Help - Search - Members - Calendar
Full Version: Intiate Grades ... who's the big gun?
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2, 3, 4, 5, 6, 7, 8
Kagetenshi
They stick perfectly to their rules. And to walls.

~J
Fortune
QUOTE (Apathy)
I would guess that IEs accumulate huge amounts of karma over time, but most of it gets either blown (hand of God incidents) or used on mundane stuff associated with day to day life. So, over 2,000 years Harly may well have adopted roles of farmer, soldier, politician, aristocrat, scientist, athlete, etc, etc and spent karma building up the associated skills of each. Maybe half his lifetime accumulated karma has gone toward stuff that's not even useful any more (language skill in Mesopotamian, etiquette skill in Renaissance Court politics, Build/repair manual printing presses, etc.)

That's pretty much a given. But even factoring that into the equation, and only giving him a measly 1 Karma/year (which is pure and utter bullshit), Harley would still have more than enough Karma to improve his Magic. And in an age where it's extremely tough to perform Magic, he'd have all the incentive he needed to up those skills to a level where it was at least feasible for him to be able to do it reasonably well.
Ol' Scratch
Exactly. Harley has been active since at least the 2nd World, and that included the 3rd World (which occured during the Ice Age). If surviving *that* without having any magic or high technology wasn't enough to be considered a daily challenge, I dunno what would be.
Kagetenshi
Woah, wait. It's confirmed he survived from the Second Age? Where? I just assumed he was early Fourth Age material.

~J
BitBasher
Well, IIRC in the original harlequin he spoke of what happened when he was here the last 2 times the Enemy came across, the first time the fought and died and the second time they ran and hid. That would mean he was there for the 2nd and 4th worlds.

Also, Aina is "a few years" older than him.
akarenti
I really think that it is beyond the scope of the SR magic rules to accurately stat IEs. Dragons are easier, because their natural bodies make them nigh-unkillable, but it's really hard to offer players a set of stats as challenging as a GD starting with an elf. I mean, good Queen Dallia punched a hole in Alamais' chest that still hasn't fully healed. And that was at the beginning of the Fourth World! Even assuming infinite karma and giving stats a few points above the Racial Modified Limits, and making all their skills at ratings like 15 or something still makes them much easier to kill than something as powerful as they are supposed to be. Initiate Grades above 20 or so don't do much besides add Spell Pool, wich is kind of limited by the characters Sorcery skill.

But then, I guess the elves have to rely on guile a bit more than GDs to stay alive until the "I'm a god" years...so maybe just really good planning on the GM's part would make up for any holes. But the five guys I GM are collectively a lot smarter than me...

And I guess there are always quickened "Improve (Attribute)" spells...
Mercer
My problem with that is that while suriving an Ice Age might be difficult without the benefit of magic (or even with it), the IE's survive simply because someone writes it down. The IE's survive because it serves the need of the story in which IE's live through the ages, don't go crazy and influence the course of human events.

So again, if you like the story you're down with it, and if you think the story leaves a great deal to be desired then the idea of IE's traipsing through history like some sort of cosmic Billy Burke (to q. George C. Scott), will seem sort of silly.

There are all sorts of things I think would improve the IE concept, but they all have to do with making them less storybook. I find the idea of creatures (or "guys", or whatever the accepted term is) who live through the ages and grow more and more powerful until they effectively become Gods (and, when you have an npc that is statless, who can do anything he wants with no chance of failure and the pcs don't even get to roll to see if they affect him, it seems like its the only word that applies), to be a flawed premise. And so I have a hard time incorporating it into my game.

To take a step back from the issue and deal with it only mechanically, there's nothing plotwise I need from a Grade 88 I can't get from a Grade 20 (or even a Grade 10). Since I don't agree with using statless npcs, any npc I put in play I'm going to have stats on. This is just a basic philosophical thing; I don't think its fair to the players to have pcs and npcs play by different rules.

