QUOTE (Rotbart van Dainig @ Sep 23 2008, 07:19 PM)
Don't like the story of Shadowrun? Play Cyberpunk.
That's ridiculous. Cyberpunk doesn't have magic. There's more to SR than
just the story - personally I'm not a fan of the story at all, even though I like the setting.
QUOTE (Cardul @ Sep 23 2008, 07:20 PM)
You know, in the game I am in...the PCs are being used as pawns by Ryumo(we think...it might be teh Empress or the Emperor though) in fighting against a subtle powerplay being made by Lofwyr(Again..we think...we know it is Saeder-Krupp showing up all over the place...could be someone trying to frame Lofwyr to make Ryumo do something, though....My bet: the Empress is actually making a powerplay of her own...)
Now, thing is...our GM is kind of machiavellan in style, so what we think we see is rarely, if ever, what is actually going on...We know we are pawns...just, well, not who we are pawns of. But, basicly, here is the thing to me: In shadowrun, it does not matter who it is, you are pawns for someone else. You are deniable, disposable assets. You could be hired tomorrow to do a job that the Johnson knows is going to get you killed...but that is OK, because another team has been hired to do the REAL job, and you are just a diversion. Now, when you do a job that involves an Immortal Elf or a Dragon(especially a Great Dragon) things tend to get more interesting, and payment sometimes becomes.....interesting(I still remember one run I was in, where in addition to the money, we were given 4 jade fingers and a tea cup by our Elf J. Was it an immortal elf? Maybe, maybe not...no way to really know..)
Of course, thinking on it...Immortal Elves only become an issue if you know about them OOCly. Then you look for them everywhere. I wonder if, perhaps, the reason people see them and GD lurking behind every corner is...we expect it, and so TRY to find them lurking behind every corner? I know two players in my group do not know anything about Immortal Elves, and so some of the subtle things my GM might do(as listed above) might go over their heads. Then again, my GM is the kind of person to delight in throwing red herrings all around...so, we never really know excatly what is going on until the final scene...(And sometimes, not even then!)
That's awesome, and that's exactly how IE/GDs should be used. If they were always like that in the fluff, this thread pretty much wouldn't exist.
Immortal elves don't become a problem just because the player knows about them, they become an issue if they come to the foreground of the campaign (show up in person) and retain their 'immortal' status.
QUOTE (Gast @ Sep 23 2008, 10:58 PM)
The thing with Leonardo bugs me the most personally. Even a core Cyberpunk plotline can't develop without having an IE as the key player. It was just not necessary. And calling me and ED hater is bullshit. I play ED, I like ED. I just don't like the IE conspiracy, because it's a rather stupid conspiracy device that IMO takes away from the SF component of Shadowrun. Of course there's no need to explore the realm of human/transhuman possibility when the explanation for everything is "An immortal elf did it with his magical cyberdeck".
As you might have guessed, I really like the AI component.
I concur.
QUOTE (hyzmarca @ Sep 23 2008, 11:21 PM)
You can blackmail a named GD or an IE. It is just exceptionally unwise, not unlike blackmailing a megacorp CEO. The difference is that Lofwyr will mindprobe you to find the blackmail material and then vaporize you himself while Damien Knight will have one of his multi-initiate bodyguards do that.
I believe that the entire point of the unkillable NPC is to prevent the Players from ruining the metaplot. It is merely a tool to keep game worlds standardized to the official plotline.
It's only unwise to blackmail a superpower if they
aren't already trying to kill you. When a world power is gunning for you, the only way you're going to get a cease-fire is initiating a state of MAD.
The whole point of an RPG (as opposed to a novel) is that the metaplot
shouldn't be carved in stone from the outset. There are supposed to be allowances for the players doing something unexpected. The best way I've seen it done was in Living Arcanis: evey time a module was going to have a sequel, it came with a survey on its initial run, which the GM filled in to describe what the situation was at the end of the module for all the plot critical points, complete with an 'other' option in case the players did something the module writer didn't expect. After the initial run of the module, the surveys decided what the 'canon' ending was. Thus, they struck a balance between letting the players do what they will vs. not having them screw up the plot, all the while letting the players have an
actual effect on the ongiong development of the game world.
Simply saying 'I know at some point I want to write a sequel, so I'm going to decree that this NPC is inviolable, even though he meets the PCs face-to-face' is poor writing for an RPG.
QUOTE (Wesley Street @ Sep 23 2008, 11:33 PM)
Bingo. A recent example of that is the music disc from On The Run. If the PCs could hack the second half of the files, there would be no room for a sequel. While I doubt there will actually be a sequel to that module, the point is still valid. If you want to play in a long-standing, story-line driven RPG universe you need to accept that there are some targets that are untouchable: Lofwyr, Harlequin, Damien Knight, etc. If you don't want untouchable targets, you're going to have to break from metaplot. I don't see how there could be a compromise on this.
