How does this thread keep growing 3-4 pages per day?! Dammit people!
Edit: stupid quote-limit. =/
quote name='TKDNinjaInBlack'
As I've admitted bias, one clearly also sees yours. You have to realize that your idea is not your own either, but merely that of Neil Gaiman's, which has clearly influenced on how you feel about the matter. I happen to believe otherwise. Even if someone was to practice any kind of skill for one lifetime longer than anyone else, he'd still be way ahead of everyone else. I'd say that matter still stands.
[/quote]True, I admit I am biased and my ideas have been influenced by various and sundry (not just Neil Gaiman, mind), and the sum total of that influence is that putting someone up on a pillar because of exceptional ability or experience is
always a bad idea. I've known 16-year olds that are more mature and have gotten their act together more successfully than other 50-year olds I've met. Living a couple thousand years makes you
really old, nothing more, nothing less. And no matter who you are, how intellignet you are, even if you have truly photographic memory,
you forget practical skills if you don't use them. There is only so much one can do in any given week, and if you don't practice skills on a weekly basis, you
will start to lose proficiency - at least if you want to remain a master of your field (skill 7 in SR). To remain good at something but without being top-in-the-field-best-in-the-world level, you still need to practice a few times per month. And all that only stands for people who are fast learners, others would have an even harder time keeping a decent number of abilities fresh.
And then there's the fact that these people are
people. They don't spend their entire week keeping their skills from getting rusty just in case they need to know how to craft a sword tomorrow - they'll have personal interests that will also occupy their time. Just because someone lives thousands of years,
does not, in any way, shape or form, mean that they will be inherently better at everything. They will have a far more diverse skillset than most people you meet, but at the end of the day, people are people, nothing more.
quote name='Synner667'
So, what's the real problem here ??
That some elves are immortal ??
That some non-player characters have high skill levels ??
That some characters are more powerful than players will ever likely to be ??
That there are some non-player characters without official stats ??
That SR is linked to Earthdawn ??
That there are non-player characters who can kick the player character's arse with barely an effort ??
That there are non-player characters with gear and abilities the player character doesn't have access to ??
[/quote]Answer? Non of the above. The
real problem here is characters that are presented in modules with no possibility of
any kind of defeat by the PC's actions. The possibility should
always be open for the PC's to change to course of the plot.
quote name='sk8bcn'
No because:
1-You don't increase your intelligence indefinitely, your increase your experiences or your knowledge. Hence, as the matrix is still young, he battles on equal grounds with everyone else.
[/quote]Bingo.
quote name='TKDNinjaInBlack'
Why not, Stephen Hawking does it, and Albert Einstein did it before him. Single men sometimes are a lot sharper and more focused than a team of men.
[/quote]Hawking is an arrogant SoB, and while he's smart, he's not as good as people make him out to be - and he had contemporaries who helped him with his theories, just like everyone else (see someone else's post upthread discussing this). As for Einstein, he had one epiphany which led to a breakthrough in scientific thought, and then spent the rest of his scientific career beating his head against an ideological brick wall. Any smart person can have a brilliant idea once every so often, but neither of those men were paragons of humanity, and if given another thousand years of life, would likely be surpassed by someone else who had a bright idea (in fact, both already were within their lifetimes).
quote name='HappyDaze'
Not saying no while making it impossible to really even attempt is still dickery - it's just a more passive form. Your player - likely a friend of yours - is trying to play the game and is hoping to achieve a desired outcome by using the rules of the game, but you're more interested in holding rigidly to a story set down in print by someone you've probably never even met. That's dickery.
[/quote]It's just stealth dickery, because the player might not notice you're railroading them - though if Mr. Hacker gets 40 successes because he blew edge and rolled really well, I don't care what pseudoscience you come up with to explain why it's uncrackable, he'll
know you're railroading him.
quote name='HappyDaze'
It's dickery when you don't allow them to do what the rules tell them they can do. If a hacker tries to hack then actually let him make the attempt and let the story flow with whatever outcome he achieves - don't preselect an outcome. Make it difficult, but don't simply block out the possibility of success for no reason other than to keep your precious story on track.
[/quote]I wholeheartedly agree with this; the story should emerge from the PC's actions, failures and successes, and have the potential to take a wildly different track than even the GM was expecting, rather than the story being inviolable and the PC's just sortof being there for the ride.
quote name='TKDNinjaInBlack'
all of this seems rather optimistic for a dystopian game where the players play characters who are pawns in every mission.
