QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
I'm also fairly happy letting game balance be pretty wonky because it's going to be fairly heavily weighted towards the players.
If you have respectful players who you know IRL, this shouldn't be a problem. It's an issue of trust - you
all know that you as GM are aiming to create a context where everyone can have fun, and trusting them with power and influence on the understanding they apply it in ways where everyone has fun including the GM.
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
I'm also considering something that's Powered By the Apocalypse.
I've run AW for three years and like it. It is rules-light, shifting the focus from preparation to spontaneity. There's a good leeway for interpretation. It tends to favour those for whom storytelling is more rewarding than micromanaging spreadsheets of battle tactical optimisation strategies. Depending on
why the minion is tired of d20, this may or may not appeal. It won't work well if the minion refuses to contribute ideas and just expects to lie back and passively watch you provide entertainment.
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
Letting the players pursue personal goals and being Little Drama Monarchs while empires rise and fall around them, until the stars grow cold and they realise that they've abdicated their responsibilities and it might be too late.
Ambitiously inspiring. If that appeals, you might be able to cherry-pick from
Birthright though BR is based on an edition of D&D which may be unfamiliar.
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
Are there any rules that covers playing as Free Spirits in 5e?
That's an edition of SR with which I am unfamiliar. But Magic In The Shadows (SR3) and Street Magic (SR4) has plenty of info. (3rd Edition didn't directly support chargen as a Free Spirit, but it details how a character can in-universe beget a Familiar / Ally Spirit and the powers it gains when it goes Free.)
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
And if I can steal an idea off you? Literally losing chunks of yourself through play and having that spur ongoing play through the creation of new people and potentially artefacts or new places? Freaking brilliant.
Do you think it'd be a good idea to allow the players to have sole control over those chunks of themselves or if it would be a better idea to let them keep the biggest pieces and squirrel away crumbs for my own use as a GM?
Well sharing ideas is what we all come here for
so of course you can "steal" an idea I offered.
My main reason for that suggestion was that you want death to not be the end, but I think death should still have a drawback. Instead of contravening canon and houseruling that Resurrection is OK I think it's much more interesting to find a more creative way of achieving the core goals using the existing rules. In conventional play, having your superspirit disrupted to its home metaplane for 28-Force days is a major pain, meaning you miss out on its support for four runs (give or take) unless you can incentivise your Initiation Group to help you Quest to get the spirit back sooner.
In a game where the player characters all are Free Spirits, being disrupted and sent to the home metaplane
still makes the battle that much harder because an ally just got booted out of it (so there's big incentive to stay "alive" and in action) but it doesn't strip power from the character permanently (like level loss). It's just time in the penalty box. It also gives the GM a filler game session for the rest of the team to go on an Astral Quest to liberate their team-mate, which can be flavoured as a data-steal or a snatch-the-corporate-scientist or exfiltrate-the-McGuffin -type run depending on whim.
Of course, some antagonists will be petty / determined / aggrieved enough that
they will Quest to fully kill the disrupted character while it's trapped in its home metalane's citadel. The party never know whether antagonists are in the middle of such an assassination Quest or not, so they never know whether it's safe to leave their pal in the citadel until the time runs out, or whether they urgently need to mount a rescue party. (If the party do encounter / are aware of such motivated antagonists, the party might decide to eliminate them once and for all, giving you more mission hooks.)
