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Snowguard

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Posts posted by Snowguard

  1. So it's not just me who was reading it that way. I felt it was just more laziness from the development team with regards to the world.

     

    Good things:

     

    - Netrunning looked like it would be more workable, although getting rid of the World Wide Web really does take something important from the genre.

     

    - Agents; I've seen all the interviews about how people wouldn't care about not having the most up-to-date device, but as someone who's current device is 4 generations old (possibly more), you can't tell stories about the ubiquity of technology without everyone being connected.

     

    - Everyman skills; Having +2 in a string of reasonable skills makes it a bit easier to make a more diverse character. I think we can all look back on the Role skill lists and find ways to shave numbers somewhere in order to make more powerful character.

     

    As for how the world has turned out... Mikael is right in that there's a v3 vibe to the setting. Again, I can understand their reasons for what they're doing, but it feels very poorly executed. There used to be a page somewhere that went through all the issues with the 'Future History' timeline in Core Rulebook, and how at times it just seemed random - I don't know if I can be arsed re-reading the Red History to do something similar.

     

    I'm with those who have commented so far - it just doesn't make any sense.

  2. I've seen the few pastes they've let out so far, and it's as if I'm reading the 2020 book all over again at the stoner-gamer's house in 1995 (not my introduction, but the first time anyone was happy to let me just read their books).

     

    By the same token, the stat blocks I've seen thus far (Forty is easy enough to find, but aside from a glimpse of the Solo once, I'm clueless), they seem a lot more capable of a lot more options - the Rocker can hold their own in a firefight, the Solo won't put their foot in mouth at the first sign of a social interaction.

     

    I'd like to see what happens with the Starter Kit, but I'm really more interested in Red itself - I would love to see the world of my CP2020 characters kids.

  3. It sounds to me that you players (and characters) that are more interested in exploring the world, your world, than in having a 'my gun is bigger than yours' contest. That sounds like a good thing. Let them find their own way, show them that while the meek may not inherit the earth, they get first dibs on going over it's waste.

  4. From what I've been able to gather so far, the pre-gens have several stat blocks available, and are adaptable. They've done away with Attractiveness and split Reflex with Dexterity (because it's a rare gato that had a crappy REF).

     

    My one complaint at this point is they've gone and wiped out Hong Kong. They got lazy in 2020 and burned Macau (a city of 300,000), and were only marginally more invested in Hong Kong. Now with Red they've given the SAR a bioplague or somesuch. Needless to say, not happy, and I'll be ignoring it.

     

    I do hope they do a little more research about foreign cultures/nationalities in this edition. Even some of the names were bordering on the offensive, even regarding parts of the world I have little knowledge of.

  5. Okay, let me clarify a little what exactly I'm getting at. I know I can just find a regular run-of-the-mill map online and just print it out. What I was hoping to find was something similar to what appears in the Night City sourcebook. Whilst their Combat Zone maps are appreciated, the crappy street layouts REALLY irks me. I'd like to find something that shows the various buildings but looks at least something like a regular layout of blocks. Has anyone out there already done the hard work, or at least know of a program that could do so for me?

     

    Thank you in advance.

  6. I feel similarly. I'm not really going for a GutterPunk feel with my campaign, especially as it revolves around characters associated with Arasaka to varying degrees. The Corp character enjoys book-keeping and resource management, so letting him figure where the money gets spent is fun. They're all rather sociable and mature, so they're less inclined towards the whole 'I shoot the guy who looks at my stuff' mindset.

     

    Skills-wise I don't recall ever having a character (of my own) with more than a 6, and anything above a 4 in a Special Ability was a rarity. Then again, most games I played were on here, and it seemed that GMs on here less-inclined to send player-characters to the bodybank.

     

    Here's another general question - do you let your players sell out? Give them the 10k Euro for cyberware? I've never felt the need to do it as a player, as I didn't want my characters to be beholden to a greater authority. However, with a recent re-working of an old character (that never got to see much playtime), selling out makes sense with his background (Ex-CyberSoldier) and it gives him a natty new arm after I established that Idaho Nazis blew off his meat one.

     

    Idaho Nazis - I hate those guys.

  7. In my briefly-run game for my home group, I settled on 70 Character Points, which might make them seem powerful, but I through troubles at them. The fact that the only Solos in the group were DMPCs didn't matter, as the Corporate was dual-wielding and head-shotting like nobody's business.

     

    Given their backgrounds, and that some of the characters had a good deal of life-experience built into their backstories, I was happy to largely ignore money, although it became moot anyway once their company started turning a profit.

  8. I haven't been around recently, and have been playing CP even less (or not at all). I was wondering what GMs in general gave their starting players to get them underway? Do you stick to the rather stiff guidelines of the Core book? If so, how many Character Points do you give them? I'll be honest and say that in every game I was ever involved with on these forums, GMs settled on a fairly equal way of distributing Euros. (it always bugged me that Solos were so well-paid for what they did, and how ubiquitous they were)

     

    The way I read it, even if you went with the Core book, and went with something other than Combat Sense 10, it's hard to be really cyber at the start. In fact it's hard to be much of anything at the start. A Corpse can spring for a phone, a decent suit and... not much else. A low-level Nomad can't even afford a pedicab if the dice don't roll their way.

     

    So, Character Points, Skills (both Career and Pickup, or do you do away with the whole notion), Euros; how much do you had over at the start, and how long do your players survive?

  9. I'm quite happy with rules-light gaming, and in my experience on here, it's a rare game that can stick to the rules. I have a few ideas that would work at this point. There are the obvious possibilities; low-rent Solo, Netrunner, ANOTHRER Fixer! I could also thaw out Ah Fu or rework Johnny as less of a Covert Technical Specialist and more of a Surveillance artist.

     

    Don't worry, I'm good with story of stats games. I'm one of many to have fond memories of Neon Nights.

  10. Will get right on it.

     

    As for character type, as long as I don't have to use the Military Background in HotB, we're cool. I've had the book for years but never felt the desire to use the system. I was just fiddling around with it (rolled VERY well at the start, and in the generation), and don't mind admittting how broken it can be.

  11. Hello. It's been a while since I've posted, and I was wondering if there were any slots left in the game? There are people and posts around that can attest to my potential.

     

    Additionally, if there are spaces, what would you be looking for?

     

    Thank you in advance.

  12. Diego suspects that Rachet is thinking similar thoughts to herself. If that was the case, it may well mean having to split the scrip.

     

    Or just finish the Out-of-Zoner off now in the interests of a greater profit margin.

     

    "Er.... you want to do this, you gotta pull yer weight, oke? You see where our lil bundle went?" Diego's willing to play fair, but only up to a point. Better to see if Rachet pulls her weight on a gig.

  13. Diego listens intently to the details, especially to the part about the large sum of scrip being offerred. She scratches her nose, a sign she was getting excited. This was just too good to pass up.

     

    "Thanks for the info, bro." She slipped the vendor an extra scrip, her way of saying thanks.

     

    Turning back to the street, she considered what had happened. The Ligs weren't after her for any reason. They were after some 'Weasel', a skinny guy.

     

    Maybe....

  14. Deigo nods as Rachet gives her speil. Everyone had a story to tell, she'd learnt, and most of them weren't that profitable. This 'rig' of hers might be worth something, but for now...

     

    "Hey, what's this bounty?" she asked the vendor. "I could always a use a little extra scrip." she says, offering payment for the meal as she did so.

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