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Everything posted by MonSTeR

  1. I've never managed to find a way to complete the game without killing Anna, but you can just run from Gunther in the Cathedral, and you never hear from him again. If you don't kill Anna, you don't getthe key to escape the UNATCO building
  2. I'm in favour of getting some advertisers in, especially if they're banner types, perhaps for RPG shops or something? Maybe RTal's folks would wnat to buy ad-space? I don't know if I'd encourage blogging though! In my experience it leads to cliques and then draws discussion from the boards and causes the site to atrophy and die!!! A site Mrs MonSTeR used to run did this, and folks started just posting in their journals where their best friends responded and vice versa, and the main boards went dead.
  3. MonSTeR


    QUOTE (malek77 @ Jan 8 2005, 03:26 PM) QUOTE How difficult is it, playing online as opposed to tabletop? Timing and character commitment are stupidly important. If you muck them up the game will die, period. As I've just found out again. *s* This is the most important part. My MonSTeRpunK game was just heating up when I got a new job that means I never know if and when I'm going to have free time in a place with a reliable internet connection, access to my books and the energy left to post. I wish I could cdarry it on, but don't have the time. Make sure you and all the amin players are prepared to post 2 or 3 times a week every week for however long the game lasts!!! The best bit is that it becomes more like collaborative story telling, and everyone can contribute to the detail of the world
  4. As a GM, I've found the best way to dish out experience is to spend half an hour with the players discussing the cool things the characters did. It's not as mechanical or as realistic as it might be, but then it's more cinematic so the trade off is worth it, the cool things get rewarded. Also I don't recall players ever really ever gaining loads of skill points, expecially in high level skills, yeah a few folks may go from +7 to +8 in something they use a LOT, but not easily and certainly not over a couple of sessions. it's the sort of +4 to +5 that I've seen more often. However in other cases I've not bothered to award IP at all and just dished out a couple more skill points between adventures. Again not realistic, but certainly quicker and easier (and possibly a bit more fun in the short term, but less rewarding in the long run) But yes I think probably your GM may be being stingy with the IP.
  5. It's actually possible to complete the game on realistic level without even getting shot!!! (that makes me very very sad) My fave toy is a sniper rifle with as much accuracy boosting, range increasing silenced goodness as you can find. My fave mods are regeneration for when you fall off buildings etc, and the speed boosters for your legs, which I recommend getting and boosting as early as possible, then you can leap from rooftop to rooftop when you're in new york Just like a cyberpunk spiderman Also the night vision sonar eyes thingy too. I didn't really enjoy the invisible war sequel nearly as much, if you played the first one, you kinda knew who Alex D was and the complete lack of a skill system - wth?!?!?! I just hope they do a Grand Theft Auto game that uses the San Andreas system but set 25 years in teh future
  6. QUOTE (rockwolf66 @ Nov 10 2004, 08:21 PM) The reason why I am wondering about all this is that I have a FBC Strike team I need to arm. Then you simply HAVE to give one of the borgs twin miniguns as a pair of wild west style revolvers Yep complete with holsters and everything. Make that borg have a Texan accent it is NOT a stupid idea
  7. I think it would depend on the power level and style of the game... If the PCs are top professionals, in a blockbuster style cinematic game, then there won't be compatability issues. the characters will know to buy the right stuff. Deathsolo knows what ammo to put in his guns, he doesn't take back that box of 10mm slugs cos he didn't realise the RX100 was an 11mm handgun. Whereas, a low level gutterpunk game, now that Scab has actually amanged to aquire a gun that works, could wholly focus on getting a box of the right ammo for the party's only firearm. Normally, I'd say it's not an issue unless... a) the character wouldn't know to check, and doesn't think to ask (again Refs should tell players if their character wouldn't know something, but that the player wouldn't realise this, remember never penalise the player for their lack of specific knowledge) e.g. a solo buying the wrong valves for the rockerboy's antique Marshall amp, or b ) there's a specific plot reason why it should fit. e.g. If the computer already had the right drivers for the S.I. module, then that means someone had used that same device on this machine before...
  8. If they won't pick up the books, sit them in front ofthe TV and watch the movies and TV shows. Yes, you might have to bend the setting of your game a little, but compromise in an RPG never hurt anyone. They saw "I Robot" at the movies, there's some cyberpunk setting for you. They played Deus Ex on the PC, there's some cyberpunk for you, hell if they're not really into CP, buy Dark Angel on DVD, and there's some Jessica Alba for you, what red blooded male could complain about watching that TV show? Most RPG players will have seen some of this sort of stuff before, but invite your players round for an evening of character creation, pizza and DVDs. Let them know that you REALLY want them to play, and that THIS (point and gesture at the TV) is what the game world looks like. Just choose your sources and go from there. You may have to explain that "ok, you can't be ageneticaly engineered super soldier, but you can have muscle grafts and a neuralware booster that ..." to them, but most folks should pick it up fast enough.
