Sphynx
Nov 17 2003, 04:38 PM
As most of you know (those that read my numberous posts), I play in a very non-realistic style game. If it's advantageous for the player, it's most likely accepted (as long as it has Canon backing).
The thought behind this post is wondering when playing-styles change. I've played in games where people do the pure monty-haul how high can numbers go (ignoring Canon profusely) to miniature games of low numbers and anything 'powerful' that is done is usually detremental. Example...
Game 1: Player wants Detect Enemies and Detect Life at Force 6, so that he can Quicken them. GM recommends (at char-gen) that he increase the drain and get Extended-Range on those to be more useful. Once Quickened, they provide invaluable insight with a simple perception check to notice people/enemies.
Game 2: Player wants Detect Enemies and Detect Life at Force 6, so that he can Quicken them. GM after listening to a great background story decides that the player should limit himself to Force 4, 5 at most, because despite the great story, his chances of having learned a Force 6 are remote due to his Sorcery skill of 5 (the cap allowed by the GM, limited to 1 skill, all others 4 or less), and if it's requested for Extended-Range is told 'only if he learns them that way, in-game'. Later, despite recommendations by the GM not to be an 'Astral Beacon', the player completes his Quest and Quickens the spells at 10 karma each (got them at Force 5 after promising to walk the GM's dog before and after each game). For the rest of his short career, the GM overflows him with information, adding a +6 to all TN's due to the distracting inflow of data coming in as the life forms are everywhere and all your friends are Enemies from time to time as they are annoyed at the character for being the central nexus for spirits coming in from every angle regularly, ruining most Runs.
Now, as you probably are aware, Game-1 is more my style, but Game-2 seems to be a more popular way of playing... what happened? Where is the fun (and I swear if one person says 'its in the story' without realizing that games with numbers can have stories, I'm gonna.....)? What changes people so much that they go from a full game of minmax AND storytelling to storytelling and screw the players if they do any minmaxxing?
FYI: This is more of a Rant than an actual quest for knowledge. Regardless of answers, I'm going to enjoy Game-1 alot more, both as a player and GM.

Sphynx
Digital Heroin
Nov 17 2003, 04:55 PM
I'll answer in the terms I see it.
What's the fun in bothering, when you have to square off against Dr. Doom to even be challenged? If you can off a generic goon like you'd swat a fly, then you're in for a boring life, because generic goons comprise 90% of what's out there for opposition. Sure, it may seem cool to have to carry around a bag of dice just to roll your Pistols skill, or to be able to score enough sucesses to deal deadlyt damage with a paper clip, but it wears off fast. Sure, you could just bounce up the power level of every Joe Schlub security guy on the planet to epic levels, but in my reckoning you might as well just go an slap each and every person who worked on creating the system, because you've just done a disservice to their vision. If you want to be an uber-powered munchkin, go play a superhero game.
That's just me though... I've been wrong before...... once....
TinkerGnome
Nov 17 2003, 05:02 PM
I don't think I'd enjoy either game very much, but certainly I'd like Game 1 better than 2. What you'll find is that there is a more common third type of game:
Game 3: The GM allows the spells at force 6, but doesn't allow any non-canon variants (those have to be researched in-game). When the PC manages to quicken the spells, he finds himself occasionally limited by them at about the same frequency as someone with a load of cyberware (a meet at a coffin club, for instance, or a run where his active spells tip off an astral observer, etc.).
[edit]Sometimes, the "enemies" spell doesn't work exactly the way the mage might want, as well, leading to odd situations.[/edit]
Ol' Scratch
Nov 17 2003, 05:06 PM
You left out another style completely. The one that doesn't have lean towards one extreme or the other. In fact, there are some GMs who are very character-centric and don't view the game as a competition between themselves and the players (usually using the self-delusion that they're just "challenging" them so it doesn't shatter their fragile reality) NOR do they few it as a need to feel godlike to compensate for a lacking manhood.
To use your two examples, try the game where the player spends the points (30 total; 12 for the two spells, 18 to initiate to get Quickening) and quickens the two spells. No extended range, no limited ratings. However, the GM does try to talk to him about that decision, asking him why he would want to constantly (and with no ability to turn it off) know when people are around or have ill thoughts directed towards him. It would be a devestating annoyance and distraction most of the time, likely causing TN penalties most of the time that are nearly equal to sustaining the spell anyway (distraction causes a +2 TN penalty). But if the character had some reason for wanting to do it, he's free to do so. He spent the points, he can do as he likes. He'll just have to deal with the consequences of his decisions.
Austere Emancipator
Nov 17 2003, 05:09 PM
And I guess "something in between", which is where I'm sure most Dumpshockers are at, is not covered in this thread at all?
For example, if one of my players wanted to do get Detect Life and Detect Enemies 6 to quicken at chargen, I'd be fine with that, as long as he paid the karma to go with it (learning the spells + initiating + quickening). However, since our starting chars have rather low karma totals (this game started at 350 with BeCKS v1), that isn't very likely to happen. If the character in question had a background that would allow him/her to have designed her own spells, I might even suggest the extended range.
As a GM, I simply do not like the idea of starting characters being near-invulnerable. I like chars to work their way there. And I don't screw over the players either, since they won't run into anyone having abilities they couldn't have. Unless they screw something up themselves, like spontaneously declaring war on UCAS or leveling lots of downtown property owned by organized crime organizations or megacorps. Oh, wait, they already did that...
I think it's quite boring if starting characters can go "matrix" and walk into a crowd of 50 people with handguns and know they can handle it if they want to. I know some people like more superhero-type games, and that's just fine too. The world of RPGs is large enough for all of us.
And I doubt you'll find anyone, anywhere, who'd enjoy game type 2 more. Your post would be far more interesting if the game type 1 example was in fact the opposite of 2. Something like: "Player wants Detect Enemies and Detect Life at Force 6, so that he can Quicken them. The GM thinks this isn't enough, and gives the player Quickened Astral Armor 6, Increase Reaction 6, Increase Reflexes +3 6 and Levitate 6 with 12 successes and effective force 12 each free of charge. Because these are mainly defensive abilities, and the char might still be in trouble when facing a horde of great form elementals, the GM also grants the char Manaball, Powerball, Stunball and Spiritblast at force 12 that have -4 Drain Power and -2 Drain Level because they only work against Bad People. Additionally, the GM gives the char a dikoted ally spirit AVS. The character promptly goes and pwnz0rz the Arco and wins Shadowrun!"
