Jump to content

Interrupt

Senior members
  • Content Count

    1,133
  • Joined

  • Last visited

Everything posted by Interrupt

  1. This is most certainly not intended to spark a gun law debate and so has intentionally not been placed in The Smoking Room. If you would like to discuss that aspect, please create a thread for it there. Wireless smart-gun technology is a reality. \\\\\\\\\\\\ NTRPT
  2. I fall on the "let 'em live …barely" side of the fence. For me, gaming is about telling a story and less about absolute realism. What separates the story the players are involved in from the normal day-to-day of 7+ billion people in the rest of the world is that it's an AMAZING story. This means circumstances will be unusual and exist outside the standard curve of possible events. In practice the people playing a game have to invest valuable time and energy in coming together to play - this should NEVER be wasted by making them re-roll characters. The best reason to punish but not kill is that it makes the game so much better. There are so many consequences to unleash on characters that build the interest of the game and character alike. The more they survive, the more scars they accumulate, the more they will be invested in the character and the game. The more invested they are, the more fun everyone has - which in my view is the whole point. If a player is being an ass and really asking for it - kill the bastard and don't invite them back. If they really deserve it, give them a stupid death rather than an interesting or glorious one.
  3. This was one of the original fan-generated pieces of material I found for CyberPunk back in the day. Blew my mind. Great work with some of these additional ideas.
  4. These rules were notoriously prone to munchkinism - the game always benefitted from GM and players being mature about rules interpretation. All of the above suggestions are great for managing the punch/kick issue, but strictly speaking you will find many many rules which leave exploitable holes like this. From what I remember, stun damage is basically counted along the damage track as if it were real for the sake of the various effects like going unconscious or inhibiting movement but it left no lasting wound for the sake of healing or causing mortal danger. Many people track this by making a hashmark going one direction "\" for stun and a hashmark in the other direction "/" for lethal. This has the nice effect of creating an "X" for every fully damaged mark on the track. It might look something like this: LGHT--SRS--CRIT--MORT XXXX--XXXX--\\\\-- In this case I believe you roll saves against the effects found in the critical section for losing consciousness, movement, etc but you are only in Serious in terms of healing and having to make eventual death saves. Stun damage wears off quickly with no lasting effects. As far as stun vs death saves, some GMs rule that a passed death save is an automatic stun, others allow for separately rolling both. See which method works for you.
  5. The game can be filled with cheese, but it is honestly a LOT of fun to play. We modified it of course (some of the yo-gang rules were hard to live with IIRC) but it is a much lighter and more relaxed style of gaming without necessarily losing any of the intensity that Cyberpunk has. One of my favorite aspects is that unlike Cyberpunk, it was practically impossible to simply blast your way through problems. Your enemies were always, bigger, stronger, better equipped, and more organized than you which meant having to be more creative rather than violent. The Carbon Plague powers were not realistic, but once you simply granted that and rolled with it, they were fun to use. All in all it was a great game buried under a heap of cheese.
  6. It is purty. I have been working on how a design could be as visually appealing and yet convey more functional information. I was led to this link by a friend who works to create functional security software of this type.
  7. If the question is how to come up with a realistic premise for a sectioned off area which has been burnt out and now left to rot, that is a different issue. What if the area is relatively small, or was originally several different zones which were walled and maintained for other reasons. • Arcologies - Ironically the combat zone could once have been a ritzy area but after some kind of catastrophe it was abandoned and all the walls which previously held the rabble out are now used to keep them in. • Research Facilities - Some massive corporation in better times had this area set aside for housing folks to work on some special sensitive something before catastrophe happened. Now the zone has been appropriated by looters, squatters and the like. • Former Military Facility - Same scenario as above. • Concentration Camp - We have such former camps here in the US, some creativity about how bad things got during the collapse could invent some that are closer to the city. • Combination of the above. In these situations its possible to conceive that there were walls and guard towers in use before being abandoned. The idea that squatters would move in to any area left alone is very realistic, the next thing would simply be a good reason for the rest of society to exist near enough to the site to enforce the wall to some degree. Newly discovered resources. Gentrification in the bordering zones. A rebuilding city government allied with organized crime might seize upon an available site to herd crime problems into in order to create the illusion of improvement in nicer areas. It's possible to envision ways in which a wall with checkpoints could have been built with the support of society for a different purpose at a different time and has merely evolved into the walled-off combat zones that would make for a fun game setting.
