QUOTE (DocTaotsu @ Oct 21 2008, 10:03 PM)

They seriously need to come up with an internet standard sarcasm tag. Like a special font or something.
Wait, you can do sarcasm on the internet?!
Seriously though, it's wierd, I (almost) always recognise sarcasm / irony in written text. It often baffles me when people take it seriously.
QUOTE (Wesley Street @ Oct 22 2008, 12:57 AM)

The final threshold for hits required to complete a task is up to the GM, ultimately. But one of the things I think On The Run did right by being an intro product was showing that, while general information could be found on the Matrix, it was supposed to be much harder to find. A threshold 1 Contact bit of info would require a threshold of 2 on the Matrix. Two for a Contact would be 4 on the Matrix, 3 for a Contact would be 8 on the Matrix and then moving it up exponentially. Also, though a Contact may not have the information off-hand the Contact may know someone who does. Which is where the Connection Rating comes in; determining how long until a Contact comes back with needed info.
See, that sounds reasonable. Sure, it's
probably on the internet, but it's a lot easier to just ask someone who knows. I know in real life I only resort to my Data Search skill if no-one I know knows anything about the subject.
QUOTE (Cain @ Oct 22 2008, 04:06 AM)

It's usually because it's easier and faster to go through the decker. Data Searching is an extended test with an interval of 1 min, in On the Run at least. Getting in touch with a contact is a process that could take hours, and there's no guarantee that they'd know anything. You still have to roll for Contact knowledge as well. The difference is that contacts only get one roll, while deckers get as many as they like.
As far as info being offline, if it's offline it's probably too hot for a data search. Of course, putting everything offline would be cheese.
Data Search tests
so should not have a duration of 1min. If you can find it after a minute of browsing the 'net, you shouldn't be rolling for it. Ever tried to find out info about an obscure topic online? The interval is more like 10mins to 1 hour.
QUOTE (Shinxy @ Oct 22 2008, 04:12 AM)

How can the GM be a munchkin? The GM is God. The GM's word is law. The GM is given authority to bend or break the rules at any given time to suit the story. It's not a contest between the players and the dastardly GM, it's a game of storytelling, and everyone wins if they're having a good time. If you've forgotten that basic fact, you're missing the point.
If people aren't having a good time and the GM is bad, then just don't have that person GM. That simple. Rules lawyering will NOT fix it.
See the heading in the main book: "The Abstract Nature of Rules".
The GM can become a munchkin in the same way players can: when he starts 'cheating' (read: applying the rules differently to himself than they are being applied to other characters) so that he can enjoy feeling 'better' than the players.
QUOTE (Cain @ Oct 22 2008, 04:29 AM)

Simply having the bad GM not GM isn't always an option. I burn out as a GM fairly frequently, so either someone else GMs or no game happens.
And you've apparently never had a munchkin GM. The sort where the GM tells the story, and the players are along for the ride. The sort where it doesn't matter what you do, the Mary-Sue GMPC can do it better. The sort where if you do anything except what the GM wants you to do, it's negated by some twist of the rules, or by: "Because I'm the GM, that's why."
Here's a concept that is a little hard to grasp, but makes a huge difference:
THE GM IS NOT MORE IMPORTANT THAN THE PLAYERS
The GM is not god, he is just another player with more responsibility. He does not need to be the final authority on anything; you can have a fun game without the slightest trace of GM fiat. In short, the GM is not granted special powers based on his position; he is just one among many.
Here's one example, for those of you who don't get what he's saying. Take a look at all the actions you can take in combat. Now, look at what you can do in cybercombat. You can only attack or go full defense. That's it! So, cybercomat can rapidly devolve into a case of "I try to hit him again."
QFMFT.
Also, the cybercombat example is a good point.
QUOTE (Shinxy @ Oct 22 2008, 04:46 AM)

Yes, it's arbitrary, and that's a good thing. The GM has to make judgment calls. That's why these rules lawyering arguments are so stupid- because ultimately the GM's word is law. Of course a good GM will come up with something that seems fair to everyone and heightens the game's tension, but really it's an imagination game and the GM creates the world that the players interact with so all the power rests with the GM. That simple! If you want the rulebook to hold your hand and tell you how to make every test, you should probably play a strategy game like Warhammer, or a video game, instead, where there's no ambiguity.
Yeah... no.
'The GM's word is law' only really works if the GM is intimately familiar with the rules system, so that mistakes are few and far between. If the GM is not the most familiar with the rules at the table, then it's not only perfectly reasonable, but desirable as well, for the GM to defer to superior knowledge. The GM controls the world, and all of the story elements that are not directly under the PC's control, but the players deserve a certain amount of consistancy with the rules - something a less knowledgable GM will not be able to provide.
I know at our table, if a rules question comes up, whoever knows most about that particular system will usually let everyone at the table know the answer, and that person is rarely the GM. If no-one knows, we'll wing it and look up the specific rule later (or someone will do it during other people's turns in combat >.>).
QUOTE (The Exiled V.2.0 @ Oct 22 2008, 10:06 AM)

In any power structure there has to be a leader, someone who can say "The buck stops here." If you're trying for "everyone must be in agreement" committee-style gaming, the game is going to fail each and every time.
If the rules get in the way of gaming, you throw out the rules, not the other way around.
*ahem*
Um, no.
Not just no, hell no.
How about some no with no suace and maybe a little helping of NO on the side? With no spice for zest?
Remind me never to game with you. I wouldn't even consider
sitting down at a table for an RPG if the GM thought of it as a 'power structure.' It's a social activity, usually enjoyed by a group of friends, not a military unit. There is absolutely
NO NEED for some jerk to decide they have to be the
alpha male leader.
Let me clarify slightly - I'm not trying to say your way wouldn't work (it can, and does), but you presented it as the only option, which is bullshit. The games I've most enjoyed are the ones where (as Cain mentioned earlier) the GM is simply a player with more responsibility. The games I've least enjoyed (read: found mind-numbingly boring) are the ones where the GM was
a 'leader' in alpha mode. Note that the one or two times I've been in a game where the GM was the be-all and end-all of rules calls were also the games filled with mary-sue DMPCs and all the scenarios were basically just wish fulfillment on the GM's behalf - in other words, he was a munchkin, as Cain described earlier.