Or, you could just have made the 2nd example something like: "Player wants Detect Enemies and Detect Life at Force 6, so that he can Quicken them. The GM doesn't allow Initiation or Quickening at chargen, so the player has to wait for a few games to Initiate and Quicken these spells."
I know you'd still play with the 1st example, and so would a great many others. But it would've made the original msg a bit more fair towards those who don't.
Shockwave_IIc
Nov 17 2003, 05:10 PM
I prefer to play in and run (I hope) games somewhere between the two. If your wanting detect enemies and life, go for it. But while most of the time you will be enjoying the benefits of such a combo, occasionally i will slap you with assicaited problems. generally when it's most apprioate.
But from what i know about your games Sphynx, i would not want to play in them, not that im saying it's a bad game just not my style of game i would enjoy i think.
Using your examples as bench marks, game one 1 (being "if the rules back you, go with it") a 10 say. where as game 2 (being "Don't even think about it, let alone try it") being say a 1 on the this imginary scale. I would prefer games around the 6-7 mark.
BitBasher
Nov 17 2003, 06:00 PM
[Disclaimer: horribly long.]
Well you asked about when it changes, and the example I can give is that of myself as a GM.
I have been running Shadowrun for as long as 2nd edition has been around, and playing through some of first as a player.
In the beginning I think most people start out games in the overkill monty hall fashion. In your teens, or at least in my teens what interested me and my players was just different than what interests me now. I liked brainless action movies and shallow characters. Those things were okay, and good, and therefore those were the types of characters I saw made for games. The action was more important than the roleplaying, because it was about how much you can kill and the stories you can tell of toppling corporations, killing organized crime families and pulling off impossible feats. We were the comic book superheroes. Shallow, yet victorious, because power and victory was what mattered.
These are the people bragging that they have great dragon horns as hood ornaments, thousands of karma, cyberzombies, vampires ect...
As the game progressed, and as we got older our outlook on life changed. What became important to us was quality over quantity. This happened in the timeframe a year or two before 3rd edition came out. After several short term games lasting at most a few months, we found our stride in a game where all the players loved and developed emotional attachments to their characters, and the story was long and farsighted. The players all had amnesia, someone had the information, and they know they were present on the night of Dunkezahn's assanitaion. That's all they knew. Characters grew and developed, relationships with PC's and NPC's was forged, and the story took on a life of its own. They never did find out even remotely enough to figure anything concrete enough about their past to answer any real big questions. It was great.
Now the real catalyst that changed things, besides us getting older, was in my opinion the dice rolls. We went from the GM hiding the dice behind a screen and telling you what happened, to the GM never hiding a dice roll, and never, ever altering them in any way. Period.
This started as an experiment and had a few unintentional side effects. If the GM can hide the dice rolls then the NPC's really don't have to follow the same rules as the PC's and the PC's know that. Conversely, if all the rolls are open and concrete, the GM cannot save them, their choices are final. Their consequences are absolute. This leads to players knowing that their characters mortality is real, and not able to be saved by GM fiat. They choose their fights carefully, they treat each victory as a victory. They feel their accomplishemnts are now things they accomplished, not just something handed to them on a platter because the GM said so and allowed the rolls to fall in their favor.
I cannot stress enough how much this canges the way the game feels. When someone knows that a bad roll can kill them, they take measures to make sure they don't have to make any unnecessary rolls. They protect themselves. They stop doing action movie maneuvers. They start treating their chacacters like real people, because like real people they are now mortal without some fate or luck protecting them. They know when to cut their losses and run. They turn down runs that seem too good to be true.
As a GM this made my life somewhat more difficult until I became a good judge of what screwed the PC's and what didn't. I still used NPC's bu they had to be more real, because I couldn't save them, they had to save themselves. The main NPC's stopped using direct confrontation. They knew they could die. If the PC's whacked a major player then so be it. The consequences fell where they may and the world went on. The game had to be much more freeform. There were no 5 year plans and events than needed to happen. Now there were NPC's with goals and motives, and PC's with actions and consequences, all this came together and the world unfolded in real time, more like a living breathing world full of real people and less like a plot waiting to happen. There were no more story signposts, thinking of cool events. No more undefeatable bad guys or good guys.
After playing this way for a few years we had a GM come and run a game for us, a good GM, but he fudged his dice rolls for story. It was a good story, and it was the kind of story we used to play, but we couldn't do that anymore. It all seemed forced. We knew the villain cheated to survive, so our eventual victory was shallow and forced, as we know that was also handed to us and not earned. Story for the sake of story IMHO is no better than dice rolls for the sake of dice rolls.
I don't run a story anymore I run a world. There is no "Metaplot" really. The story of any individual game centers around what the players want in their lives and how they can achieve those goals. What matters to them is what matters. It's far more personal that coming up with a campaign they you are going to send the characters through. You let the chacracters play through their lives and let the world unfold where it may before them.
I digress, and I apologize... I'm somewhat rambling here...
I guess the bottom line is that it's an evolution. You may never find the next step. I do not know what the next step is for me. If you are legitimately happy where you are then that's great. If not, then the only way to see if you like something else is to try something new.
If anyone passes Through Las Vegas I'll let you in a game to see how we do things.
Kagetenshi
Nov 17 2003, 06:03 PM
Thanks, that provides a perfect thing to do if anyone ever puts up a Force 6 Extended Range Detect Life spell. Especially in a city. Though your TNs were quite generous, I'd say; I'd've given at least a +12 on all actions, probably +20 or +24 in Seattle.
As for why: it's in the story.
~J
Postscript: the second part is sarcastic. The bit about Detect Life I'm completely serious about.