  9. QUOTE (Hound @ Sep 27 2004, 12:25 AM) BTW, nice to see you again, MonSTeR! It's been a while! It's been way too long though I'm trying to cram some of my old hobbies back into my life again I know what you mean about one or two stats dictating a whole character, luckily in my last couple of outings as a Referee, I've had some great players, including my old online crew, who were very very sensible and made characters, not templates I think the more mature players CP2020 seems to have are a credit to the genre and we've all grown out of making munchkins (either that or it's too humiliating to risk it anymore )
  10. QUOTE (Hound @ Sep 25 2004, 02:55 PM) Of the crew I've been talking to, I think I'm the most system-neutral of them all. I was actually surprised at how strongly Ross "Spyke" Wynn and Gary "Ocelot" Astleford believe in the the Interlock system. For me, it is about the setting, the system is secondary as long as it works. I could have written the material from my website and my campaign setting using Fuzion, Interlock, Storyteller, SR1-3, d20, Top Secret (or LPJrs Haven system), Savage Worlds, or just about anything else. As long as the setting turns my crank, I'm in. That's interesting actually,for me it's the system that is the important bit. Having detailed cybeerware and firearms helps immensly, but I can usually come up with most of the world from films and comics. The skill and characteristic system in perfect balance is the really important bit for me !!!
  11. It's good to have Mike back in the mood to do something with RTG I agree that character creation CAN be a burden in a game, especially for new players and perhaps be a little daunting. More experienced players will change the rules anyway. They'll write upthe backgrounds and add more detail. New players will just want to get going as soon as possible. I think most new players these days have a PC or a console anyway, so their introduction to "oldschool gaming" will be through console games. Perhaps to make this industry popular again we need to have their transition made as familiar ad easy as possible? I'm not in favour of cardboard cutouts for characters, but something that lets folks get up and ready a bit quicker and make a system more playable than spending 45 minutes deciding whether to put 3 skill points into electronic security or regular security would be a good idea?
  12. In the last game I was running I saw fighting skills like that as more the overall result of a round's combat than an actual individual blow or kick. You can spend a couple of seconds finding an opening or squaring off in a fight, so I don't think it's unreasonable to treat it as an overall result. Multiple actions could be thought of as trying to throw as many hits as possible and hoping at least some hit even if the punches thrown aren't as accurate. I'd be interested to see Phipps' take on the situation,
  13. Just as long as we don't scare him off S'all good stuff and disagreement is part of what makes the forum so much fun. I love cursing "no no no!!!" at the screen and throwing my coffee cup across the room
  14. QUOTE (Psiberzerker @ Jul 19 2004, 02:24 PM) In cyberpunk, you can't get much better than the "Random Sniper". Every time he's an ass, take a pot shot at him, and run away. They can give chase, find a shell casing, but never catch the guy. Eventually, the PC should be bright enough to figure out what's "Summoning" (I adapted this from the vengance monster I used to keep my D&Ders in line) him. In cyberpunk, you can't get much WORSE than the "Random Sniper". Every time he's an ass, sink to his level and therefore encourage the exact type of behaviour you're trying to do away with. My advice is along the line of Joe's advice, talk to theplayer. Ask why he feels the need to disrupt the game, ask what it'll acheive in terms of the game, and examine his character's motivations with him to figure out why. Is it just a stupid character, or more likely poor role playing. (bet the guy wants to play a Solo right? ) I always maintain that the key to keeping this sort of thing under control is get both the players and the characters on the same side from the very start. The easiest way to do this is in the stages of character creation. Don't let them create characters individually, work as a group, GM included to create a team, with unbreakable emotional ties, longstanding loyalties and common goals. However, if you can't keep the rogue player under control, have the other players do it. Have all the characters go out for coffee, have another memberof the group spike the drink of the character who keeps putting the spanner in the works, then when he's drugged up, they take him out to the parking lot and shoot him in the face. This way, the ations of the annoying PC have real and direct consequence which is a lot more effective than figuring out the vengeancemonster Psiberzerker came up with.
  15. Travelling Man in Leeds Corn Exchange usually has a copy of the rulebook and some supplements, as does Spirit Games in Burton upon Trent. Can't you buy direct from RTal following the links on their site?
  16. http://www.delta-green.com/ Joe's wasn't dead link it was a typo!!!
  17. QUOTE (Chrysalis @ Jun 15 2004, 08:23 AM) I would prefer it to be a whole new system, with an updated 2020 game world. Yes I like Interloc, but there are better systems out there. -Chrysalis Personally I've not found a published system that's better, but if there are better systems out there, which are they? and what games are they in.
  18. In Deus Ex if you got to the subway station, and evaded Anna Navarre and got onto the train, you got to the Castle Clinton Subway Station where you were met by one of those ED-209 Military Bots, and Gunther and loads of Troops. Could anyone ever manage to get away from Gunther at this point?
