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hermit
QUOTE
I dislike the karma competition. Often it is a thinly veiled powerplay by the GM, and makes people play in ways they don't really want to, as long as they think it will impress the GM favorably.

The difference should usually not be totally vast - and a core of group Karma remains for collectively achieved goals (though I WILL exclude people who only partake when asked from certain group things in extreme cases). And it should not be always the same person who earns more Karma.

Ultimatly, however, sorting yourself into a group that fits your play style is the thing to do; if you prefer rollplaying strongly over storyteller style, but the GM and the majority of the group plays the other way round, better make a "player loking for group" ad in your FLGS or check local gaming scene forums on the internet, rather than try to enforce your style of play on others. The latter will only lead to mutual annoyance.
bluedragon7
QUOTE (hermit @ Mar 19 2009, 01:54 PM) *
Depends on what he plays. If he is the one who INSISTED on playing the influencomancer, no, I will not reward him for 'doing his best' when he leaves the face stuff to the streetsam or mage because he really is not the social kinda person.
I would REQUIRE him to do those situations, you only learn social behaviour by doing it and though i allow him the diceroll anyway i would challenge him to roleplay more, maybe not every encounter but at least some of them.

Well if we then find out, that him playing that Char is no fun for anyone i suggest him to play something he likes more.

@Fuchs that is one reason to do it that way
Bull
OK kids, just a reminder, keep it civil, and keep it polite. No calling people names or implying they have a learning disorder just because they disagree with you.

We've been cutting folks a lot of slack because you've been behaving, even if the lines have been pushed few times and conversations got a little warm. Please don't make us regret that stance.
hermit
QUOTE
I would REQUIRE him to do those situations, you only learn social behaviour by doing it and though i allow him the diceroll anyway i would challenge him to roleplay more, maybe not every encounter but at least some of them.

Will fail. I am speaking from (sad) experience there.

QUOTE
Well if we then find out, that him playing that Char is no fun for anyone i suggest him to play something he likes more.

Yes, that is the only choice then ... though in my expeerience, this player is more likely to leave and cuss a lot before rather than accept being told he just isn't cut to be what he'd like to play.
bluedragon7
QUOTE (hermit @ Mar 19 2009, 02:23 PM) *
Will fail. I am speaking from (sad) experience there.
It failed me (in the sense of not working to any degree) only once and that player suggested for himself to change his character.
Though sometimes you have to stop more extrovert players "you play his loyal subordinate, keep in role aka keep quiet"
QUOTE
Yes, that is the only choice then ... though in my expeerience, this player is more likely to leave and cuss a lot before rather than accept being told he just isn't cut to be what he'd like to play.
Also from my viewpoint (stemming from my experience) this works out well "see, it didnt work out, you dont have any fun with it and we neither"
Ultimately if i take the players back from only thinking about success and Karma it works out quite well with everyone ending up having fun
knasser
QUOTE (hermit @ Mar 19 2009, 01:23 PM) *
Will fail. I am speaking from (sad) experience there.


Can succeed. Am also speaking from experience there. wink.gif

K.
Ed_209a
The trick to this kind of behavior modification is a) willing subject, b) support from group and environment, and c) just enough pushing. Too little, and nothing changes. Too much, the guy says F-it, I don't want to play him anymore.

It's tough to pull someone out of their nice warm, cozy shell(/prison). I am not at all surprised Hermit & Knasser has different results.
bluedragon7
QUOTE (Ed_209a @ Mar 19 2009, 03:17 PM) *
The trick to this kind of behavior modification is a) willing subject, b) support from group and environment, and c) just enough pushing. Too little, and nothing changes. Too much, the guy says F-it, I don't want to play him anymore.

It's tough to pull someone out of their nice warm, cozy shell(/prison). I am not at all surprised Hermit & Knasser has different results.

In my experience most people that have low social skills or are shy turn to chars that only need low social skill (or are shy) so actually they play that role quite well, but if they want to try something else, they should do that and they have the best chance in succeding if they can use the skills their character has instead of being limited to what they themselves can accomplish.
Likewise if i have someone with no medical experience playing a medic i give him hints regarding things that his character should know (if i know them) and if he is telling wrong things for first aid, it is still that test that counts.
hermit
QUOTE
In my experience most people that have low social skills or are shy turn to chars that only need low social skill (or are shy) so actually they play that role quite well, but if they want to try something else, they should do that and they have the best chance in succeding if they can use the skills their character has instead of being limited to what they themselves can accomplish.

Now, this is personal bias, but all the players I have yet seen who resort to this have been, well ... let's say unpleasant personalities. Shy players who may not get around to smarttalking can be taught, self-righteous dice lawyers and/or people playing to gain spotlight and demand attention or "win" at dice rolls, however, cannot. Usually, the latter cannot take criticism of any kind, either, so attempts to better them won't necessaily lead anywhere.

QUOTE
Likewise if i have someone with no medical experience playing a medic i give him hints regarding things that his character should know (if i know them) and if he is telling wrong things for first aid, it is still that test that counts.

To some degree, yes. I expect people to know the fluff ansd crunch respective to their roles too, at the very least when they have been playing for some time. Knew this one player who hung at my group and did not manage to buy herself a BBB in 4 years, because she could always beg for someone to explain the rules to he, over and over and over and over again. And they say SR4 is so simple every idiot can understand it. Well, no, and that's proven.

I do not expect players of a medic to know medicine. If they do some research and, say, steal phrases fom ER or House or whereever, fine, I'm grateful and may reward this with RP Karma occasionally, but it is not mandatory. However, I expect theem to know the surgery rules, and what medical options there are in SR, rules for medkits and their rating, biotech tests, synthskin ect. Same with other characters. If the player branches out beyond the rules/game background stuff, that's great, but not demanded.
cryptoknight
QUOTE (Blade @ Mar 17 2009, 04:07 AM) *
As often, I think the best solution is in the middle ground: players are encouraged to roleplay the discussion for the overall fun but if they don't feel comfortable enough or can't/won't/don't want to do it for one reason or another, I'd at least ask them to give me the argument or the way the character will try to make his point.


That's a pretty good way to look at it.

If the person playing the social face type starts roleplaying the negotiations for the run, or tries to smoothtalk in person his groups way past the guards, I tend to give him 1-3 bonus dice as a situational modifier for good RP.

Granted the social adept is probably thowing 25-50000 dice already and the 1-3 bonus dice don't count for much, but it's a nice reward for a bit of effort.
ornot
The more I read stuff like this, the more grateful I am for my group. They may ask for crazy stuff sometimes, and they may sidetrack the game occasionally, but they mean well, and don't try to antagonise or exploit the other players, or even the other PCs. (As I found to my chagrin when I was running Paranoia. I ran the mandatory lights out scene, and the first thing anyone does is turn on his flashlight.)
SpasticTeapot
Sorry for joining late, but I have to ask: Can I just download the rules fixes for free, or do I have to spend another $35?
Glyph
The rules changes are all going to be in the next errata, so you don't have to buy the book if you already have the main book. And if you can't wait that long, there is a thread devoted to laying out the rules changes.
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