espousing opinions sincerely (not just as a devil's advocate) they believe to be incorrect opinions, and making changes to their life they honestly think will worsen their condition.

If folks didn't like their house rule, they wouldn't house rule it. If folks liked the canon rule the best, they'd leave the canon rule alone. If folks thought any game book was, as published, flawless and the Holy Grail of gaming, they wouldn't fuck with it. I don't see, logically, what there even is in these statements for someone to go out of their way to disagree with.
mfb
QUOTE (Talia Invierno)
Some of us choose not to live in an either-or world.

i'm reasonably certain we're here to discuss rules coverage, not edge cases in personal philosophies.
Talia Invierno
QUOTE (Critias)
They would not house rule that idea into being, if they thought otherwise, would they?

Ah, but the thread isn't primarily about house rules, is it? Most accurately, it's about what ought to be in canon so house rules are minimally or non-necessary. (See, mfb? (and the dunner)? It's completely on topic.)

Where canon agrees with our personal logic, no problem. Where there is a lapse in rules that agrees with our personal logic, no problem. But where canon disagrees, or where there is a lapse in rules that runs counter to our idea of how the game system should run: do we accept that there might have been a reason for the way those rules were written or not written? or do we automatically superimpose our own idea of how the game world should be?

If some of those rules in a generally well-devised system do not conform to what we think should be the case, do we re-consider our own opinions? or do we mark the writer of that section of the rules as "stupid"?
Critias
You talk like a therapist. Are you about to ask me how I feel about my parents?
Talia Invierno
Since you bring it up, did you want me to? spin.gif
Kagetenshi
QUOTE (Critias @ Aug 2 2007, 03:03 AM)
If someone has an idea for a game, they obviously like the idea.

Not necessarily—sometimes rules just get tossed out there to see if anyone thinks the basic idea has merit.

QUOTE (Talia Invierno)
If some of those rules in a generally well-devised system do not conform to what we think should be the case, do we re-consider our own opinions? or do we mark the writer of that section of the rules as "stupid"?

After re-considering our own opinions, we mark those rules as stupid if they're still found to deserve it. They're more likely to deserve it if they're gratuitously expensive (in the not-cost sense), or if their design philosophy contradicts the design philosophy of rules in another area of the same system. A great example of this is the relatively detailed Electronics Warfare rules as compared to the abstracted-beyond-usefulness Sensor Rating. One belongs in a comparatively simulationist game, one in an abstract fast-play game. They do not belong in the same game, so some amount of stupidity somewhere along the line can be assumed.

~J
eidolon
Crit, I'm with you on the grey-box optional rules stuff.

I also thought I might add that I don't have anything against rules being more realistic or even better. By my own argument earlier in the thread, if a non-gun-nut picks up a rulebook and it says "guns work in such and such a way", that's how they work for that gamer, whether they're accurate and/or realistic or not. My only issue is that it seems like there comes a point where the gun-nut wants fifteen pages on the effect of a three mph wind on a .45 round fired by a tired man on Thursday. That's just too much. smile.gif
Critias
Nah. Most of us just want guns in-game to make some sense, when compared at a glance to guns in real life. Stuff from SR3, for instance, that always rubbed me very much the wrong way (most of which hasn't been fixed in SR4)...Stuff I'd like to see:

Rifles that do more damage than pistols (or at least not LESS damage) (bigger bullet, longer barrel, less damage?).

It taking less than four grenades, point blank, to kill someone (without the optional Power-for-Staging rule in SR3, grenades to Mod damage, tops, meaning three of them, completely without any soak successes, at point blank, will still keep you one box BELOW Deadly damage).

Regular ammo that doesn't cost two nuyen a shot, regardless of weapon (I can pick up two hundred and fifty rounds of .22 ammo for my rifle at Wal Mart for about ten bucks, 100 for my 9mm for twelve, and by-the-case 7.62 for my AK, 1000 rounds for $175).

Sniper rifles not being more effective than shotguns or submachineguns at close-quarters fighting (the sniper on SWAT teams stays outside the building, fellas, it's everyone else that goes in).

Automatic fire being more scary, not less scary, than semi-automatic.

Like someone said on the original Firearms thread (by which I mean the one that's three days or so old) -- as written, it's a lot like eighteen wheeler semis that are faster off the starting line that crotch-rocket racing bikes, or subcompact cars that can hold more stuff than pick-up trucks. There's just stuff that's very glaringly wrong, to an awful lot of us.
TheOneRonin
QUOTE (eidolon)
My only issue is that it seems like there comes a point where the gun-nut wants fifteen pages on the effect of a three mph wind on a .45 round fired by a tired man on Thursday.  That's just too much.  smile.gif



I know that's hyperbole, but most of what I've seen suggested on these boards is far from that extreme. The majority of "firearms realism" threads center around these particular issues:

1. Full Autofire rules need to be more representative of how automatic works/is used in real life.

2. Recoil rules need to be more detailed. As it stands, the PJSS Elephant rifle experiences less recoil than the Colt America L36 light pistol. WTF? Felt recoil influences firearm choices in the real world. It should do the same in SR.