Once a Spirit is ultimately killed, you'll need to decide what ratio of their former mojo they can keep together. Maybe make it a roll, or just fix it at two-thirds, or three-quarters. The ratio applies equally to player characters and NPCs so the party knows that defeating an opponent means that their energy is dispersed and reforms into a number of weaker beings which may or may not be hostile, but definitely shouldn't be underestimated. For PCs I'd suggest giving them that portion of their dead character's Karma (eg two thirds of it) for them to create a new character with. The remainder
you make into one (or more) NPCs (not necessarily there and then - you can introduce the NPC much later on, detail its skills and connections as appropriate, and only if the party does some investigation (yay legwork!) reveal that NPC to be the player's current character's great uncle). With a ratio of two thirds, this keeps the player character twice as powerful as their sibling fragment(s) but not as powerful as their ancestors' sibling fragments. Just using arbitrary units:
- 270 Karma first-generation PC Spirit is destroyed, giving rise to two fragments:
- 90 Karma NPC
- 180 Karma second-generation PC. Which, without having earnt any more Karma itself is destroyed, giving rise to two fragments:
- 60 Karma NPC
- 120 Karma third-generation PC. Which, without having earnt any more Karma itself is destroyed, giving rise to two fragments:
- 40 Karma NPC
- 80 Karma fourth-generation PC
Obviously the PC will be earning karma between its birth and death (more than usual, since Nuyen are less useful!) but I've simplified that out to illustrate that after four character deaths, the PC is still more powerful than their sibling fragment, and their uncle fragment, but not their great-uncle fragment. So a reckless PC who dies a lot could easily become weaker than a conservative and cautious NPC from an earlier generation. Weaker fragments might regard stronger fragments similar to a cleric / warlock regarding their patron, or a shaman regarding their totem. This is where I thought while a PC is disrupted to a citadel, a weaker fragment
might invite the patron it admires to direct it, giving the
player something to do while their character languishes (Monopoly isn't fun while your token is stuck in Jail). This would encourage the players to develop Contacts among the weaker fragments, to give them such offers if they need it. It'd be similar to investiture by Great Loa into a houngan, possessing them for a purpose and then leaving them respectfully and safely afterward. And, much like with
Leadership, taking advantage of such servitors to their detriment will result in the Hung Out To Dry flaw (ie, lose all Contacts) - so no using worshippers as cannon fodder (unless it's
really going to be worth it).
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
being able to walk through legions, until the world catches up to them and beyond, is a strength.
If done well, this could even surprise them at how ants they've been dismissive of for so long have quietly overtaken them while they weren't watching.
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
advocating for a certain structural approach above (where the game is focused on something of a mission based/ episodic narrative
Only because that's how it tends to play out in my experience. Maybe at a convention you could have a multi-day gaming marathon running an entire story arc in one sitting, but generally Real Life imposes enough restrictions that most players can only dedicate a block of X hours per week / fortnight and unless you find a way of packaging last session's progress into something cohesive (even if that's just "your legwork tracked down Anne and Bob and found they were both false leads") the players will be so lost at the start of a session you waste half an hour reminding and coaxing everyone up to being ready to play. A convenient way to make achievements more memorable is an episodic structure like chapters in a book, but that is by no means the best, the only, or the right way to play.
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
the sensible expenditure of resources allowed for an arbitrarily long "adventuring day." With the obvious exception of when it's necessary to go nova or to trade hit points for progression.
Right. With cautious casting, one can bang out spells day and night without taking drain. It tends to be more fun for everyone (including the GM) if there's a sense of urgency - a time limit that says although attrition will get the result safely, by then it'll be too late. Take risks or fail the mission.
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
How do you think a generic group of players would handle it if I came to them with a game that broke many of the expectations that are implicit with Shadowrun as a ruleset and a system?
If they are unfamiliar with Shadowrun, I think it shouldn't be a problem. Otherwise, if you introduce it as "I'm offering to run a homebrew setting, leveraging bits of the Shadowrun rules that I like" that's likely to set easier expectations than, "Let's play Shadowrun except customising this and that and the other and completely removing this bit and bolting on that bit..."
QUOTE (Smart_Alec_Mercer @ Jan 16 2018, 01:48 PM)
And horray: I actually posted a substantive reply on Dumpshock after having lurked for months back in the day.
Lurking is good! There were times when I'd log into Dumpshock first thing on arrival at work, and see the first page filled only by threads started by
Emo Samurai, that I'd wish some people would realise there is much to be learnt while lurking. Back when I learnt its value in the era of usenet and IRC it was considered basic netiquette, which is why I praised your post rate.