So for me, to make a Grade 88 when a Grade 10 will do is pointless busy work. To have an npc that doesn't have to roll is cheating. I'm against both.
mfb
eh? a grade 88 mage can protect 88 people with 10+ points of shielding. a grade 20 can only protect 20 people, and probably not with 10+ points, if he wants any left over for casting. grade 10, 10 people and maybe 8 points max, if he uses all his dice. the ability to completely negate any spell cast on up to 88 people seems like a pretty big plot point, to me.
BitBasher
QUOTE
So again, if you like the story you're down with it, and if you think the story leaves a great deal to be desired then the idea of IE's traipsing through history like some sort of cosmic Billy Burke (to q. George C. Scott), will seem sort of silly.
I see where you're coming from, but I dont treat them that way, so I dont have a problem with it.

QUOTE
There are all sorts of things I think would improve the IE concept, but they all have to do with making them less storybook. I find the idea of creatures (or "guys", or whatever the accepted term is) who live through the ages and grow more and more powerful until they effectively become Gods (and, when you have an npc that is statless, who can do anything he wants with no chance of failure and the pcs don't even get to roll to see if they affect him, it seems like its the only word that applies), to be a flawed premise. And so I have a hard time incorporating it into my game.
That's because IMHO they have absolutely no place being incorporated into any normal game of SR. I acknowledge this, but that doesn't mean that for that reason they don't exist in my world. There are many things that exist in the world of SR that are far beyond the players scope of influence. That doens't mean they shouldn't exist. I deal with them primarily only as OOC flavor. They do add a certain depth to the game that way IMHO.

QUOTE
To take a step back from the issue and deal with it only mechanically, there's nothing plotwise I need from a Grade 88 I can't get from a Grade 20 (or even a Grade 10). Since I don't agree with using statless npcs, any npc I put in play I'm going to have stats on. This is just a basic philosophical thing; I don't think its fair to the players to have pcs and npcs play by different rules.
I agree somewhat, but I disagree that there's nothing you cant get from a grade 20 that you can't get from a grade 88, mainly being focus addiction and the amount of magic that can be masked without conscious thought. Those two things I find very important. It's the forethought and magical defenses that make IE's and GD's tough to kill. I'm not going to sell short someone that's been alive for 30,000 years because I dont feel like doing the math to make them all they should be.

QUOTE
So for me, to make a Grade 88 when a Grade 10 will do is pointless busy work. To have an npc that doesn't have to roll is cheating. I'm against both.
I agree that NPC's should follow the same rules, I totally agree that NPC's that don't have to roll are cheating. I totally disagree that a grade 10 will do in this case and do them any justice.
Mercer
mfb: I'm not saying a Grade 88 isn't more powerful than a Grade 10, I'm just saying I'm not interested in the upgrade. If you're saying you need Grade 88's in your game, I don't think there is anything wrong with that. (We're discussing how to use imaginary people in a fictional setting, so I don't think we're going to reach a definitive answer). In the type of game I run, the biggest baddest momma-jamma I need will be Grade 10, and if I needed to make God I'd put him around 20. Anything else wouldn't serve any useful purpose in the games I run.

To me, limitations are what makes a character relatable, which is what I find interesting. If I don't find a character interesting, I'm probably not going to waste a lot of time trying to work him into my game.
mfb
eh, i'm okay with statless uber-badass NPCs. putting stats on something like that gives players something to set their sights on--"if i reach grade 88, i can beat Harlequin!" this often leads to uberpowermunchkinfests. keeping powerful NPCs statsless won't keep people from powergaming their way to grade 88, but it will make doing so much less of a temptation; it'll happen less often.

the difference between grade 88 and grade 10 is the difference between being killable versus being unkillable (in relation to runners, at least). a street gang, with good rolls and good strategy, could take down a grade 10 mage, and maybe even get a hit in on a grade 20. grade 88, it's not gonna happen. but, i mean, who wants to stat out a grade 88 mage? that's work, even if you don't stat out the unique metamagics someone like that has probably developed. it's just easier to say "the PCs can't defeat this guy, period", than it is to try and make a grade 88 mage.
DrJest
GM's Rule #1: If you stat it, they'll kill it.
Mercer
If
QUOTE (Bitbasher)
That's because IMHO they have absolutely no place being incorporated into any normal game of SR. I acknowledge this, but that doesn't mean that for that reason they don't exist in my world. There are many things that exist in the world of SR that are far beyond the players scope of influence. That doens't mean they shouldn't exist. I deal with them primarily only as OOC flavor.