3. Weapons of the same type use the same ammo... This horse has been in the torture chamber since 2nd edition. It's a cheap cop out that the devs formulated to keep them from having to do the smallest bit of research, and it is actually quite easily fixed. I've done it for 3 iterations of the rules.

4. Weapon damage ratings need to be internally consistent, if not consistent with real-world findings. Yes, there should be more granularity to firearms stats/dmg codes.

I don't expect the rule books to have a dissertation on terminal ballistics, but I do expect them to go through the trouble of making guns more than marginally representative of their real-world counterparts. ESPECIALLY in a system that focuses so intently on gun-battles.
Kagetenshi
QUOTE (eidolon)
My only issue is that it seems like there comes a point where the gun-nut wants fifteen pages on the effect of a three mph wind on a .45 round fired by a tired man on Thursday. That's just too much. smile.gif

Fringeworthy has rules for wind shear on individual shotgun pellets.

That said, the big issue is, like Critias and TheOneRonin implied, rules should not surprise you. Heavy Pistols uniformly doing more damage than Assault Rifles is surprising. Being able to fit two fighter jets in a Heavy Transport is surprising (but not nearly as surprising as being able to fit two Heavy Transports in a Heavy Transport!). An average person passing out after carrying 16 kilos for a few minutes is surprising.

So on and soforth.

~J
eidolon
Yeah, it was massive hyperbole. On the whole, I don't have a problem with better rules. I would have absolutely no issue with errata coming out that say, fixed auto-fire, if it replaces the rules that already exist. (But that may not be likely to happen, due to the desire to not contradict rules in the BBB. If more rules come out, they will have to be consistent with what already exists, and that won't solve anything that you have a complaint about.)

If you don't replace the rules that are there, then you create a bloated system of inconsistent, contradictory, conflicting, or confusing rules. That's what I'm against. I'm not against fixing glaring flaws, I'm against trying to fix flaws by adding more problems. Treating the symptom, in other words.

In order to make a good set of optional rules, they have to have a few things, I think.
- They must be clearly and unequivocally optional.
- Thier use must not constitute a challenge to the basic rules.
- The optional rules must not shift the power base, or if they do, they must contain additional changes to address any shift in balance.

This next bit isn't really directly related to that, but is part of the discussion as a whole.

Another problem I have with rules that are "too" realistic, is that the game loses some of its versatility. If the core rules become too realistic, then it becomes difficult to play, say, a cinematic game. You create a situation in which you limit the ways a game can be played, and that's a bad thing. Add other ways, sure, but don't take away if you can help it.
mfb
that isn't necessarily true. it depends on what you mean by cinematic.

to me, the perfect SR game would be one that is horribly, grittily realistic--but where people with cyberware or magic can do awesome cinematic things. it makes the cinematic stuff that much more awesome, because regular people can't do it. if you make a game system where everyone can do awesome cinematic stuff, what's the point in getting cyber or using magic?
eidolon
Hmm, yeah, using a nebulous word like that probably wasn't the best idea. I'm not explaining that last bit well. I'll come back to it if I come up with something better.
mfb
well, my standard definitely isn't the only standard. the SR4 devs wanted--and made--a game where anybody could do cinematic stuff.
Wounded Ronin
I think that having realistic weapon rules would actually add more variety and interest to the game. Truth is stranger than fiction, and all that.

I feel like if grenades did D damage and the damage code you encountered was based on how far you are from ground zero that would result in more strategy than grenades that don't incapacitate you even if they explode at your feet. With the former there would be more strategy you'd have to work with as player characters, such as having your squad be spaced apart instead of bunched together, not letting guys with hand grenades get close enough to throw them, fragging rooms before entering actually being valuable, and so on.

I feel like if automatic fire and damage codes for firearms worked better you could work on an actual squad level strategy for your team instead of your entire strategy being a guy with a sniper rifle and a heavy pistol who rolls base 12 dice. If weapons are more realistic and I've got a 4 person squad I have to decide what kind of gear they should get. Are we going to go with two LMGs, one designated marksman rifle, and one grenade launcher? Should we bother bringing an assault rifle instead of a LMG under the circumstances? Do we want two grenade launchers instead? I think that's more interesting than having your character essentially be a superhuman anime character with a pistol.

Realistic encumberance makes things more strategic as well. How much ammo does the team carry? How much can they carry? How does this affect our planning and execution of the mission? What gear do we bring and what gear do we leave behind and what is the opportunity cost of the big radio in terms of how much 7.62 NATO I can bring? If I carry a gigantic block of C4 because we're supposed to blow something up maybe I can't carry enough ammo for my machine gun to use it for very long at all. In the real world encumberance and gear is a realistic consideration and I think it would really enrich the gaming experience.

I just think that a game becomes so much more mentally stimulating if you try to be realistic. Reality is so rich and already has so many ways of going about things articulated by actual practice. It's so much more rewarding than what you'd get if you just tried to sit down and make something up that you thought was "balanced".
Kagetenshi
QUOTE (Wounded Ronin)
I feel like if grenades did D damage and the damage code you encountered was based on how far you are from ground zero that would result in more strategy than grenades that don't incapacitate you even if they explode at your feet.

