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MonSTeR

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Everything posted by MonSTeR

  1. Glad sandboxing still works for you. I've come to outgrow that style of game though, and have gone back to more scripted adventures as I've found having something completely tailored to the characters makes for more involving play. Whilst I agree that you can't have A leads to B leads to C, and force the players to have their characters do the steps in turn, I've found that predefining A and B and C and having those events happen irrespective of the characters works best. A is the catalyst to get them involved. If they never make it to B, B still happens and they have to live with the co
  2. I've done lots of car chase scenes similar to the one you describe, one guy driving, another guy on a mobile netrun trying to alter traffic signals and scramble satnav and cyberdrive systems of the opposition. Opposed rolls, stacked multiple action penalties for the driver as he weaves in and out of traffic. Snapshots being fired out of the windows. Cliche? Yes. Fun? definately. Lots of fun to be had by all players involved. What I do stay away from is character/player confusion, just because the player is a Postdoctoral researcher in artificial intelligence, doesn't mean hi
  3. I disagree with you so completely I don't know where to start. ... This is not a slam on you, this is personal experience and my own observations from my years of playing and running. And maybe I have misunderstood completely what you are trying to say, I have done such things before. I am not saying my brand of fun is right and yours isn't, just saying that in my experience, the players most interested in actually exploring their characters ROLES and personality, prefer the freedom only a sandbox inclined game can provide. No slam taken at all amigo, different strokes a
  4. I think you just demonstrated that you're not able to come up with a good enough script!!! The right script, takes just the right amount of time, delivers just the right lines, lets folks get to know each other just well enough and leaves everyone feeling like they've had the time of their life. But now we're just battling each other so I'm going to leave it there on the real world analogies and get back to answering Wisdom's earlier post
  5. These things like hollywood blockbusters can be boiled down to a formula. Sure you need to put flesh on the bones, but a skeleton is a good arrangement for those bones to start with! Most things that I've ever seen that rely on "winging it" fall flat on their faces through a lack of continuity. Its great to be spontaneous, but you've got to know where it's taking you. If it's a "random surprise" what relevance does it have to the plot? I find a fairly well scripted game based on a formula works best with the best roleplayers. there's always room for improvisation, but if you're tryi
  6. I know this isn't exactly what you were after, but what the hell and I apologise now for this sounding arrogant, I know it will, but these are "my golden rules" so to speak The best games I've played in and run all revolved around cinematic set pieces stung together with coerced interactions - in that players often need some help to set their characters off "adventuring" remember cyberpunk should have a purpose to it, whether it's revenge, duty, love, or nihilistic anarchy. If players aren't into a “higher” purpose, have the purpose be their reputation, it can’t just be another job. It ca
  7. I doubt I did anything worth archiving, but in case I did, go for it
  8. Jeez that's a long list of familiar names I really miss CP2020 and you guys. It's great to see that the flame is still alive here. Good work Wisdom:)
  9. These are the critical points in my opinion, it's not "not having" an identity on the grid, it's whether anyone or anything is looking for that identity.
  10. I'd say my biggest and most beneficial house rule is a more detailled version of the combat/initiative section. Subsequent actions within one turn are subject to the -3 penalty to hit / succeed. I follow this through in initiative phases. each subsequent action happens 3 "phases" of a turn later. It makes for a great cinematic feel and as a game mechanic keeps things nice and orderly.
  11. Excellent work, I'm looking forward to getting hold of a copy in the near future when I actualy get time to sit down and read it
  12. Congrats on the personal request from Uncle Mike. I'm looking forward to getting hold of a copy of this when I get the link working properly
  13. In a way I completely agree with Phipps, most of the time, no one ever asks "which university Professor published the seminal paper on retinal rebuilds and where are their top post-docs following publication?" UNLESS the "mission" is directly to do with that sort of thing. BUT that doesn't mean you shouldn't have an idea of it. I always like to have an idea, who's the president, what party does he represent, what's the state of the policing, draconian or non-existant etc etc but even if theref has a good idea, the players don't necessarily need to. BUT the most important thing i
  14. If you can't actually get feedback from your players, I think it's important to be prepared to switch setting at a suitable juncture in case they decide they don't like "The Abyss" etc etc. The Star Wars movies were very good at shifting locale completely and when my group used to play Star Wars RPG that was somthing they used to like a great deal, going from water planet to jungle planet to city planet. All the Star Wars films do that, making a distinct environment for differnt scenes and it works really well. So maybe start off in an underwater setting, when the initial problem is
  15. I thought the second and third movies pretty much did suck and prefer to deny their existence Which would have been a far more cyberpunk way to end the story
  16. I think that the first Matrix movie was cyberpunk; it was cyberpunk, a genre out of its time, brought up to date and for the masses, so perhaps not “pure” cyberpunk but as close to it as the time and mainstream audience could ever handle. If you avoided the spoilers and tip offs and reviews as I managed to do, the first time you saw that movie, the edges between the blue filtered “real world” and green filtered “matrix” were blurred, to the point where some internet boards were wondering if Neo had escaped the Matrix or simply been lured into the next level and he was still in there think
  17. If memory serves, Silverhand & Blackhand were Mike's characters. Santiago was Matt's I think, Alt was Lisa. I have no idea on the other's. That's pretty cool actually. I'd always hoped that these guys were "real" characters
  18. As a former member of said community I would also say that this is "today's" version of events like yesterday's version was that it was looking quite possible. It could be that a break through in 10 years time will switch things around again. As Phipps said, it's a question of timing. If the characters were to be born in the next 20 years or so, it looks unlikely. If they're to be born in 50 years or so, I certainly wouldn't rule it out. If you just want to enjoy the science fiction side of the genre, I say go for it
  19. The other thing would be to take the opposite choice to what spyke is saying, just to see if it works at all. If a player wants to create a character that's all well and good to do from a points system. The old shadowrun system had a similar idea where if you wanted racial or magical powers you had to prioritise them early in character development, so in you game if you want gengineering make he players prioritise this over experience. Perhaps they lack "real life" skills as they spent too long in the burbs etc etc. Or. Design several tables specific to social class and roll ran
  20. Couldn't agree more Mr. P Being fast doesn't make you accurate and being accurate doesn't make you fast. Which is what creating a balanced character is about.
  21. I don't think the setting needs to be renewed, just perhaps refreshed. With more focus on simply extrapolating from the present, so it's China and not Japan that takes over the manufacturing world, it's bioware not cyberware that is predominant (or whatever I don't follow this field) it's more paranoid security, etc etc etc. Just an update really rather than throwing it out and starting again.
  22. I always loved the pictures that came with the shadowrun equipment books as they made it very easy to visualise things. The CP2020 books with all the Powered Armour and Appleseed tech just got out of hand imho. I think CP would win not because of the equipment but because of the ethos. SR always had an air of hope and wonder to it that frankly just wasn't there in CP (or at least the games I played of each) You went into a game of shadowrun to see what you could accumulate what spells you could learn or what riches you could plunder. CP had an air of dystopia, and the nee
  23. Yep. Not an RPG by any stretch, but a very strong mix of Mad Max & Cyberpunk as a Car Wars variant setting. I seem to recall one of the supplements (or it could have been rules published in White Dwarf) turned it into one where you had characters and could build a gang and they got sponsorship deals and stuff, but no still not really an RPG. Maybe "Narrative Wargame"
  24. Games Workshop did a board game/war game called "Dark Future" which was a derivative of Car Wars, but had an EXTREMELY Cyberpunk setting, (with a healthy dose of GW's Chaos theme). They did a couple of supplements as well. The game is fun, but the background is superb imho.
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