  8. F*cking magents! Juggalos demonstrate that people are actually willing to dress like deranged clowns and cause mayhem. Now, these may be idiot, degenerate, junkyard clowns, but they are clowns. For every legitimately dangerous group, there are vastly more poseurs and wannabees pretending. This holds true for any type of gang, military group, or martial arts school. The fact that there is anyone willing to dress and act like Juggalos, let alone have it tattooed onto them hints at the possibility that some percentage takes it further. And at the very least, it supports the fictional premise that a legit gang might do the same. So, no, 99.999999% of this group would not qualify for edgerunner competition. But then again, that hold's true for the entire world population. Maybe most Bozos in Night City are wannabees and 99 out of 100 are just morons who wear makeup, listen to crappy music, and commit petty crimes, it only takes a small core group to do some real damage. So keep some magnets handy.
  9. Have you heard of Juggalos? Unfortunately violent, degenerate clown-gangs are a thriving idiotic subculture here. I would imagine that only a small percentage are truly serious about their violence, but with so many of them all wearing the same makeup and carrying hatchets, how can you tell which is which? And that is real life, not from a game. If only it wasn't true.
  10. • "Secure" Coffin hotels - Actual security will vary widely. Some will have units with heavy metal and bullet-proof glass tube doors connecting directly to the street with a pay-interface to unlock the door. Some will have multiple levels, maybe a small hallway with stairs, maybe ladders, maybe even ladders on the outside as well. A higher level may be safer from intruders, but getting in and out will be slower. Make a choice. Some places will be fronts for …other types of business. Some will simply be a cheap way to trick marks into kidnapping themselves for all sorts of unpleasantness. Buyer beware. • Actually secure hotels - Cost more, but provide legit security and have a reputation to uphold. Often the security and reputation are protected by organized crime, other times they are protected by respect and genuine credibility and goodwill …and firepower. • Community Centers - In the darkest parts of the city in the darkest cities in the world, there are still people trying to make a bad situation better. This goes for shanty towns, favelas, barrios, ghettos, combat zones, whatever. Somewhere there are good people who are down on their luck or simply have an irrational belief in humanity who choose to stay, or simply can't leave, who spend their time and effort trying to turn the tide in small ways wherever they can. These people aren't stupid. For anyone to survive, they have to have their share of guts, smarts, and methods. For them to want to make a difference they have to have more than their share of courage, vision, and grit. It has happened on more than one occasion, in more than one place that these kind of people have made a difference. Sometimes they even manage to start a movement or turn a rough area into a thriving cultural engine. …often only to be pushed out when the rich folks decide they want the food, art, and cultural cache of living in these formerly rough areas and start gentrifying. • STREET FOOD!!!! - Often seriously tasty. All over the world one of the most common stories is that of poor people being forced to invent ways to make crap ingredients tolerably tasty. Such innovation often leads to amazing developments which are later stolen and appropriated by the very wealthy, again leaving the poor to start over with whatever scraps the rich leave them with. Research your favorite foods, or at least the foods that are well-known in your region and you will often find a story early on of how that dish was devised by simple people of humble means working with what they had. No one says that all of it will be good, or that it will be safe to eat. • Courier services • "Psychics" and Fortune Tellers - Of course they are all bullshit con artists …except that one who supposedly has a flawless track record. Willing to find out? What if they tell you something you DO NOT want to hear? Everyone has their hustle. • Mattress Store - They'll give you a great deal! How the hell do they stay in business?!? • Burnt out storefronts - Let's be honest, this will be the most common business in town.
