QUOTE (Neraph @ Apr 26 2012, 01:52 PM)

There are three major aspects involved in Character Design: 1) Concept, 2) Build, 3) Character.
Entirely correct.
Look at the character whose pistol skills I showed off, upthread. The concept for him was "Gunslinger (non-Adept, with minimal Cyber/Bio)". Everything that the character is, flows from that basic concept, or the "add-on concepts" that grew as I refined the
Character part of the equation: that he was an ex-cop; that he made his living as a bodyguard; that he was a pacifist. Every single BP of his build was made to support his Concept and his Character.
QUOTE (Neraph @ Apr 26 2012, 01:41 PM)

I don't like your sweeping generalization of "Rules-Lawyer" - it is akin to the massive amounts of jokes about how bad lawyers are. Not only am I a Rules-Lawyer, but I am going to be a lawyer IRL also. The reason I understand the rules is because this is a game of Rules, and to be played properly you must do your best to know said Rules. It just so happens, however, that I notice a lot of... interesting things along the way. In fact, if you look at many of my posts, I'll even include disclaimers about what the rules were probably meant to reflect and suggest House-Rules to fix them; but my primary focus of posting is to show the craziness of how the Rules are Written (submersible aircraft carriers and supertankers, Immunity [Fire] not actually being immune, ect.).
Indeed, there is also something of the Rules-Lawyer within me.
But not, as Warlordtheft's description would imply, so I can "get ahead" by (mis)using those rules. No, mymotivations for a light touch fo rules-lawyery is twofold.
First, because above all else except Story (and that's a
narrow victory on Story's part), i desire one great thing:
CONSISTENCY. if the rules say that a Character with Strength X should be able to leap Y far, or lift Z much ... then every single time a character with X strength tries to lift or leap, the results should be in line with that rule -
whether it's a PC or an NPC. One of the greatest compliments any GM ever paid me - a Shadowrun GM, no less - was to say
"Yeah, Sean's a bit of a rules lawyer, but he's the kind I like
to have in my games; he's as quick to remind me of penalties on himself, or bonusses for the NPCs, as the other way around." ^_^
As you say, Neraph: it's a game of Rules. If you want a rules-light game? They make those. (For example, I would highly recommend
Minimus; it's so rules-light, it fits on only TWO PAGES. Yet, it reads to me like it would easily enable good story-based RP.) Shadowrun, however,
is not one of them. Nor has it ever been.
Second, because I really do take simple joy in the mechanics of a well-designed game system. Or even, in
bits and pieces of those systems, which I then import into other systems.
For example: Stunt dice, in Exalted. I think it's a great mechanic, for two reasons. On the one hand, it helps the non-mechanist players gain some die-pool parity with the powergamers, just by doing what they naturally do:
describe their actions in loving detail. On the other hand, it challenges the powergamers to up
their RP, by giving tangible bonusses for investing some energy into good descriptive/narrative contributions to the game.
And it's a mechanic I can import into any die-pool game
as is; 1 or 2, even 3, bonus dice aren't going to break SR's mechanics. Even single-die games (D&D 3.X, for example), I can convert the bonus dice into a circumstance bonus of +2, +4, or +6. Any way you look at it, though ... the underlaying benefit (mechanical parity for Narrativists; pro-narrative impetus for Mechanists) remains intact.
I've never played a game of Exalted. Nonetheless, having got a (legally) free copy from DriveThru years and years ago, I went and bought a hardcopy of the book too. I found the mechanics
that compelling. (I also like how non-combat is supported so thoroughly in the core book - even tongue-tied wallflower players can still make effective, suave diplomat charactrs in Exalted. Just pick the right Skills and Charms!)
QUOTE (thorya @ Apr 26 2012, 02:25 PM)

