Jackie
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Posts posted by Jackie
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Been away a while..so here's my quick 2 cents worth.
Everyone, you , me, the chap sleeping on that steam grate,
has alot more skills than we often acknowledge. Alot of those
come from a variety of 'education'. To that end I make great
use of the unsung hero in any punk campaign, the General
Education and Knowledge.
People have mentioned Cooking... Pop a quick 2 point diff
multiplier on it...mabybe 5 if they don't have a cook book
and make it a Gen Ed check. If your talking your day to
day goodies... If you want the chic cuisine of the week
you'd better have expert 'chef' or some such. I'd make
your typical kibble/nukable a dif 10, something resembling
actual food..maybe a dif 15..then modify accordingly.
I've got 3 skills all of my players have learned are just too
damn useful to live without.
1. Education & General Knowledge
2. Athletics
3. Human Perception
Why? Simple they cover the gambit of 'how in the heck' do
you do something. From 'people' skills, to various how to bits,
to running, jumping, climbing trees.
The danger in any skill based RPG is to get stuck in 'very'
specific narrow skill sets. Unless the game is really dumping
alot of skill points out there to accomodate skill lists into the
hundreds..its better to scale it back and group them into a
few broader categories, with the odd specifics for focused
events like combat/net running/ etc.
Anyway..that's my 2 cents...
J
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My quick 2 cents worth,
My groups both use a standard no skill at -4 to the
die roll. Effectly knocking Sally Genious from her 10
to a base of 6. However, we also will pip a skill if the
situation warrents it, like lots of reading on a specific
topic. The purpose of that pip is to void that -4 to the
roll because of some very narrow specific knowledge
specifically studied for. Cause while Sally sure doens't have
background in chemistry, her 5 in library search, 2 hours
worth of time, should get her what she needs to know
to arrange a specific chemical reaction. On the fly she's
going to have problems, but with a laptop and some time
to read, she'll do fine. Anyway that's my quick 2 cents
worth.
Jackie
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Umm... Battle Lords of the 25th Century....
Woo Hoo... Go Ram Python attorney at law!!
only 1/2 a cent this time
Jackie
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Well in my games we run the gambit, depending on where
people are going to be, going to do...what have you. Stuck in
suburbia...heavy armor/weapons are the classic Shoot
Shoot..shoot again...'Stop or I'll shoot'. If your going road
tripping to Mexico...Armor, armor, armor is the rule of the day.
My pc's vary everywhere armor wise from sp8's and 10's to
what I'd sadly say are munchkins at sp25-28.
It can be difficult to find a happy medium where its possible to
un-Uber some of the solo's, my own personal tact has been
to teach by example. The examples I use tend to fall into the
following brackets.
1. If you want the spiffy new thing...probably the otherside does too.
2. Hardware is expensive, people are cheap... 8 Billion people
on the planet will prove just how cheap they really are.
3. Actions have consiquences, even if its just forgetting to
strip down after being in the sharp end of some nastiness.
By the same token I'll pretty much allow my pc's anything they
can think of, providing they're willing to RP the contacts and
aquasition of said item. They'll even have it long enough to
have 2 or 3 scene's where its 'very cool' before the opposition
gets a clue and then buys 2 or 3 of them...which suddenly
makes that cool thing seem uncool. My personal GM tact is
to try and make people think about what they want and
what the consiquences of that desire might be.
anyway my 2 cents worth...
J
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a 1 cent addendum:
Forgot to put it in my previous post:
When during the course of the session I go looking for the
"Did the pc's get lucky" type rolls...I also use 'present' luck
meaning if they've been pushing it and spending it...well
they're running out of luck.....
J
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Well my very ultra quick 2 cents....
First a caviat...the punk games I run/play in should be classed
Cina-Punk...ie they hopefully get that movie feel to them.
We've been using the 'luck deck' from I think it was the
BlackHammer site..and it works like a charm. If we start
running low on 'subplots' or even 'major plots' I toss back in
the 'plot' cards from that deck..when I think I'm full up I pull
them and go from there.
Anyway... that's my quick 2 cents
J
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Ok..my quick 2 cents
I always assumed that the 'be suppressed' boiled down to a
character choice. By that I mean the system was set up more
to indicate a hit chance than dictate action/reaction.
The idea being that if your hosing alot of rounds through a
narrowed area that you'd have to be, nuts, high, lucky, or
suicidal to toss your body through that same area when its
under fire. For my 2 cents worth if I find the PC's generally
ignoring what's soposed to be supressive fire, *which hasn't
been a problem for my players*, I'd instigate a cool check to
perhaps penalize other actions while 'under fire' and 2 I'd
likely bump up the 'hit ratio' for supressive fire, after a few
grave, or nearly so hits they'll be have better.