  11. Regarding the original question there have been more than enough detailed and thought-out answers so far. My only addition would be that from a game perspective, I tend to take a brief overview of the available mechanics which might come into play and then assess the level of game detail, cinematic quality, player commitment, and significance of the element in question - and come up with a method for quick rolling on the fly. I play off the cuff and would more than allow heli-sniping to be attempted by a character that wanted to. It may be more difficult, but if it adds to the game then hell yes they have a shot! If the player has a skill which is semi-applicable but not tailored to the the task at hand, you can give it a flat penalty or allow its use at 50%. ------------ Regarding your time here on the board… Don't worry too much about pissing people off, but don't get hurt when they bite back. Everyone here has sniped at everyone else to some degree at some point. However, I doubt you'll find a better bunch of drunken debauched old farts anywhere else on the net. Don't be afraid to ask questions, but remember that no one here is looking for friends. They may not be opposed to finding them, but they sure aren't looking. Pretty much all the people who still kick it around here have been doing so for a loooooooong time. (not including myself) You will probably make more headway by adding in addition to asking. Put something out that people can chew on or add to their own games and you will probably get a warmer reception. With that said, neither Stray nor Mike even brandished a weapon in this situation. Don't play the offended card until someone actually draws blood. Probably not even then.
  12. Aren't there some directional EMP weapons? Supposing these make a tight beam effect, and supposing they can supersede shielding, that might work. Edit: Also, they may accept some amount of data transfer wirelessly from trusted comm channels - it would be exceedingly difficult to spoof a transmission, but it may be possible to take advantage of a system exploit if the target willingly accepts a file.
  13. I have read about "Earthships" which in spite of the hippie granola ideals are actually an ingenious way to make buildings. One of the interesting aspects is the use of old tires to construct walls. They stack them using rebar and then pack them with dirt. This creates an incredibly strong and durable structure which are resistant to burning or collapsing. Probably bullet-proof too.
  14. Just … wow. How come we didn't end up this cool?
  15. Master_Drow - Thanks for taking the time to outline those points. I had written and re-written one of my unnecessarily long posts, but ultimately it comes down to this: Yes. I do need to write a clear and concise version of the rules that addresses all of these issues. ---------------------------------------------------------------------------------------------- It's not a priority and likely won't become one soon. I enjoy this as a hobby, but it falls below everything else on my list including other forms of recreation. It's awesome that some people have read it and like it so far and I am genuinely grateful for that. Even more-so to all the people who have taken the time to help out. Eventually I hope I can put together something that will be cool and functional and I hope people like it. Until then I know that there is plenty to work with here and I also know from practice that it is enough to take care of some great gaming. (p.s. Run.Net is not a "world", it's just a mechanical method for improving one aspect of a game I really enjoy. )
  16. I totally understand why you would feel that way. I don't even disagree with the sentiment. But allow me to clarify. • Run.Net is Run.Net - that doesn't mean it is the only way to do things or that it is even the best way to do things. I strongly encourage people to come up with their own methods and solutions. If someone uses Run.Net as part of their solution then they should do so in the same spirit that it was made; specifically, mentioning that fact, and not making it a commercial venture. Interlock, and Interlock Unlimited are both systems that Run.Net has been created to work with, and even though I believe it could potentially work for other systems, I am not familiar with them enough to know. • I have in mind a section clarifying my method for determining how systems work, but I disagree that it should be very strictly defined. Here's why: Flexibility in system creation is a major tool for GMs to finely control difficulty from moment to moment. Allowing such flexbility provides some level of 'future-proofing' the system since I am too lazy to re-write it every 18 months when entirely new revolutions in computing inevitably arise. The core, essential, base-line, original, seminal concept of Run.Net is to create a semantic system to allow for netrunning to occur fluidly with the game in the support of storytelling and fun. My personal preference in gaming, after having done this for 22 years, is that their should only be as many rules as necessary to support the game, but no more. I completely understand that this limit varies for everyone. I also believe that if people give the basic idea behind this system an honest try, some of them will find it fun and feel that it answers a problem they have had with the previous systems. For some folks on the forum, these rules probably