And
QUOTE
I'm not going to sell short someone that's been alive for 30,000 years because I dont feel like doing the math to make them all they should be.

Then why bother doing the math?

My problems remain twofold. One, I don't need the Grade 88. If this means I don't need the IE and I can use a guy born in Jersey in 2032, then the shortest distance between two points goes through Jersey.

Two, I disagree with the way IE's are written. Also, GD's. Their intelligence seems too human to me, as though immortality and all power of the ages is something that would simply augment a human instead of something that would change it's fundamental nature. (Again, you may read it differently. This is one of those gaming discussions in which I freely admit that many different types of viewpoints are perfectly valid).

If I were going to use IE's, I'd have to use them as someone who--because they are 30,000 years old and a Grade 88 Initiate-- is completely alien.

But thats me. It goes back to my basic core belief that mortality is the blessing and immortality is the curse (which, if you'll recall, I got from watching the Twilight Zone). To quote Brad Pitt in Troy (something I swore I'd never do), "The Gods envy us because we are mortal. Because we are here, and we will never be here again."

We're batting personal opinion back and forth. I'm not trying to convince you to stop using IE's or that you're wrong. But what I like about having ths discussion is it allows me to really hammer out what I don't like about IE's and what I would change to make them workable in my style of game. From that angle, forgetting IE's as written, and forgetting for a moment the concept of in game power, what do you think the difference between a 30 year old and a 30,000 year old would be?

Let's say we use the downcycle, and for our purposes the IE's are effectively mundane. How would they differ from someone else? What would the downsides be?



BitBasher
I've statted out a 3000 karma NPC before from scratch.

Lets pick a good age for harley and assume his one karma a month for survival and no more. let's say 29,000 years old, which puts him alive near the end fo the 2nd world. That's 348,000 karma. It'd take a little while but it's doable!

Working on it... off the bad it's 13,311 karma to get to grade 88 with no group, nor ordeals. I got a long way to go....

His karma pool is gonna kick your ass though! biggrin.gif ...17,401 pool if he never burned any. If he jburned 90% he still has about 1,740 karma pool! woo!
Halabis
The GM cant cheat. He's the one telling the story. He can do it poorly by not letting the players have fun, but as long as everyone is having fun, then I see no problem with unkillable characters. Besides, what kind of game are you playing where the players want to be able to kill everything?
mfb
actually, i'l agree with Mercer's last post. on the rare occasion when i use an immortal being, they're acting on a completely different level from the PCs. there are exceptions, like Harley, Lofwyr, and Dunk, but for the most part, immortals are wholly alien creatures.
BitBasher
QUOTE (mfb @ Dec 3 2004, 01:09 AM)
actually, i'l agree with Mercer's last post. on the rare occasion when i use an immortal being, they're acting on a completely different level from the PCs. there are exceptions, like Harley, Lofwyr, and Dunk, but for the most part, immortals are wholly alien creatures.

I won't argue with that either. I agree completely. But then again, I basically never use them. ever.
Halabis
QUOTE (mfb)
immortals are wholly alien creatures.

Personaly I like to play them (or rather would play them if and when they showed up) as presented. As human and falable as anyone else, just with lots of power, and knowledge. I dont realy see why living a realy long time would make someone less human. Heck, in Dunkies case I think it made him more human. I mean back when he was Mountain Shadow he wasnt exactly as nice as in the 6th world, that that may have been the influence of the Jewel of Memory.
Mercer
QUOTE (Halabis)
The GM cant cheat.  He's the one telling the story.  He can do it poorly by not letting the players have fun, but as long as everyone is having fun, then I see no problem with unkillable characters.  Besides, what kind of game are you playing where the players want to be able to kill everything?