Shockwave_IIc
Nov 17 2003, 06:12 PM
@ BitBasher
*Takes off hat and bows*
TinkerGnome
Nov 17 2003, 06:26 PM
QUOTE (BitBasher) |
Story for the sake of story IMHO is no better than dice rolls for the sake of dice rolls. |
That's profound, and true.
Sphynx
Nov 17 2003, 07:01 PM
Despite what people think, I have 'evolved' to the state of making sure the rules and story are of equal importance. In '91 I was playing RPGs with the attitude that it was all about 'style', in '93 I believed we didn't need dice nor character sheets. Wasn't til '01 that I realized that I'd left half the game in the past, and it was the half that all the kids who play the game seem to enjoy the most. I don't want to 'devolve' back into any stage other than enjoying the ENTIRE aspect of the game.
As for people explaining the Detect spells, I just want to comment that 'maybe' it would increase TN's if you treated it as such, but it's just as likely that the 'new sense' would actually be as natural as vision, and siggesting that a person who gains sight suffers +12 when in a city because of all the sights to see, while valid if you've never seen things before, ruins the idea of gaining sight and even then, sight is a much greater 'marvel' for someone who's never seen than the Detection of Life and Enemies would be. And assuming there isn't no great 'marvel' to the new sense, it would be as distracting as normal vision.
Sphynx
Vanguard
Nov 17 2003, 10:56 PM
QUOTE |
What's the fun in bothering, when you have to square off against Dr. Doom to even be challenged? If you can off a generic goon like you'd swat a fly, then you're in for a boring life, because generic goons comprise 90% of what's out there for opposition. |
This is true. However, 50 or so said goons, plus a SWAT team, combat drones, and appropriate magical and matrix backup should give even a hardcore group of munchkins pause. Which is exactly what you should get if you off a few generic goons like flies.
Rolling 20 dice in pistols is great, and if you get 3 actions in a turn from your munchkined initiative, you might take out 6 goons. Then the other 44 of them gun you down. This is how it works when my players decide to munchkin. Also, as someone else mentioned, it helps when the gm refuses to fudge dice, and makes it quite clear that PC casualties are quite acceptable when PCs do stupid things.
BitBasher
Nov 17 2003, 11:03 PM
I want to add that I haven't had a PC death in over 2 years doing dice that way... My PC's are good at their jobs now, and the dice have shown them luck at a few crucial moments. They have however spent a LOT of time in emergency rooms and in extended care.

The best way to win a fight where the odds are against you, is not to start it.
Adarael
Nov 17 2003, 11:09 PM
QUOTE |
This is true. However, 50 or so said goons, plus a SWAT team, combat drones, and appropriate magical and matrix backup should give even a hardcore group of munchkins pause. |
It should do more than give them bloody *pause*, it should kill them eight or ten times over.
A 'generic goon' is still a guy with a gun, and any guy with a gun can make your ass dead if you give him the opportunity to. All it takes is for you to run out of combat pool (easily done, if you're brawling with 6+ individuals, pretty much requisite with 8+, assuming a 4 person runner team) and get a bad body roll against the goon.
No matter how hard-ass you are, the two best options in any fight where people are trying to kill you are A) kill them before they can shoot very much, B) book like hell.
bwdemon
Nov 17 2003, 11:27 PM
The problem here begins with the use of the phrase "screw the players if they do any minmaxing". The GM isn't out to screw the players any more or less in a low-power game than he is in a high-power game. Playing a low-power character isn't being screwed. Being awarded reasonable or even low amounts of karma isn't being screwed. Having to wonder if you character can afford a medium lifestyle next month isn't being screwed. Not having ready access to initiation is not being screwed. All of those just comprise elements of one type of game, a low-power game. Screwing the players involves never letting them succeed or putting them in horrible situations that they never deserved or had a chance to avoid.
A GM is the main source for PC/NPC interaction. NPCs can run from hostile to friendly and from feeble to godlike, with an incredibly broad range in between those extremes. The GM has to establish the NPCs and play them appropriately. The players have to establish and play their characters appropriately (yes, the players actually have a job in the game, too). Both have to do so within the bounds of the campaign, however limited or open those bounds may be. If both stay within the bounds, then nobody is getting screwed.
That said, the change from high-power to low-power happened when I matured. My early teens were loaded with high-power and power-based games, which became more and more boring by my mid-to-late teens. I left RPGs for online gaming for several years because of this until I stumbled upon a gaming group that showed me how a good game worked. Power level didn't matter, so long as the story was good and both the players and GM were interested in it. Around the same time, I realized that much more could be done at low power levels than at high power levels.
With a high-power game, the threats you can face off against are limited. Kasparov can only play an interesting game of chess against a very limited group of people (and computers) worldwide, because anything else is beneath him. If he finds he can consistently beat some of the people in that group, he pares off a few names and only cares to play against this smaller group. This continues ad nauseum until he doesn't play at all except to face the "Next Big Thing!".
With a low-power game, you can face off against threats at all levels, though you'll need to work to face off against the big threats. I barely consider myself passable at chess, but that's okay, because I can find a fun challenge in almost any opponent. I'd have to work really hard, get some extremely talented help, and/or get extremely lucky to have any sort of chance at beating Kasparov. However, this doesn't mean his mere existence as a great chess master has to be a personal affront to me.
I don't have to beat Kasparov to enjoy chess. I don't have to play the best runner in the shadows to enjoy SR.
bwdemon
Nov 17 2003, 11:49 PM
I forgot to add my take on the spell problem...
As a GM, if I felt a spell or piece of equipment or whatever was too powerful or unbalancing for the campaign, I'd tell the player exactly that and explain why. The players in my current circles are mature enough that they'd forego the goody in the interest of game balance. I wouldn't treat the player like a child to be scolded for attempting to trick me. I wouldn't cave to the player's whims out of hand.
If the player made a well-reasoned argument for having the goody or agreed to limit it to certain applications, then I would weigh the player's argument or the effect of the limitation and make my decision on that. Either way, I'd explain why.
