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.
I see and acknowledge your point. To fully disclose: the adventure I was referring to was
On The Run. It was an introductory adventure with new characters. There was no way Mr. Hacker was going to bust it open with his limited dice pools and within the parameters of the mission. Yes, I could have mocked up some stats for the disk but it would have been pointless. Mr. Hacker has now advanced to the point where, feasibly he could bust it open. So now if I have a plot point hinging on a current adventure, I'm going to make sure it doesn't involve Mr. Hacker being able to hack apart the code in a disk because, yes, he would pretty easily figure out I was railroading him.
QUOTE
'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.
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.
I agree that actions, failures and successes should allow for the story to change. But I'm also running a group of multiple players. It's not feasible for me to run a game where, say, Player 1 on a whim flies to Istanbul and demands to have his own adventures, Player 2 stays in Seattle and does his thing, etc. Charting that kind of thing out bogs the game down horribly and leads to boredom from the other players. "While Mr. Hacker in Istanbul I'm going to grab a burger. Call my cell phone when it's my turn to roll." It's all well and good when you're a player and you demand infinite freedom. Which, theoretically, you should have. But within the limits of what any sane GM can handle in an evening 4-hour game session...? If there are techniques to handle this kind of thing I am absolutely,
TOTALLY open to suggestion. Please.
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.
That's not what I was inferring: The argument I'm seeing is, "I don't like the idea of SR having a metaplot and continuing story because I can't change anything in it". My response: an epic power-game isn't going to fit into the current
SR metaplot framework. And that's not me posing an opinion, that's what the products produced by FASA, FanPro and Catalyst do. The writers say, "these are the big-wigs in the
Shadowrun universe. If, in your game, you assassinate Damien Knight you will have a discontinuity occur when he appears again in a module down the road." Yes, the actions of the characters should affect the world around them. But that world may be small or else you're going to conflict with
SR canon. As for my game being boring? Well, that's a matter of opinion. My game style may not fit with what you and many others would be looking for. That's just reality. I'm bored by dungeon crawls and adventures that can be completed by simply shooting the target.
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'.
Fair argument and I agree with a few points here but the BBB doesn't offer rules as to how far an NPCs influence would work on an PC. Without some clear directions from the developers (or agreed upon house rules [I'm not a fan of house rules]) I can foresee too many instances of that pissing off players with NPC semi-pornomancing. "Okay, the ugly bar slag wants you to give her all of your money, the codes to your Cayman Islands account and then go down on her so you do it." "What? No I don't." "You have to. You critical glitched." Exaggeration? Maybe, maybe not. My interpretation is that the dice support PCs with their role-playing, not give the NPC the opportunity to flat out steal hard earned loot from the players (or convince them to walk themselves off a cliff) just because they got some lucky sixes.
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.
The GM's lack of personal involvement with the character is what differentiates Harlequin from a Mary Sue. Harlequin, though a character in that he had personality and motivation, was a plot device to move the story. Definitions can vary but to me he isn't what I would consider a true NPC other than the GM puts the words in his mouth. Harlequin was a character in a FASA module and part of the bigger SR metaplot. Let's say that Harlequin
was given stats and the PCs, for whatever reason, decided to attack him and killed him. What then? The
Shadowrun universe for that particular group or campaign falls apart when Catalyst theoretically reintroduces him in a future module. There's too much metaplot and backstory in
SR to allow players to accomplish everything they want and yet maintain a cohesive fictional universe. If you want to maintain that universe, the PC victories, by necessity, need to be small. If PCs and GMs want uber-power campaigns, the metaplot needs to be dropped or the GM needs to create a new one for his group outside of "official" canon.
Pet NPCs are an irritation and I agree with you completely there.
QUOTE
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.
I've been quite clear and rational and I'm always open to civil disagreement but I also detest forum bullies of which Dr. F most certainly is. Despite what our moms told us, ignoring bullies doesn't work. I apologize if it seemed like I was "hitting back" but I'm not keen on walking away when I've been personally insulted. And I think you'll notice that I simply pointed out bad behavior and where points and definitions that have been made in opposition have been flat out ignored rather than calling someone an "idiot" or what-have-you.