The GM can cheat. I've watched them.

The kind of game I playing is one where the players have a chance to do anything they want. That's what seperates a role-playing game from a video game or a short story. They get to determine where the story goes. For me as a GM to say "You fail" without giving them a chance goes against the entire idea of a role-playing game.

I've played in games where the GM has the story set up and no matter the group does, the story moves along as he wants it. Even when the story is fantastic, its less interesting to me than the idea that the group can actually determine what it wants to do, and that it will have some effect on where they end up. That to me is way, way (way, way) more exciting than the most intricately, beautifully plotted thing I can't affect. If a GM doesn't want the pcs to "screw" up his story, he shouldn't be running it.
Halabis
Thats not cheating. Thats GMing poorly. Just because he sucks at it doenst mean he is cheating. It just means he doesnt know what he is doing.
Ol' Scratch
No, he's definitely cheating. Cheating the players of their role in the game if not the rules.
Mercer
Cheating is breaking the rules (or ignoring them, misusing them, or enforcing them selectively). I don't buy into the idea that the GM is above the rules. The npcs still have to play by them, same as the pcs.
Halabis
But you forget the golden rule. The GM can break the rules. Or maybe I just follow a newer type of Roleplaying brought about by White Wolf where the story and having fun is more important than the rules.
Ol' Scratch
Neither is more important than the other. *That's* the important thing. Ignoring one because you want to focus on the other is bad gaming all around. It's a roleplaying game. Roleplaying. Game. Two words.
Mercer
I find that a GM who breaks the rules runs the risk of losing his players. This will vary from player to player and group to group, but I know if I told my group, "The Gm can break the rules," they'd say, "Dude, take a couple of weeks off. We can pick this up when you're feeling better."

To me, the rules are what you use to determine the outcome of the story, which is not set until the characters (p and np alike) declare actions and make some rolls. To deny the players that essential part of roleplaying (the freedom to do what they want and to have their actions matter) would be akin to me telling them what they can and can't do. Which wouldn't be as bad as say, whipping it out at the table and peeing on their character sheets, but it would be pretty close.

Its funny you mention WW, because one of the Gms I was mentioning earlier ran WW in that way. The story was set. If you were supposed to win an encounter to advance the plot, it didn't matter how stupid or unlucky you were, you'd pull it out in the end. If you were supposed to lose and enounter (either for the plot or because you weren't supposed to do that yet), it didn't matter how creative you were or how lucky you rolled, you were going to lose.

After a while, we just sort of stopped paying attention to him. We'd bullshit in character, occasionally stumble across a plot point that would advance us to the next scene, but nobody really cared because the pcs were just the supporting cast (even though there was no main cast).

No amount of GM work can approach the way a story they affect will hook players. No amount of plotting. Nothing. Otherwise, you're not roleplaying, you're just listening.
Fortune
I'm not advocating railroading players, or 'breaking the rules', per say. Characters are definitely free to do as they choose ... but they also have to expect to face the consequences of their actions.
BitBasher
QUOTE (Fortune)
I'm not advocating railroading players, or 'breaking the rules', per say. Characters are definitely free to do as they choose ... but they also have to expect to face the consequences of their actions.

That's my mantra. I totally agree.
Halabis
The problem is, I think you are associating the more freeform roleplaying approach with railroading, wich is totaly not that case. Ever session before we start the game I ask each player if thier character has anything they want to do, then I let them try it. And if in the middle of the run they decide its not worth it, then they can call up the Johnson and quit. Just because I think that the Gm should be able to do anything to advance the story doesnt mean that he should ignore his players.
toturi
The Golden Rule, the One Rule, the rule that finds them in the dark and bind them is: Have Fun.
Fortune
QUOTE (Halabis @ Dec 3 2004, 01:10 PM)
The problem is, I think you are associating the more freeform roleplaying approach with railroading, wich is totaly not that case.  Ever session before we start the game I ask each player if thier character has anything they want to do, then I let them try it.  And if in the middle of the run they decide its not worth it, then they can call up the Johnson and quit.  Just because I think that the Gm should be able to do anything to advance the story doesnt mean that he should ignore his players.