If a player wouldn't listen to reason and demanded the goody at full power - or, worse, a new munchkinized power level - then I'd tell them to walk. Life's too short to have to deal with unreasonable people during your own personal recreation time.
Finally, I hold myself to the same standard. If a GM tells me that something I want would unbalance the game, then I'll pass on the goody. That's just common courtesy due someone who takes their time to plan and run a game for my enjoyment.
Digital Heroin
Nov 17 2003, 11:57 PM
QUOTE (Vanguard) |
This is true. However, 50 or so said goons, plus a SWAT team, combat drones, and appropriate magical and matrix backup should give even a hardcore group of munchkins pause. Which is exactly what you should get if you off a few generic goons like flies. |
That's exactly my point, if you have to resort to extremes like that to handle players, things have gone way too far. Shadowrun, at least in my view of it, has always had a core of realism. Sure there's dragons, rogue AI, and all sorts of fantastic goodies, but even the fantastic elements are grounded in a sort of fair sense of realistic design.
If the runners have to face down a virtual army every run, then combat'll take ages, and there's the added fun of the media. Guess what chummer, your mug just got splashed all over the screamsheets. There goes your rep.
Talia Invierno
Nov 18 2003, 12:52 AM
I'm glad the bias of the initial post was caught by some who have posted before me. Hint: where one half of the comparison requires two and three times the number of words of the other half, odds are the comparison is biased against the part which is wordier, because what's considered "normal" is also to a large extent considered self-evident, and thus doesn't need as much description. (Usage of loaded terms such as "screwed" has already been covered.)
I'll go with most of what BitBasher and bwdemon said (and that's from someone who has crossed chess-swords with Boris Spasky, and given him somewhat of a game). Interestingly, we also dropped the use of the screen years ago. I can't say that it was as clear a cause-and-effect as BitBasher identifies, but I will say that threat certainly was a significant factor in teaching me to be more careful of my character. Then again, experience of what not to do might have played a role too.
That being said: I'm a great believer in consequences of actions: acts taken within a society, and that society's reaction to them. Within canon, it's possible to have a reasonably wide spectrum of acceptability of magic and 'ware and other quasi-legal items and actions, simply because no city, no country, is homogeneous. In environments where these things are common, many things might be seen but will habitually be overlooked or not even noticed. In environments where they are not, they will be noticed, and they might be acted upon.
I'd suggest that what the GM suggests for PC creation - whatever that choice - should ideally reflect the anticipated environment of play, so as to give an appropriate level of challenge to the PCs, and should additionally be acceptable to all members of the group.
Beyond that: what does it matter which choice is made, so long as all members of the group are having fun?
Dim Sum
Nov 18 2003, 03:38 AM
Got rid of the ALMIGHTY GM SCREEN???!!! Sacrilege! Blasphemy!! Heresy!!!
On a more serious note, I think it's sad when a group can't have a GM screen up because they think the NPCs are catching a break and the GM is doing sneaky unaccountable things behind his "shield" - no offence meant, but that would be pathetic.
There are many reasons to have a GM screen in place - personally, I use one a lot but from time to time, I don't bother. I use the screen to hide how many dice I roll for example, so the players don't have any OOC indicators to go by. I see it as more of a service to my players (helps them stay on their toes) than distrusting their ability to avoid the use of OOC knowledge. An example is when an NPC fires at them: the players have to declare how much Combat Pool they're going to use without knowing how many dice the attacker used or how many successes were achieved.
If players can't trust a GM to run a fair game behind his screen, then it's a rather sorry group of gamers.
tisoz
Nov 18 2003, 05:00 AM
I don't really understand the need to keep how many dice you're rolling secret. Wouldn't the character have an idea of the guys body attribute by looking at him? How does the player know how many dice are skill/attribute and how many are pool dice anyway? When in combat, wouldn't you have some idea of a persons skill by seeing them?
If you want to hide the dice, fine, but you should then compensate for it with a darn good description. Maybe make comparisons to others the character would be familiar with. He shoots/is built like/moves like so and so
BitBasher
Nov 18 2003, 05:39 AM
Dim Sum poses a double standard there. By that standard players should be able to hide their dice rolls so the GM doesn't know how many dice a player threw at a test, dice pool distribution and so on. If he lets his players hide their dice and trusts them, then it's all good and nevermind.
Kagetenshi
Nov 18 2003, 05:58 AM
That's not actually true, as the GM is by definition omniscient within the world. On the other hand, the GM should roll all of the players' rolls so that the other players cannot see how many dice they roll.
As for being able to tell how skillful/strong/etc someone is, not really. You can tell if someone is closer to Strength 10 or Strength 1, but Strength 1 and Strength 2 is harder. Strength 10 and Strength 15 would probably be impossible to tell without detailed examination. Skills are even worse; a person with Pistols 1 having a good day could seem like someone with Pistols 3, and someone with Pistols 3 who is putting everything they've got into their shots (combat pool) is indistinguishable from the person just letting their raw skill carry the day with Skill 6 (no pool).
~J
John Campbell
Nov 18 2003, 06:30 AM
I ran an IRC game some years ago, before I wrote the dicebot we use now, where I just had the players roll real dice offline or use the Unix shell diceroller I'd written and tell me how many successes or whatever they got. Didn't have any problems with it. I try to avoid playing with people that I can't trust.
tisoz
Nov 18 2003, 06:50 AM
QUOTE (Kagetenshi) |
As for being able to tell how skillful/strong/etc someone is, not really. You can tell if someone is closer to Strength 10 or Strength 1, but Strength 1 and Strength 2 is harder. Strength 10 and Strength 15 would probably be impossible to tell without detailed examination. Skills are even worse; a person with Pistols 1 having a good day could seem like someone with Pistols 3, and someone with Pistols 3 who is putting everything they've got into their shots (combat pool) is indistinguishable from the person just letting their raw skill carry the day with Skill 6 (no pool).
~J |
I guess was wrong. There is no way you can describe someones physique, whether they had a gut, if their limbs looked like they belonged on a scarecrow, or a high school athlete or a bodybuilder. How tall they were, how much they looked like they weighed and whether it looked like fat or muscle.
