QUOTE (Kerenshara @ Apr 15 2014, 12:30 AM)
I was typing while you were posting so I kind-of address this in my post right behind yours. I'd like your thoughts on my reply to Mantis.
Sure thing, this
will get long, so I apologize to everyone =p
QUOTE (Kerenshara @ Apr 15 2014, 12:21 AM)
See: Living Greyhawk. Plenty of "legal" Gouda there. Writing ANY role playing system with the assumption the GM won't have any control deprives the GM and the players of flexibility to play their kind of game - you have to play the within the narrowly constrained limits of the DEVs assumptions.
Shadowrun Missions are a thing. Whether they should be a thing is another thing entirely; you obviously had some negative experiences, but I don't think they're going to go anywhere any time soon. So I'm just going to take it as a given when getting into the nuts and bolts of the system but because Missions is a thing, RAW becomes rather important. This is because, as you've alluded to, there is as many different ways of playing rpgs as there are players and every approach is as valid as everyone else's.
While you and I lean probably more towards the playing of a role aspect of rpgs, there are others that treat their characters similarly to game pieces, and the infinite possibilities for challenging scenario play is what gets their juices going. And they aren't wrong for it, but those two differing playstyles probably shouldn't game together without a lot of talk and compromise on every side to come to a consensus. This is another way of setting foundations and a shared basis for understanding so that everyone can come to play on the same page.
But the thing is, Missions is an official doohickey and because of that, if a player wants to play in Missions, it's important that Missions allow them in.
But I just got finished talking about how players with differing playstyles probably should talk and compromise prior to ever sitting down at the table, and Missions is in a convention atmosphere, where it's likely that everyone else at the table is a stranger. Talking it out before every Missions game at a convention is just implausible, so we need another way to set that baseline for a shared experience, and the only baseline between every player, from the eldest grognard to the 13 y/o who only just got the mainbook today... is that mainbook. This is why RAW, and polishing RAW to a point where it shouldn't need house rules, is important. RAW becomes ever player's shared basis for understanding SR.
So the flexibility? You can still do whatever you want in your home games; I've got more than a few house rules myself, but when making a game under the assumption that it is going to played, together, by people with vastly different playing styles, Rule 0 cannot be invoked because so many different players have different versions of what Rule 0 means to them, which just gets people off on different pages again.
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My groups played two of the modules and the consensus was: they suck compared to a personalized campaign.
My group played through some of the missions stuff and had fun, we also played through Ghost Cartels and absolutely loathed it. It's a mixed bag, and always will be, because of that whole different approaches to gaming. However a personalized campaign will always be better, because it's specifically tailored to your table, and the stuff that's published has to take into account the entire gamut of playstyles.
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Furthermore, when you're module-oriented you wind up with characters built to MEET that expectation with no emphasis on, oh I don't know... languages, knowledge skills, secondary skills, hobbies or the background that support them.
And by playing at your table, which does put an emphasis on those things, you are now creating an expectation in which the characters built for your table are now built to meet
your expectations. Because your table has had some history together and people know what the general playstyle is. Missions doesn't have that, Missions only has the main book, the actual Missions themselves, and whatever Bull (the guy who took on the job of organizing Missions) can publish, either to volunteers at Cons or across the internet.
So the only expectation that there can be for Missions is that they've read the main book, which then means the only expectation for building characters for Missions is: "Is that character rules legal?" Which again comes back to RAW, and making sure the dev gets RAW right.
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OK, having pushed my own buttons there, I'll reduce it to this: You can't legislate stupid
You can't legislate stupid, but a good dev can make a system robust enough to handle that stupidity, while at the same time encouraging a certain style of play by making "optimium" choices encourage that style of play. A good dev will make a player's system mastery work
for the game, rather than breaking the game.
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There are multiple ways to play Shadowrun, always have been, always will be
And every one of them is equally valid. But Missions needs to be able to accommodate as many differing views at the same table as possible in order to accomplish its goal of fostering an overall Shadowrun community. Letting your buttons be pushed because Missions and the other pre-gens aren't specifically suited for your table is only going to lead you to be angry, because Missions, and to an extent RAW, have to specifically not be suited to any one table, so as to be as inclusive as possible in order to bring in more players to the Shadowrun community.
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That's why my first House Rule before I got to Char Gen
Question: did you ever play the game as is? To see if it was actually a problem in play and not just something you felt was wrong in theory? Personally I'm not a fan of limits, but they did add an additional dimension to gear that I felt was needed, and creates an additional pressure on Edge use, and highlights the really good rolls as being important, because of that pressure on Edge. That said, in play things like the combat axe become nigh useless and any limit under 5 in a contested test.
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Does that make a general kind of sense? It's a paradigm-wide approach that would cover spells, programs, skills and combat equally with the same core logic and mechanics... and it keeps the results for all but the most legendary 'runners within that (1-6) range.
There's two small wrinkles I could see from your house rule, and they totally depend on the type of table you're at. The first is, that it's kinda computationally heavy. Not the worst that has shown up in an rpg by any means, but I had one player once that refused to do any math more than simple addition and subtraction. He just wanted to show up and have a good time, and as math was relatively hard for him (pretty bad dyslexia), and a player like that would balk. I got tired of making his sheets for him and doing all the calculations for whatever system we'd use, but when we tried out WoD, he really liked it... because of that lack of maths. But that's a table by table thing and you don't need to be inclusive of everyone; just everyone at your table.
The other thing is a little more serious. Most of SR is based off of contested rolls which means even if you max out a combat skill, that limit is going to mostly be a 3 for a starting character, no matter what weapon they're using. I already dislike Combat Axes for having a limit of 4 and never hitting, 3's across the board would mean whiffville for everyone. Most characters are going to be able to get 3 hits on their dodge test, which has no limit, and so even the best shooter out of chargen is going to miss most of the time. That's just the most obvious thing, but it extends to other opposed tests like social tests, because if the character has at least a three in the skill, he will always win (unless he rolls rather badly) when faced with anyone with less of a skill than he has. Secondly, a lot of the electronics gear uses device ratings as their limits, which in general are higher than three, and might lead to unintended consequences such as using sensors instead of perception for everything, including what's right in front of the character.
Maybe you can fix this by applying the limit to net hits instead of after the roll is made, but if your goal is to keep things in the 1-6 range, the lower of anything and a skill/2, round up, limit puts every skill limit for a starting character in the 1-3 range. Or maybe you can reduce the amount of limit given by the attributes, and add a factor generated by the skills, or maybe use the higher of whatever attribute limit and the skill rank. But these are the kinds of unintended consequences that happen when monkeying around with the system in a way a GM shouldn't have to. Limits shouldn't need GMs to polish them because they are so core to the entire system, and effect everything =/
QUOTE (Wakshaani @ Apr 15 2014, 01:48 PM)
Alright, got some time freed up, so time to chat a bit more on this one.
Thanks =) I appreciate the insight, were you going to open up a new thread on trolls, or just keep it here?