I'm not sure what your point is, at least when it comes to my post.

In your example, if a character pulls out in the middle of the run (which he is perfectly free to do), the consequences might be a loss of reputation, or an enemy gained, or any of a number of other things, depending on the exact circumstances.

As far as free-form gaming goes, I'm all for it. If the players want to do something, great ... less planning for me (not that I do a tremendous amount of pre-planning anyway). Individual story and plot lines are incidental ... and unimportant in the long run. If the characters all of a sudden get it in their heads to run off to Antarctica and dig for Atlantis, fine ... but I'm not going to bury Atlantis there just because they think it should be.
mfb
QUOTE (Halabis)
Personaly I like to play them (or rather would play them if and when they showed up) as presented. As human and falable as anyone else, just with lots of power, and knowledge. I dont realy see why living a realy long time would make someone less human. Heck, in Dunkies case I think it made him more human. I mean back when he was Mountain Shadow he wasnt exactly as nice as in the 6th world, that that may have been the influence of the Jewel of Memory.

really? you don't think outliving generation upon generation of people you know and love would change a person? you don't think the ability to rip apart armies by the strength of your will would change a person? you don't think the flexibility of personality required to blend in with the civilizations that rise and fall over the millennia of your life might change a person? you don't think a person who has to change that much, over that much time, would eventually evolve (personality-wise) into something shorter-lived people wouldn't recognize as 'human'?
akarenti
QUOTE (mfb)
really? you don't think outliving generation upon generation of people you know and love would change a person? you don't think the ability to rip apart armies by the strength of your will would change a person? you don't think the flexibility of personality required to blend in with the civilizations that rise and fall over the millennia of your life might change a person? you don't think a person who has to change that much, over that much time, would eventually evolve (personality-wise) into something shorter-lived people wouldn't recognize as 'human'?

Most of the IEs seem All-too-human. They're petty, self absorbed, powerhungry, reclusive, not mention most are openly racist to some degree or another. But really, if stacked up next to anyone else with just their wealth and political power, would anyone really notice they acted differently?
Crusher Bob
A slightly better question would be, "what kind of mind would be needed to live that long?"

So we would expect the IEs/GDs to be highly risk averse (everyone is isn't is dead already), paranoid, and largely into having minions do the dirty work for them.

'Realisticly' an IE will be just as dead when full of bullets as Joe security guard, so they won't 'see' just anybody.

The first part of the Harlequin adventure (where Harlequin dosen't even appear) are fine, but then he shows up where some runner of the street (i.e. the PCs) can full him full of bullets. He is 'only' protected by game designer fiat. He could have 'appeared' to the PCs via video conference and been much safer. Why does he need to meet with them in person?
Kagetenshi
Harlequin, for what it's worth, seems to be the diametric opposite of risk averse.

~J
BitBasher
For a few thousand karma worth of anchored spells and defensive magic, no, the runner on the street housld pose absolutely no threat with any weapons he can reasonably be carrying. Remember the paranoia and sheer time and ability.

Anchored defensive spells are the shiznit here.
Fortune
QUOTE (Kagetenshi)
Harlequin, for what it's worth, seems to be the diametric opposite of risk averse.

Comes from several millenia of being Earthdawn's version of a Paladin.

QUOTE
Anchored defensive spells are the shiznit here.