If they are really concentrating, tongue tip at corner of mouth, sweating, darn near shaking trying to use that skill. Or if their body language says, make my day, or don't even start something because I don't feel like wasting my time. If they have positioned themselves for every tactical advantage couldn't possibly demonstrate that they have a good idea of what may happen and how to take advantage of the situation.
I forgot, you can't really describe how a person moves, how comfortable they look doing something.
No, none of that would give the same kind of hint as seeing how many dice get rolled.
Not even trying to describe them in terms of atribute descriptions or skill rating descriptions could work.
My current GM hides his rolls, and I could care less by the way. But if I want more info, I just ask what the guys look like, what race they are, etc. Things that are pretty obvious. If I am doing something that their stats are relevant, I'll ask leading questions. He can be as vague as he wants, but there's usually a hint.
Kagetenshi
Nov 18 2003, 06:52 AM
I'm not questioning that you can get a general estimate, but I think it's absurd to claim that you can look at someone and reasonably expect to know how many dice they'd roll.
However, from your latest post that seems to not be what you were saying. Carry on.
~J
tisoz
Nov 18 2003, 07:14 AM
Agreed, but even seeing how many dice are rolled, how do you know how many are skill dice and how many are pool dice? Or how many pools they drew from, or how many pool dice they have left?
The
point was hiding behind a screen and ignoring a decription, which is due, is a huge tactical advantage. Think of it as a blind fire modifier.
Ol' Scratch
Nov 18 2003, 07:48 AM
You use different colored dice for each pool. At least that's what we've always done.
Sphynx
Nov 18 2003, 08:13 AM
QUOTE (bwdemon) |
The problem here begins with the use of the phrase "screw the players if they do any minmaxing". The GM isn't out to screw the players any more or less in a low-power game than he is in a high-power game. Playing a low-power character isn't being screwed. |
See? Why does this ALWAYS happen? I never once complain about the power level of a game, and immediately, people make that assumption.
"screw the player attitude" is actually more likely to happen in high powered games anyhows. Regardless, the question is why does a GM come up with his own rules to screw a player? (nothing about power level). There are 2 ways to handle an example like the Detect spells. Let the player have fun and be aware of all Life/Enemies in his proximity, or annoy the player by giving him the info, and adding in a bunch of House Interpretations about the distraction level, so as to discourage their use.
Although I expressed extremes on both sides of those choices, those still are the 2 choices (the only reason Example 2 was so lengthy was to get as many possible negatives into the list as possible, I'd only expect a couple to be used by the GM unless he really hates his players).
FYI, even in a 'power game', 1 soldier with nice cover, prone, smartlink, graded armour, and an assault rifle can take out nearly anyone pretty easily. Our group wouldn't consider a frontal assault on a squad of such soldiers (as a matter of fact, we pride ourselves on no-shots-fired during all of our corp-runs, which are admittedly rare, since we're more of a merc game). It doesn't have to be 50 either, a small group of 5 would be even more effective.
Sphynx
bwdemon
Nov 18 2003, 12:10 PM
QUOTE ("Sphynx") |
See? Why does this ALWAYS happen? I never once complain about the power level of a game, and immediately, people make that assumption. |
Hmm... really?
QUOTE ("Sphynx") |
The thought behind this post is wondering when playing-styles change. I've played in games where people do the pure monty-haul how high can numbers go (ignoring Canon profusely) to miniature games of low numbers and anything 'powerful' that is done is usually detremental. |
In your original post you directly equated monty haul with allowing the players free reign (Game-1) and directly equated miniature games of low numbers with being screwed (Game-2). I don't know if you intended to write that way or not, but I can only go with what I see.
QUOTE ("Sphynx") |
"screw the player attitude" is actually more likely to happen in high powered games anyhows. |
I would cautiously agree here, if only because one of the very few ways to challenge high-power characters is to screw them over.
QUOTE ('Sphynx") |
Regardless, the question is why does a GM come up with his own rules to screw a player? (nothing about power level). |
The question was not "why does a GM come up with his own rules to screw a player", but I'll proceed from here as if it was.
QUOTE ("Sphynx") |
There are 2 ways to handle an example like the Detect spells. Let the player have fun and be aware of all Life/Enemies in his proximity, or annoy the player by giving him the info, and adding in a bunch of House Interpretations about the distraction level, so as to discourage their use.
Although I expressed extremes on both sides of those choices, those still are the 2 choices (the only reason Example 2 was so lengthy was to get as many possible negatives into the list as possible, I'd only expect a couple to be used by the GM unless he really hates his players). |
I vehemently disagree with the statement that there are two and only two ways to handle the situation (see my post above), but I'll deal with the two extremes you've supplied. A GM may want to impose a Game-2 situation for realism, rules adherence, and/or game balance purposes.
It's more realistic that adding two always-on sensory inputs would be a distraction (if a loud noise will distract visual interpretation, why not two added senses?). It's not against the rules for a GM to impose a penalty based on circumstances. Finally, being able to always detect anyone who means you harm and everything alive around you can easily run counter to game balance and the interests of the campaign.
QUOTE ("Sphynx") |
FYI, even in a 'power game', 1 soldier with nice cover, prone, smartlink, graded armour, and an assault rifle can take out nearly anyone pretty easily. |
How often have your PCs been taken out (incapacitated or killed) by a single soldier with nice cover, a prone position, a smartlink, graded armour, and an assault rifle? How often has your group taken out targets in exactly the same manner? Just curious...
QUOTE ("Sphynx") |
Our group wouldn't consider a frontal assault on a squad of such soldiers (as a matter of fact, we pride ourselves on no-shots-fired during all of our corp-runs, which are admittedly rare, since we're more of a merc game). It doesn't have to be 50 either, a small group of 5 would be even more effective. |
Not that a frontal assault is usually a good idea, but how would 5 soldiers be more effective than 50 in dealing with
any kind of assault? That's 45 more pairs of eyes/ears and 45 more trigger fingers going against you and nothing prevents the 50 from using the same tactics as the 5.