Plus, I have to add that wanting to kill something because it is powerful and iconic is a completely juvenile thought. I thought Shadowrun was a game for big kids.
[/quote]No-one in this thread mentioned that as a reason for wanting to kill things. If, however, I get screwed over by Lofwyr's background-power-mongering and I
find out about it, I'm going to seek a way to take revenge, great dragon or no. Just because the PC's are often trodden on by world powers in SR, doesn't mean they should be completely powerless to avenge themselves. Sure, they should probably have a snowflakes chance in hell - not only is he a dragon, but he also owns a megacorp - but they shouldn't be denied their revenge because 'Lofwyr wins, fucking deal,' it should be because 'well, you see, you actually didn't get quite as complete a schematic of his HQ as you thought, and the strike team in the secret passage behind you
were using autocannons, after all...'
quote name='Wesley Street'
Then what's the point of a Game Master/Dungeon Master/Storyteller? You take out the plot and story and it's no longer a role-playing game. It's a tabletop you vs. me experience.
[/quote]No-one suggested you take out the plot entirely,
you inferred that from people's comments, perhaps because you have a different idea of plot in an RPG than they do. I (and others) are not saying 'remove the plot,' we're saying 'keep it malleable, allow for the plot to change course drastically at the drop of a hat.' Yes, it's harder, but it's the difference between Final Fantasy and Arcanum. In the former, you read a cool sotry while you gain XP so you can carve your way through random encounters, in the latter you actions have a direct impact on the world around you, leaving things maybe better, maybe worse, but different because of the
choices you made and not because that's how it was scripted to happen.
In a table-top RPG, I'm looking for an Arcanum, where nothing is absolute, rather than a Final Fantasy (which, while still awesome, does not fit the definition of 'RPG' even though it gets labelled that way)
I've played in a game where the GM was trying to tell a story rather than run a game - it was pretty boring. I'm not saying your game is like that (I don't know you, so how could I?), but from your statements, it bears at least some amount of similarity.
quote name='Mäx'
What about multiple complains about IE:s being unkillable becouse they don't have stats.
[/quote]The complaints are specifically about Harlequinn, who, if I am interpreting the second-hand info in this thread correctly, is a jerk to the PC's, who then have to suck it up rather than telling him to fuck off because the module specifically states 'the PCs can do NOTHING.'
quote name='Wesley Street'
Negotiation opposed skill tests I can see. Can you provide any other examples of an NPC using Social Active Skill rolls against a PC?
An NPC succeeding in using Con, Leadership or Intimidation against a PC and expecting the PC to respond in kind to the NPC's demands is railroading. "The NPC seduces you and you believe everything she says even though its all lies."
[/quote]Guess what,
you are not your PC. Weak-willed people get seduced in real life all the time. I agree that there should be
some limits to what your PC can be forced into through social skills, but if your character has a really low willpower, then yes, the character
believes that the NPC is genuinely interested in him/her, and while the player might realise otherwise, a good roleplayer will roll with it and roleplay being infatuated with the NPC.
They call it a
role-playing game for a reason. The dice offer a level of abstraction to supprt players in areas where they have poor roleplaying skill, and to curtail their efforts if their strong points do not match thier characters'.
quote name='Wesley Street'
Oh we understand the complaint. However: You communicate your ideas in a way that makes you sound hostile, bitter and hardheaded. You make suggestions that completely gut the metaplots that many of us enjoy. You need to learn what the definition of "Mary Sue" is. Because I'm not repeating it again.
[/quote]I know the definition of mary sue - a wish fullfillment character with little or no flaws (barring their generally abrasive personality), usually controlled by the GM, who is inviolable because (and only because) of the GM's will. The way Harlequinn is written in the aforementioned module, he fits the bill as far as it is possible for an NPC to do so in a module (and the only reason it isn't a 100% match is because the GM of a module will likely not have the personal involvement they would with an actual mary-sue, but in the end, the effect is the same - you can't do anything to them - not because you actually have no recourse, but because you just
can't - the GM (module) says so).
I have played in a game where the GM had six or seven of his pet NPCs from older campaigns hanging around the party even though they were ridiculously high level in comparison (D&D by the way) - it was crap. Harlequinn comes across the same way.
And yes, Dr. F is a jerk to people he disagrees with - all the more reason to be the better man and address his arguments clearly and rationally rather than retaliating in kind. I'd like to see things kept civil and discussed to at least some form of resolution (even just an 'agree to disagree') rather than letting one person's rude (albeit valid) arguments ruin it.
Edit 3: actually fixed it, but somehow it ended up as a new post. Oh well.