Or at least were when the adventure was written (ie. before SR3). biggrin.gif
Crusher Bob
Rule#1 of combat operations: 'Stuff happens"

to rely on defense spells, etc, etc. when they are not even needed is stupid. What if one of your rivals has given mr runner the spell defeating bullet. Risking unpleasant surprises is a great way to get killed. This will catch up with you eventually. In the sample I gave (H appearing before the PCs in person), there was no need for it.
Kanada Ten
After 5,000 years and counting, danger is the only way to enjoy life. How boring, hiding yourself behind minions when these weak fools are the only bit of excitement you have. Once you've been around 20,000 and more, Death isn't something you fear; it's something you look forward to.
toturi
Think of the karma! Meeting the PCs are an adventure! nyahnyah.gif
Fortune
QUOTE (toturi)
Think of the karma! Meeting the PCs are an adventure!

LMFAO! rotfl.gif
Crusher Bob
So if you meet an IE on the road, kill him?
Ol' Scratch
QUOTE (toturi)
Think of the karma! Meeting the PCs are an adventure! nyahnyah.gif

Considering the game has awarded points for less in official adventures, your sarcastic comment there is completely plausible. Though, based upon those same awards, it would depend on how the meeting went down. nyahnyah.gif

For all we know, just "telling nothing" about the 4th World is enough to earn tons of karma every time the subject comes up. Keeping quiet dished out up to four points of karma in A Killing Glare (p. 41 if you're interested).
Kanada Ten
Yeah, but for IE's keeping quiet is an innate ability, so they only get one point for right time right place.
Ol' Scratch
Like showing up in front of the PCs just in time to take them on a whilrwind ride to save the world from the Enemy? Keeping quiet is also an "innate ability" of (good) shadowrunners, too. So should only someone with the Braggart flaw snag those 4 points of Karma for staying quiet (even if it's a general award with no conditions whatsoever)?
Kanada Ten
QUOTE (Doctor Funkenstein)
Like showing up in front of the PCs just in time to take them on a whilrwind ride to save the world from the Enemy? Keeping quiet is also an "innate ability" of (good) shadowrunners, too. So should only someone with the Braggart flaw snag those 4 points of Karma for staying quiet (even if it's a general award with no conditions whatsoever)?

No because it's a retarded award anyway. The Braggart should lose his or her chance at the Roleplaying karma, that's for sure. You really can't bring up 1st and 2nd edition modules as examples of karma awards since 3rd uses a different scale for everything.
Fortune
QUOTE (Doctor Funkenstein)
So should only someone with the Braggart flaw snag those 4 points of Karma for staying quiet (even if it's a general award with no conditions whatsoever)?

If so, then he wouldn't get the Roleplaying award for staying in character. biggrin.gif
Ol' Scratch
Well, you tend to dismiss the 3rd Edition awards anyway as being PC-only, so why not? nyahnyah.gif biggrin.gif
Kagetenshi
QUOTE (Kanada Ten)
QUOTE (Doctor Funkenstein @ Dec 3 2004, 02:23 AM)
Like showing up in front of the PCs just in time to take them on a whilrwind ride to save the world from the Enemy?  Keeping quiet is also an "innate ability" of (good) shadowrunners, too.  So should only someone with the Braggart flaw snag those 4 points of Karma for staying quiet (even if it's a general award with no conditions whatsoever)?

No because it's a retarded award anyway. The Braggart should lose his or her chance at the Roleplaying karma, that's for sure. You really can't bring up 1st and 2nd edition modules as examples of karma awards since 3rd uses a different scale for everything.

Well, 3rd ed only starts in 2060, so obviously most of the time Harley wouldn't be using those rules.

~J
Kanada Ten
QUOTE (Doctor Funkenstein)
Well, you tend to dismiss the 3rd Edition awards anyway as being PC-only, so why not?

Only the ones that require a player in the description, which, IIRC is all the Roleplaying awards. Squids, I should really start reading the rules again if I want to arguee with you.
Ol' Scratch
In that case, Guts ("brave and/or effective fighters..."), Smarts ("...goes to characters smart enough..."), Motivation ("characters who start plotlines..."), and Right Place/Right Time ("characters who are in the right place...") are all valid rewards. Some of them mention players in particular, but the above quotes are all aimed at characters.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012