Sphynx
Nov 18 2003, 01:21 PM
To your direct questions: We have often been pinned by tactical usage of sniper-like fire from a single or multiple 'soldiers'. The great thing about a defensive perimeter is that no matter how skilled the intruders are, they'll be noticed. Unlike alot of games, our NPCs tend to have alot of the decent wares (after all, who wouldn't pay 2k for an employee to have a smartlink if you're gonna hand them a gun and have them defend their homeland?)
As for taking out targets in the same manner, only in defense. Hard to make an intrusion in the prone position. Though relying heavily on what cover we can find (which is harder when you're running across an open area than if you're shooting down from an easily defendable position), and one party member having an Assault Rifle (sorry, most of us never see anything bigger than a pistol in our games), is common, the high level armours and prone position are not.
The 5 fully-explained-soldiers are more effective than 50 tacticalless soldiers (after all, the description given was the ability to shoot out 3 of them in a round, as if they were standing in a beuatiful line waiting to be chopped down).
Now, back to on-topic....
I agree, it may be realistic to give those huge TN's for a 'new sense', but it's not as fun. Player taking that kinda combination has this cool imagery in his head of seeing enemy targets as red-silhouettes visible through walls, or if the target is in LOS, perhaps surrounded by a red-hue. Detect Life is probably being seen as yellow silhouettes, just exagerrations on the current sense of Sight, not as some unexplainable overload of sensory input.
"Shhh.... it's a huge red blur... no wait, I see 3... no 4 targets laying right there behind that wall, they definitely see or are aware of us, otherwise they'd be yellow. Better go that way over there, it's the clearest path with no reds".
Sure, clogging a brain with overload input might be realistic, but taking away a player's viewpoint of his own character isn't fun. Players may take spells at high forces to avoid being resisted (an admirable trait in my opinion), but more likely due to wanting to extend that range as far as possible, or some less minmax reason that still has some level of minmaxxing to it.
Sphynx
CoalHeart
Nov 18 2003, 02:22 PM
The only problem I would have with someone with those spells quickened at extended range. It would slow down the game to a crawl. Every single person within range of that spell has a chance to resist being 'detected' Wards have to be taken into consideration, as do magical powers or adept powers. Which means alot of dice rolling. Also anyone with detect magic would notice you, and paracritters too.
As for the distracting and TN modifiers that wouldn't really count. Sure maybe for the first month of it he's really really distracted by all the new imput, has trouble sleeping and gets a bit paranoid (Perhaps a temporary flaw) But eventually he would get used to it and it would become 'natrual' to him.
Kagetenshi
Nov 18 2003, 02:37 PM
That's not true. If you stick a strobelight in front of someone's face, they won't become used to it, not in one month, not in a year, not in a lifetime.
~J
Edit: unless they learn to ignore most of the input. In which case I'd be fine, but they'd have to make TN-modded perception tests to do the things the spell is meant to do.
Edit^2: Though as I think more, it doesn't really seem reasonable that they'd be able to ignore it. It's like the above example, but with the inability to even shut your eyes. I won't decide until it comes up, but I'm leaning towards the TN mods never ending.
Sphynx
Nov 18 2003, 02:46 PM
See Kage? That's EXACTLY my point. Whyfor? Sure, maybe realistic (though I find it very unrealistic), but what fun? You're so busy thinking how unrealistic it is, how many TN's to create, that you miss out on the 'fun' aspect for the player. He's Quickened the spell for a reason, and spent a bunch of karma to do it, and end result, instead of being more powerful or useful, he's practically killed.
Fun first, self-interpretated realism 2nd.
A GM should be looking at 'why' the player is doing it and 'how' he sees the spell working. If he has his spell as nothing more than creating visual (Ie: sight) silhouttes of people that he can see through walls, etc, then why burn him out?
He's done it for fun, for the ability to be uniquely different, you don't fuck him up the behinney for it.
Sphynx
PS. CoalHeart, only people trying to remain unseen should bve resisting. The descriptions says they 'can' resist (not automatically resist) and that is assumed that they are trying to NOT be detected. Ie: using Stealth.
CoalHeart
Nov 18 2003, 02:58 PM
Even unconsious people have a chance to resist a spell when it's cast on them. So by default if they don't know about it and aren't 'willingly' accept the magic, they are resisting. Except in the case of Heal or Treat, you can cast that on unconsious people.
And sure you can get used to a strobelight being flashed in your face. It's called close your eyes. Or if you have cybereyes, turn the normal light and lowlight spectrum off and activate Thermoptics. Or have a nice flare compensator

Or just claw your eyes out, its all good.
Or maybe I'm just understanding things a bit wrongly. In either case it adds a new sense, and you can get used to it.
Example being. You've lived 30 years of your natrual life with natrual eyes. Then one day you decide hey, I'm going to get fancy new cybereyes with all the trimmings. You're going to be incapacitated for a few weeks as you get used to being able to see mostly in the dark, That really eerie red aura from people's body heat. Or even in full darkness seeing by that thermal aura. Or even that really grainy line ridden way of seeing caused by ultrasound vision. It'll all take time to get used too. Just like that one house rule I remember seeing someplace that you can become used to astral percieving if you keep it active for a month straight. IT becomes your normal. The human brain is very capable of finding ways to process data. Even massive overflows of it. It already does.
If you were honestly fully aware of every nerve ending in your entire body, every sound you hear and everything you saw you would go insane. So your brain compensates by dumbing it down for you and runs most things on autopilot.
Anyways it's time for me to smoke breakfast before class.
Kagetenshi
Nov 18 2003, 03:00 PM
QUOTE (Sphynx @ Nov 18 2003, 10:46 AM) |
He's done it for fun, for the ability to be uniquely different, you don't fuck him up the behinney for it. |
Sure you do.
Really, there's a lot that I'm willing to accept. Maybe you just picked a bad example, but it makes me feel no qualms about screwing over the character from here to Tuesday.
If it creates sillhouettes of people, well, unless he or she is out in the middle of bloody nowhere they'll be seeing solid black walls everywhere they go. No TN mods, but next-to-no use out of the spell, either.