  19. Vampire, I'm not trying to criticise your ideas, but it's just the fact that to get the most out of Cyberpunk a good underlying story is the most important thing. Like a good movie, special effects are great, but you need some sort of a story. Even the most basic action movies have a story. Lets look at the movie Predator starring Schwarzenegger. The team of heroes gets sent into the jungle to rescue the hostages from a crashed helicopter (now you see why I've chosen this film) Then it turns out that Dutch's best friend has double crossed them, he's used them to find the terrorists' secret base, the hostages are actually CIA agents and not politicians. For cyberpunk, you need to go a little further, something needs to re-occur later on in the next mission, like say the subject of the secret files crops up again, or the PCs decide they've been set up and need to switch sides to do what's "right" or... If you're not at least trying to tell a story other than "the heroes must rescue the hostages" you're not getting all that you can from the game and that's a shame, for you and your players. If you only want to play a futuristic wargame/RPG, that's fine. Interlock's not a bad system to do that with. But if you want to truly play Cyberpunk, you eventually need more than just the orders of a superior officer
  20. QUOTE (rockwolf66 @ May 16 2004, 05:37 PM) I do try to put some thought into my characters and I have alot of people i can mix together to make a realistic character. I'm not saying blokes can't play female characters, I'm just saying it's a little harder, and that at certain times in a game, most often in the more exciting tense parts, then some of the character's personality is sacrificed for a little more of the player's. It's a lot easier in literature as you can plan out the character's actions/thoughts etc, but on the fly, for most men, it can get a little unconvincing. If you can hold the role, more power to you
  21. QUOTE (Vampire @ May 16 2004, 04:13 PM) I have no idea on an overall story, I don’t think it is really needed, Ok, but if you haven't got an overall story, don't forget to make sure you dish out some tasty magic weapons when all the fighters reach level 6. Enjoy the dungeon crawl
  22. QUOTE (ChalkLine @ May 16 2004, 07:14 AM) It's the only way I can stop the PC being a girl-played-by-a-guy. That's actually a great point. When you're roleplaying, you've got to imagine yourself as an actor playng a role and creating a character as a cross between scriptwriting and casting... If you can't play the role, you shouldn't take the part. For a longtime I've tried to disuade male players from playing female characters, as they usually (ok invariably) lose the sight of the character at some point in the campaign.
  23. What I'd suggest Vampire is that you need to link these missions up to one another with an overall story. Send them in after the important executive on the AV, but have a REALLY unbelievable story as to why he was there and have a real reason. Tell them the unbelievable story, (something like a humanitarian aid effort from a supplier of chemical weapns or something equally "wrong") Make them want to know the REAL story. Why was he REALLY there, what do the documents REALLY mean, what is "operation lightspeed" and why is the name of the PCs mentioned in the documents. Tie it all together with a story arc. Get the story worked out in your own head, but be ready to improvise.
  24. QUOTE (Joe Q. Public @ May 11 2004, 01:49 AM) Sorry V, but I gotta give you a bit of history way this may be a bad descison on your end as a new GM. Does it make sense to give the guys who are learning a ssytem characters that are already established, have oodles of resources, and have just about total immunity from the things that may do them in? If you wanna run a green game, don't start it with characters that own the horizon already. Otherwise when you bring them back to reality (reality being not having the full backing of a major mercenary company) they are gonna be bored and whiney. Really, it's alot easyer to sell up than down the food chain. After all, first characters are supposed to die a horrible senseless death. That's why we play cyberpunk.... Vampire, I think Joe's right, the shiny tech is a lot of fun. But there's even more shiny hi-tech in a game of Battletech or Warhammer 40000. It sounds like that might be what you'll actually be playing. The rules are great but it sounds like you're not playing with plenty of cyber but enough punk. The attitude is wrong for cyberpunk. I suggest you go rent some DVDs and watch them with your players. I always say you should watch Heat starring Robert DeNiro and Al Pacino, look at how the sides work, how the characters interact in the criminal underworld. Then rent The Matrix look at the style of the city, what the characters wear and where they go. The clubs, the skyscrapers. (ignore the "realworld" super high tech and lame-ass stories in the sequels) If you can give the characters some reason other than "because the Colonel says so" you are going to be doing better. But otherwise you're ruling out the whole "free will" issue, the internal conflict to do what is "right", that should be a part of cyberpunk.
  25. MonSTeR

    Foreign Cities

    QUOTE (senior officer Mikael van Atta @ Mar 16 2004, 08:59 PM) I must disagree, MonSTeR. Although I haven't visited so much places, I can clearly see differences between Eastern Europe, Western Europe, and Byelarussia - the customs are diifferent, the life is different, the cities are different. For example, we don't have the "suburbs" in Polish cities, where the middle class lives in houses... but we have loads of blocks of flats. And belive me, a single film won't show you how the life looks like... I know I don't know much about America, although I've seen dozens of films set there... and my sis is running a website on this topic... Besides, I like the idea CC had given. So, I think that (with a bit of his help) we'll continue... Actually that's the one gap I have had in my travels, the East. I had wrongly assumed that the cities would resemble the ones in the west. So yeah, definately continue with this thread
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