Tying in to my last point, if you want a sequel
you have a second disk! You don't just tell the PCs 'no, you can't crack it. What do you mean why not? Because you just can't, OK?!
Instead, after letting the hacker look at it, you tell him that in his
own professional opinion, he probably can't crack it without ruining it, but he's welcome to try. Then you set the threshold to crack it at, like, 15 - if he blows edge and gets lucky, good for him! If he tries and fails (far more likely), tehy don't get paid. By giving the players the chance to shoot themselves in the foot, you take away the sour taste of railroading.
QUOTE (TKDNinjaInBlack @ Sep 24 2008, 12:15 AM)
Second, again, I have state bias and say that while I am not an elf fanboy (Never played one, and will never trust an one), the concept of immortality and the fruits such a gift would bring is not lost on me. It could be immortal humans, orks, or trolls for that matter, metatype doesn't matter. But, the ability to learn and train for eons beyond everyone else (especially being a magician) really does create a godling. If a godling and a human with a normal lifespan were put to the same task to invent an object that served the same purpose, wouldn't the godling win? It's discrediting, and sickening to think about, but that's dystopian, and I thought that's what Shadowrun was going for. We find out that we are even more insignificant than we thought we were.
QUOTE (TKDNinjaInBlack @ Sep 24 2008, 04:28 AM)
But why wouldn't an immortal (elf, man or otherwise) be light-years (pardon the pun) ahead of the competition? He's had eons to learn and perfect his craft, and even if he was of ordinary intelligence, he'd have enough time to think thing out slowly.
I encourage you to read Neil Gaiman's Sandman graphic novels, particularly the parts concerning the character Hob Gadling. He lives for hundreds of years, but at the end of it, he's still just a normal human. He's run the gamut of careers, travelled the world, and returned from abroad as his 'son' many, many times, he's forgotten more things than most people ever learn, but at the end of the day, he's still just a normal person. He's a little more wise and worldly for his experiences, but he's no smarter than the rest of us, or than he was the day he decided dying was for chumps.
The character of Hob rings true
so much more then the 'immortal elf' bullshit, because it doesn't really matter how long you live, you can still only do what you, as a normal human (or elf) are capable of. You spend 100 years learning to craft swords, and became the foremost artisan of blades in all the world, good for you! 200 years later, after composing a classical symphony, you suddenly find the smithing hammer feels unwieldy in your hand, and you can't pick out the impurities in steel like you used to be able to, because it's been
two hundred years since you last practiced. There is only so much
any individual can learn, and focusing in a certain direction inherently leads other areas to suffer.
As to, 'they've had longer to think about it,' that's crap. Something unexpected comes up, and if you aren't a quick thinker you're screwed. And something unexpected
always comes up. It doesn't matter how long you have to prepare, or how towering your intellect is, you can still be blindsided by factors beyond your control. Even old World of Darkness wasn't as bad - for all that ancient vampires, powerful mages and The Technocracy supposedly shaped humanity's history, there are plenty of exmples where an ordinary human did something amazing (the Virtual Adepts tradition book mentions that Alexander Graham Bell was a mundane human, even though the Adepts and the Technocracy both try to take credit for the telephone).
If anything, elves that had been alive for several thousand years would be sick of all the political powermongering and would be living in a remote mountain cottage somewhere living the simple life. The whole immortal = god shtick makes me sick because it's bullshit, not because it 'threatens my intellect' or something.
QUOTE (HappyDaze @ Sep 24 2008, 11:11 AM)
Let's show how others might view that:
The entire point of the unkillable NPC is to prevent the Players from affecting the metaplot. It is merely a tool to keep game worlds standardized to the official plotline.Remember, standardizing the results of events involving the players' choices - without any consideration to the players' choices - is 100% railroading. Standardizing background is different, but once play begins, staying 'canon' shouldn't really be a concern. If NPCs are unkillable in the background, that's fine - the GM just rules it such - but once in play, the players' choices have to matter or else you've moved away from game and towards storytelling. That might be fine for some, but obviously not for those that want to the story to play out differently and try to make that happen
by using the rules given to them to alter it.
Either the GM plays by the same rules or he's a lame-ass cheating dickhead.
This. If you want to introduce metaplot elements into your game (especially if you're writing a module) you have to leave the possibility open to have that metaplot influenced by the PCs actions, otherwise you might as well just put the dice away and read the players a story. If you want that module to have a sequel, then leave the plot hooks for part two behind the scenes so that even if the PCs decide to teleport to andromeda instead of turning left, you can still draw them in to part two. Have some related element that the PCs will find out about later on, that won't show up in part one, so that even if the plot critical NPC dies, they still get contacted by his butler (whom they've never met) 6 months later.
It's
not that hard.