Actions should have consequences.
And you know, for the most part my players have expressed satisfaction with my games. Maybe they're just being nice, but there are some pretty blunt people in that catagory. Hell, some of them would be thinking of the horrific penalties before I would.
So have fun with your game, but be warned that if you ever play in one of my games, this is how I play. I don't screw people without reason, but I consider a quickened extended-range detect life spell to be well within the catagory of "a reason".
~J
Edit: CoalHeart, you've obviously never tried it. Closing your eyes does squat against any particularly bright light source, unless you've got particularly thick eyelids.
As for the eyes, I completely agree. You get used to that. You don't get used to knowing where probably hundreds, maybe thousands (what's the range on Extended Range spells again?) of people are all the time. This isn't about seeing things in a new way, it's about seeing too many things.
Sphynx
Nov 18 2003, 03:13 PM
Colaheart, it's not cast on them. It's resisted, but not targetted. I see no reason to believe Canon asks for automatic resistance to being Detected by detection spells. I only see the words 'can resist', meaning that they are allowed to try to be un-detected (which, by my definition/interpretation means using stealth).
Sphynx
Sphynx
Nov 18 2003, 03:15 PM
"If it creates sillhouettes of people, well, unless he or she is out in the middle of bloody nowhere they'll be seeing solid black walls everywhere they go. No TN mods, but next-to-no use out of the spell, either."
Huh? So you totally redo the spell to screw them more into something that doesn't even closely resemble the spell they chose to learn/cast/quicken???
Sphynx
Kagetenshi
Nov 18 2003, 03:27 PM
QUOTE (Sphynx) |
Huh? So you totally redo the spell to screw them more into something that doesn't even closely resemble the spell they chose to learn/cast/quicken??? |
You suggested that they might see the spell as creating silhouettes of those detected that can be seen through walls. In a city, this is going to be a solid black ring around the person.
I fail to see how I've redone the spell at all.
~J
Sphynx
Nov 18 2003, 03:34 PM
No... in a city you'd see things just like you and I see things. However, with the spell up, they'd see the red-silhoutte of a man with a gun on the other side of the wall. Maybe enough info to tell height but little more (the spell is only intended to detect enemies, not clairvoyance). They'd see the same brick wall you and I see, but with a background image like a red light being shined through a semi-transparent obstacle.
Sphynx
[Edit] Oh wait, I see what you're saying, silhouttes being black and all, you're saying that there's so many people it'd be one large blur. Yes, I agree, ina 'Detect Life' spell it could very well be like that at times, but no worse than vision, after all, its' not like you can see through people yourself. Though they might see a brick wall they'd see 'shadows' moving behind the wall like shadows on the other side of a curtain. Unable to pinpoint exact life forms, but aware that there are alot there. That's not a negative, that's common sense. But it wouldn't be a solid black wall, it'd be placed in the correct location, so life on the other side of a physical wall would be seen as shadows, people visibly seen would be 'surrounded' by this aura of sorts, but not blocked by it (unless they're standing behind something). [/Edit]
Kagetenshi
Nov 18 2003, 03:36 PM
I was addressing Detect Life. I still have problems with quickened extended-range Detect Enemies, but I'd probably just screw them the regular ways to screw people with quickened spells.
~J
Postscript: I also wouldn't let them see the gun unless there's something in the spell description I'm forgetting that suggests there's a reason I should.
Sphynx
Nov 18 2003, 03:39 PM
Very true... no gun.

Sphynx
Kagetenshi
Nov 18 2003, 03:41 PM
Look ma, no gun!

~J
TinkerGnome
Nov 18 2003, 03:50 PM
I thought detect life made things glow. It also specificly states that groups of people tend to blur together into a mess. I wouldn't impose penalties for the person using it, but I'd certainly enforce the way it is supposed to work.
As for detect enemies... it only functions against people who specificly intend the character harm. Which, in general, isn't that many people. It's valuable when it works, but by the time it kicks in most of the time, the fight is going to start anyway.
BitBasher
Nov 18 2003, 05:13 PM
Detect life would also be useless in any nature setting, trees, grass, bushes are all alive. At extended range you would see nothing but a living biomass in every direction. Remember, it's not Detect Metahuman, it's Detect Life.
Sphynx, you and many of us are running across a perception problem... We are not meeting in the middle on some common terms that are being tossed around. I will provide some examples as they relate to my group.
QUOTE |
Sphynx said: Whyfor? Sure, maybe realistic (though I find it very unrealistic), but what fun? You're so busy thinking how unrealistic it is, how many TN's to create, that you miss out on the 'fun' aspect for the player. He's Quickened the spell for a reason, and spent a bunch of karma to do it, and end result, instead of being more powerful or useful, he's practically killed. |
For some people fun and realistic go hand in hand. To make something purposefully unrealistic like that in my group would be slapped down instantly. One of my players would say if you want to play a game like it's a comic book, then go play Marvel. Shadowrun is fun BECAUSE it takes a realistic gritty approach to things. This may not be true for you, but its definitely the way my game works. Doing things unrealistically just for the sake of fun completely and totally suspends the disbelief of the game for us. It makes the experience hollow.
In my game the tools, the spells, and the guns to not make the fun. At all. Period. They are nothing more than a means to an ends. They are a tool, not a requirement. Things mean entirely different things to different groups.
QUOTE |
Fun first, self-interpretated realism 2nd. |
Thats not true for all groups of people. It may be for you however, do not try to impose that view on everyone.
QUOTE |
He's done it for fun, for the ability to be uniquely different, you don't fuck him up the behinney for it. |
Really I, you , anyone is not really uniquely different. Odds are that if you came up with this idea that someone came up with it before you. Just like Tyler Durden said, "You are not a unique and beautiful snowflake." IMHO Being Yourself and Being Uniquely Different are two different things. IN SRT being Uniquely different means you stand out for some reason, which usually really screws you in the end. In SR IMHO anonymity is your best friend.