Neraph, I think roleplayers get upset because "making a build sound" usually involves making trade-offs that don't fit with the character and concept. For example, starting with a 6 in pistols and no leaderships skill despite claiming to be a former company man that probably had to manage people in the past. Or a mage that has only combat and mental manipulation spells because they're the best, but who claims they learned their magic at a magical college where neither of those are taught. Or a player that has incompetent artisan as a negative quality.
I disagree, strongly.
First off, "Powergamers" can be "Roleplayers" too. They're not incompatible species.
Second off ... that example of mine? The one with Pistols at 7? Here's my notepad-based "worksheet" sections for his skills:
CODE
[[ ACTIVE SKILLS ]]
BP Total ## Why
----- ----- ---- -----------------------------------
+36 36 7 Pistols
+ 2 38 (+2) - Specialised, Revolvers
+ 8 46 2 Unarmed Combat
+ 2 48 (+2) - Specialised, Subdual combat
+ 8 56 2 Armorer
+ 2 58 (+2) - Specialised, firearms
+ 8 66 2 Etiquette
+ 8 74 2 Intimidation
+ 8 82 2 Pilot Ground Craft
+ 8 90 2 Perception
[[ KNOWLEDGE SKILLS ]] (21pts free)
BP Total Free points Why
----- ----- ----------- -----------------------------------
+ . 4 = 4 Police Procedures
+ . 2 = 6 Gangs
+ . 1 = 7 - Specialised: Identifiers
+ . 4 = 11 Security Procedures
+ . 2 = 13 Law
+ . 1 = 14 - Specialised: Licensing and Permits
+ . 2 = 16 Literature
+ . 1 = 17 - Specialised: Sun Tzu
[[ LANGUAGES ]]
BP Total Free points Why
----- ----- ----------- -----------------------------------
N N N English
+ . 4 = 21 ! Japanese
Notice how his Knowledge skills nicely support the idea of "ex-cop". (As does an expensive contact - his ex-partner, a KE detective at C3/L6.) Now, his Qualities:
CODE
[[ QUALITIES ]]
BP Total Why
----- ----- -----------------------------------
+15 +15 Adrenaline Surge
+10 +25 Aptitude: Pistols
+ 5 +30 Fame, Local (respected bodyguard)
+ 5 +35 Code: Semper Paratis (Bodyguard)
+10 +45 Martial Art: "Firefight"
Ranged attack in melee penalty reduced by 2
-10 +35 Day Job, 20hrs; 7500/month
- 5 +30 Pacifism, Lesser
- 5 +25 SINner, legal
-10 +15 Records on File: (Police)
+48 +63 Resources: 250,000
(Yes, I know, the Positive side is overspent. I was less-facile with the system when I made him, than I am now.)
Nothing in there that doesn't fit the character, either. Nor can I think of anything
missing.
But trust me, he's min/maxed well enough. Seventeen dice to attack with that pistol of his, for example.
QUOTE
I think another problem roleplayers have is that concepts (including the ones you listed) are usually defined by some mechanical role.
"Gunslinging ex-cop turned bodyguard (with actual principles!)".
"Half-japanese gnome rigger (with a gambling problem and serious debts)".
Neither of those are "defined by a mechanical role" - other than the first guy using guns, and the second guy being a rigger. No more mechanical than anything you've ever played, I'll bet.
QUOTE
And when powergamers describe their characters they only use mechanical terms. Whereas a roleplayer doesn't care that you're a gun-bunny with 22 dice to shoot things, they want to know that you were raised in a corporate enclave, your parents are wageslaves, you were abused by your uncle when you were seven, the first time you ever felt like you had any power in your life was when you first fired gun down your bastard uncle and since then you have lived with your gun by your side, never wanting to be powerless again. I don't think there's anything wrong with the approach you laid out (I know I've done it), but it does definitely start at the mechanical concept rather than the roleplay character.
Really, now. Well how about the
third (of three) 4E character I have made so far (as other than a thought experiment with the rules, and Hero Builder): a Troll, just a kid (~15, maybe 14); born human and then abandoned on the streets by his parents, card-carrying Humanis members (as the boy was, prior to going UGE). He went from a pretty happy, if shallow, life in an all-human (
maybe some token elves or dwarves) corporate enclave - middle child of an upwardly-mobile middle-Management family of a mid-tier corporation. Hit with UGE (and the pain that comes with it) at 12 or 13, then after weeks in a hospital dumped (still groggy from pain meds) with a duffle bag, 250 nuyen on a certifid credstick, two changes of clothes, and spit all else - and told "never ever try to come back".
Yeah. That was the basis for a Troll Adept, with very little Resources and
very young (though beign a Troll helps hide that, at least from non-Trolls). D'you see any mechanics in there?
I don't.
Of course, I'm sure that at some point, were I playing this alongside you in a game, I
would talk about the mechanics of the character - what his unarmed skills are, what his adept powers are, and so on. But you know what?
That's just because I happen to care about those things. And I tend to talk about the things I care about.
See, sometimes (the gnome rigger) I start out with the mechanics. Sometimes, however? I start out with the backstory.
ALL the time, I "powergame" - that is to say, I make sure I'm spending my BP in as efficient a way as I can
to build the Character I have described. No, I don't sacrifice Concept or Character on the altar of Build. I don't sacrifice ANY of the three, if I can help it.