They already solved this problem, they just succumbed to the lure of the Devil and made it an optional rule. The staging-by-half-Power-dice rule makes close-range blasts Deadly without needing weird variable damage codes.

~J
Aku
what if, instead of incorporating "real world" ammo (9mm, .45 cal etc) which, honestly, confuse the heck outa me. They/you adopted a "type x" designation, based on damage code. So all "type 1" ammo can be shared across all weapons that use them, and so on for various types?
Kagetenshi
The solution I've proposed over in SR3R is that weapons within a class share ammo if they have the same damage code with that ammo (and the weapon's description doesn't explicitly say otherwise), and a few classes share ammo between each other under the same conditions. Those classes are:

Light Pistol and Machine Pistol

Heavy Pistol and SMG (this is associated with a suggested reduction in standard Heavy Pistol damage code)

Assault Rifle, Sporting Rifle, Sniper Rifle, LMG, MMG, HMG

~J
Critias
QUOTE (Aku @ Aug 3 2007, 08:48 AM)
what if, instead of incorporating "real world" ammo (9mm, .45 cal etc) which, honestly, confuse the heck outa me. They/you adopted a "type x" designation, based on damage code. So all "type 1" ammo can be shared across all weapons that use them, and so on for various types?

You can actually chuck "real world" ammo classifications right out the window if you want to, and still be realistic about it, because (a) metric's taken over so everything will be a millimeter based designation, making it a lot easier for non-gun-folks to keep track, just "bigger number is better" (so the confusion about 10mm vs. .40 cal, for instance, is gone), and (b) all ammo is caseless now, anyways, which (combined with metric taking over) means you have a convenient excuse/reason for the diameter of every round to have shifted slightly.

Speaking only for myself (before I got "into" guns), that was always one of the biggest confusing factors to me. 12 gauge versus .45 caliber versus 9 millimeter versus...what, now? Ditching the American inch-based measurements would only leave shotguns out in the cold, other than that it would be a little simpler (the bigger the number, the bigger the bullet).
TheOneRonin
See, I don't get all of the confusion. A caliber designation is just a name. If you have a system that matches "name" to damage code, then it shouldn't matter if that name is ".308 Winchester", "7.62x51mm NATO", or "Snarblesgrupp Type 3". It's just a fucking name.

To gun-buffs like me, a term like "5.56x45mm" means a lot of things. But to a non-gun buff shadowrun player, all it has to mean is: 6P, -4 AP.

Then, all you have to do is stat things like this:

Colt M23
Ammo Type: 5.56x45mm
RC: 1
Mode: SA/BF/FA
Ammunition Capacity: 30(magazine)
etc.

Critias
I think the confusion (from my own murky memories of not "getting it" while reading GI Joe comics, but also mostly from taking my wife and mom to go shooting) is that the names are numbers, and most people want numbers to automatically mean things.

When my mom didn't like shooting my 9mm, she didn't understand how me offering her the .22 was in any way supposed to be an improvement, or make her MORE comfortable -- 22 is bigger than 9, so I was trying to give her a meaner gun that fired bigger bullets!

After a few shots, when I stopped calling them that and referred to my 9mm as "The Glock" and the .22 as "the cowboy gun," she was fine. People just automatically attach values to numbers, I think (which is why I think an all-metric system would, in theory, cut down on some of the confusion).
Kagetenshi
But 9 is almost 41 times larger than 0.22!

~J
Dashifen
QUOTE (Kagetenshi)
But 9 is almost 41 times larger than 0.22!

~J

I see what you did there cool.gif biggrin.gif
Wounded Ronin
QUOTE (TheOneRonin)
or "Snarblesgrupp Type 3".

Whoa! Is that for when Harry Potter joins the Royal Marines, comes back, and decides to just shoot Voldermort using magical cartridges?
Kagetenshi
Actually, since the first book I've thought that a great plot twist for the series would be the SAS raiding the school, gunning down the students and teachers from outside their threat-identification range.

Maybe not exactly right for the target age group, but still would have been neat.

~J
Aku
note: i am not feigning total ignorance in regards to weapons, i really am (despite watching lots of history channel and military channel stuff, this stupid about weapons)

The problem i have, even with an all metric (9mm for instance) is i still don't know WHAT sort of difference that would make. I beleive it's referencing the diameter of the round but, for all i know, it could be the length of the round (donno how that would impact jack, but like i said, near total, non feigned ignorance)

So lets say you've got a pistol firing a 9mm round, that does a damage of , 5p. You've got another gun, firing a 20mm round. well, that rounds over twice as big, so does that mean the damage code would be somewhere between 10 and 11P?

About the only thing i do understand, is that a 9mm fired from a smg should do about the same damage as a 9mm from a pistol, because the smg gives you rate of fire over the pistol, but it isn't spittin' any harder
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012