------------------------------------------------------------------------------------
Bottom line Sphynx, is that you are saying "Why do people make it not fun for the players fun like <example>" when for many of us <example> IS what is fun, while the way you do it we dislike for one reason or another. Neither is right or wrong, what's fun for you is fun for you.
Kagetenshi
Nov 18 2003, 05:22 PM
Remember, Distinctive Style is a Flaw, Blandness an Edge.
As for Detect Life, I'd thought it worked like that but the fact that someone might be willing to Quicken it lead me to believe otherwise. I guess the mods would be worse than I'd originally proposed.
~J
Ol' Scratch
Nov 18 2003, 05:48 PM
First, neither Detect Enemies nor Detect Life are visual-based spells. They're not even directional. They're a completely new sense that picks up any and all subjects in the range of the spell, which is why Detect Enemies can sense ambushes or someone sneaking up behind you. The movie Spider-Man actually had a very good visual that reflects why I would apply that penalty (even though it didn't work out that way in the movie); during his fight with Flash in the school hallway, Peter was picking up all kinds of things around him; a fly buzzing by, a spitball, a paper airplane coming towards his head, a fist coming towards his face, and so on and so forth.
Note also that Detect Life doesn't distinguish what type of life it is, nor its size, nor its intent, nor its shape, nor anything else. You just know "life" is within your sense. All you learn from it is their general location and how many are there. If you're in a duel with another magician and you suddenly sense something rushing towards the back of your neck from behind, that's going to be a distraction... and you wouldn't know if it was just a mosquito coming in for a snack or some troll running from police who's about to crash into you (he wouldn't register as an Enemy).
Second, Detect Life much moreso than Detect Enemies, is the one that would be causing the distraction penalty if it occured in my games. I doubt if I would even give Detect Enemies one unless the character was a dwarf who stumbled into a huge Humanis Policlub meeting or something like that.
Being shocked about a distraction penalty like that is like being shocked that a quickened Armor spell would net you (at the very least) a social TN penalty applied when you walk into a restaurant for a meal with a blue glow (or maybe you want to describe it as a haunting green flame, or a suit of golden armor composed of light, or however you want to describe it -- I so encourage that in my games) glimmering around you.
BitBasher
Nov 18 2003, 05:54 PM
Gotta agree with funkywookicube on this one also.
Sphynx
Nov 18 2003, 08:20 PM
QUOTE (Doctor Funkenstein) |
First, neither Detect Enemies nor Detect Life are visual-based spells. They're not even directional. They're a completely new sense that picks up any and all subjects in the range of the spell, which is why Detect Enemies can sense ambushes or someone sneaking up behind you. The movie Spider-Man actually had a very good visual that reflects why I would apply that penalty (even though it didn't work out that way in the movie); during his fight with Flash in the school hallway, Peter was picking up all kinds of things around him; a fly buzzing by, a spitball, a paper airplane coming towards his head, a fist coming towards his face, and so on and so forth.
Note also that Detect Life doesn't distinguish what type of life it is, nor its size, nor its intent, nor its shape, nor anything else. You just know "life" is within your sense. All you learn from it is their general location and how many are there. If you're in a duel with another magician and you suddenly sense something rushing towards the back of your neck from behind, that's going to be a distraction... and you wouldn't know if it was just a mosquito coming in for a snack or some troll running from police who's about to crash into you (he wouldn't register as an Enemy).
Second, Detect Life much moreso than Detect Enemies, is the one that would be causing the distraction penalty if it occured in my games. I doubt if I would even give Detect Enemies one unless the character was a dwarf who stumbled into a huge Humanis Policlub meeting or something like that.
Being shocked about a distraction penalty like that is like being shocked that a quickened Armor spell would net you (at the very least) a social TN penalty applied when you walk into a restaurant for a meal with a blue glow (or maybe you want to describe it as a haunting green flame, or a suit of golden armor composed of light, or however you want to describe it -- I so encourage that in my games) glimmering around you. |
See?!? That's exactly what I want to know.... When did that happen Doc? When did you go from being the kid that dreamt an idea, made a character around the idea and played it to someone who 'realized' that there are too many other factors that'd prevent it?
See... a roleplayer, IMO, builds a character around ideas in his head. Someone sees Matrix Revolutions and wants a spell that makes light come out of peoples eyes/mouths, etc causing deadly damage. So they make a Manaball character (since a Light Manipulation spell wouldn't work like that) and 'describe' it as such.
Someone wants a form of x-ray that let's them see living being on the other side of walls (they don't read the small print in MitS explaining the uni-directional vs area) and build it with Detect Life.
Maybe I just do things backwards since I sit with all my players and ask for descriptions of their spells at casting, and then go from there. If described in the manner I've described, the spell would 'become' uni-directional, requiring a perception check based on vision. That's "fun" versus "rulelawyering".
But when does a person see this cool character idea, the spells to back it (based on a few loose interpretations of how the spell works) and laugh at the PC telling him how screwed he'd be instead of just going with it for the fun of it? There was a time in all the lives of all the roleplayers I know where that character idea would rock, they'd be patting backs at the ingenuity of the character, especially once Quickened. What causes that change?
I admit, I play with kids more than adults, it's how I feel better about me. I love watching them create ideas that seem stupid to most DSers, and I don't allow alot of them either (gunblades which do more damage than guns or blades??? that was a recent one) but if an idea comes from a Canon source (Ie: they read about Detect Enemies and Life and picture this cool idea that I've stated), and could be interpretated as Canon (after all, uni-directional and requiring a perception check isn't an upgrade to the spell), then why would someone discard the idea in the manner you have?
Sphynx
Kagetenshi
Nov 18 2003, 08:41 PM
Sphynx, do you do a lot of improv?
~J
BitBasher
Nov 18 2003, 08:47 PM
QUOTE |
then why would someone discard the idea in the manner you have? |
I explained whay I felt this was above, post before last, and you didn't reply to it or even acknowledge it's existance. It's the differnece between "I like a game because it's fun an lets me do cool things" and "I like a game that's fun and gritty and realistic". Neither are wrong, people have different ideas of what is fun. What's fun to you obviously seems lame to him.