seem byzantine, bizarre, and unwieldy - I'm completely cool with that. Others might think that these rules are wishy-washy hippy bullshit - I'm completely cool with that too. So if you feel a desire to implement proxy-chains or a more strictly defined order of operations, by all means please do! That's is what flexibility is all about. Over the course of reading the feedback to Run.Net I have noticed one pattern coming up frequently. People seem to apply a different standard to their concepts of hacking than they do to rules governing other aspects of the game. For instance, combat. There is no pre-set number of steps to get from intention to outcome in combat, and depending on the GM you have, there will be a massive variation in how a combat sequence might feel. Some are gritty and realistic and lethally fast and brutal, others are cinematic and outlandish, and yet others might be in-between. I believe everyone benefits from that flexibility. If someone doesn't know how computers work, they should still feel basically comfortable working with the terms in Run.Net to at least provide a computery feel. They can't do worse than most movies in how badly they represent realism. I happen to agree. It feels more realistic, but it comes at the cost of making the game more complicated. And since a player will almost always use some form of proxy it means that it will be a common occurrence in game. I did think of a few things that can help remove the this complication.Heh I was actually referring to the problem of being able to get at a target shielded by such a low-cost and easy source of armor. It's likely that an attacking player would have to wade through a minimum of 10 successful steps before they ever even saw their opponent, this may work for some game and not others. I also have an issue with the idea of a payment system to bypass what would otherwise take time and skill - cyberpunk is already a very purchase-happy game and it takes away from the style and skill of a netrunner. Also, who do you know that is worth their hacking skills who would have to pay for software or access? This conjures up scenarios of nearly invincible weefle hackers who hide behind a pre-paid get-out-of-combat card. --------------------------------------------------- It's important to note that I do not spend much time on this project and therefore a lot of what I say on it is liable to be riddled with contradictions, straw-men, and loopholes. This system is certainly "use at your own risk" and "your mileage may vary". I think it is fun and useful, but I'm sure it has plenty of flaws in it.
  17. I finally took some time to look this over. It sounds pretty good to me. It keeps with the core ideas of Run.Net and is essentially a version of what was already the baked in method for this sort of thing (you did an excellent job illustrating it). What I meant before about keeping track of those servers is that each one supposedly has a difficulty to beat and at least a potential for latency. Even though this doesn't seem like much, my example above about a small group of netrunners quickly racking up a big number of them still stands - even great color elements like what you described can come to have game effects and can potentially bog down. More to the point, however, is that with only a chance for cumulative latency there is little downside to lugging around a massive chain of proxies - maybe this is realistic, but it poses operational problems for gaming. All in all I like what you have here. I think people can use something like this with positive results. Everyone will end up with a slightly different build of Run.Net based on their own needs. edited for spelling.
  18. This is a tough issue and always has been. The biggest defining quality of netrunning is its supposed speed over the meat-world (not to mention its reach). Initially my goal was to set Run.Net up stack a large number of actions for smart, skilled, well-equipped runners and fewer for lesser runners. There were 2 ideas used to account for this: 1. It is more than realistic for a superior runner to be overwhelmingly superior to others or even groups of others. This is demonstrated often in 'real life' 2. Many / most actions that a player will take are not going to directly be combative as they might be in the meat-space part of the game. Run.Net plays much more like submarine warfare than it does a john-woo gunfight. It's all about hide and seek. As for how it ports with IU specifically, Run.Net is not balanced with that system. I'm sure it's possible, but might take a little tweaking. It's been a while since I have reviewed this information and in all likelihood it will be a while still before I get back to it. Fortunately I know first-hand that the rules play quite well even in an unfinished state and at the very least will continue to help some people with this part of the game. I still appreciate all of the help and contributions from everyone. I hope the system has been useful so far.
  19. Interrupt

    Slab City

    This is about as spot-on a cyberpunk setting as you can get and its right here in sunny southern California. Enjoy! http://www.time.com/time/nation/article/0,...2105597,00.html
×
×
  • Create New...