But that's just my 2 cents worth....
J
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Well here's an off the cuff 2 cents worth,
I think it could work, but needs some serious book-table
making to ferrit out a balanced, please don't kung-fu me to
death you mini-max munchkin, system. Also in addition to the
'IP' advancement you'd want to also have a solid idea how to
'build' at character creation. My quick off the cuff goes sorta
like this.
You've got a hand-to-hand skill with a sliding Ip multiplier
Levels 0-3 IP multiplier of 1, Levels 2-4 (2) 5-7 (3) 8-9(4)
Plus you set a limit of maybe (Level*2 + 3) in 'bonus' traits
the + to strike etc etc etc. The last fomula is an off the cuff
probably needs some specific revision to balance it..but should
work alright. Some scheme along this line would let you keep
the IP spending and creation system pretty much as is. It
would also let them 'design' forms that are more unique to
their purpose..perhaps to show learning tidbits from many
different places...et al. I'd probably keep a cap on + per
category into the +3 to +4 range. There is a finite limit on
how good you'll get at something.
Something along that line at any rate...quick 2 cents worth
J
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Quickie back for 2 more cents...
Quote I find acid rounds totally inept - with 2020's acid rain and such, anything intended to be kept for some while as at least somewhat acid-proofed. Even some really caustic acid rain...frankly isn't that caustic.
And while yes, some of the materials are going to
be 'resistant' to common sulfuric or even hydrocloric acid,
very little is 'proofed'. Much like nothing is truely water 'proof'.
If rain ever gets that caustic..Living becomes a problem..as it
will KILL you. Cloths or no clothes....
Quote An since these are souped-up pantball round, how comes that an acid able to eat through plastics and ceramics (what armors are made of) don't eat through the round itself ? There are a number of acid's that are perfectly 'organically'
safe. By which I mean..they're only contained in plastics, or
other long chain organic molicules, but when exposed to
metals, or other inorganics it goes to work. That's one reason
that in most countries hydroflouric acid is a controled
substance..why...you could load a nice laytex ballon with it,
and spatter folks...doesn't harm the skin a whit...however it
will eat your bones and is very very hard to combat once it
sets in...and that's just one example. The other thing to
remember specifically with acids, its not the volume, but the
molar concentration of them that does the real trick. Sure you
end up with a volume problem eventually..but how big a whole
do you really need, when the servo's start to short?
In the original Alien book, they do go so far as to explain a bit
more about the type of acid and its 'concentration level' which
as I recall was fictionally very high...in excess of 20
molar..which frankly is definitely not GOOD to be on the wrong
side of.
Anyway there's more 2 cents worth
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Oh oh..more change from the pocket.....
Quote If Joe Beaver has just seen his family gunned down by an armour plated behemoth before C-Swat finally caps its ass, you can figure he'll be pretty much a willing convert to the Inquisitors and their message. I think I read in on the of early Interface's about a sigificantly
different idea to look in on cyberpsychosis. That being Joe Beaver's neighbor,
who gets this little impant to better his odds for a performance based bonus,
and later that's not enough and gets some extra storage...maybe an eye with
a camera to get 'leverage' on his competition for a promotion and in a real way
nickles and dimes himself into homicidal tendancies. Til the best avenue for
promotion is to eliminate the other Joe Beaver's...this is the psycho I think, is alot more
prevenlent to in contact with the beavers. Also the ones that the Inquisitors
are likely to be effective against.
Having been to several Con's here in the states, I've had an
opportunity to visit with some of the creaters including
Maximum Mike. Alot of my take on the these boys comes from
talks with them...and after thinking it over, there's no reason
that they need be comic relief at all. Anyone who's tactically
smart, and has enough numbers lets say 50..should be able to
toast most punked out borgs, providing they:
1. Choose the battleground
2. Prepare the battleground
3. Act in uniform ways to maximize effect
4. Know what/whom they're dealing with
To me that means doing homework...shadow the target...do a
profile on them...once you've got their number..push the
buttons and put them down. Wonder 9's are pretty wimpy vs
your average borg..vs Joe Beaver with every add on psycho
they might be effective. However, acid works well against
both targets with surprising ease.
Metal may be better than meat...but brains are better than both.
J
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2 cents on the run,
I've always envisioned the Inquisitor's as a highly educated,
highly educatated, and motivated bunch. A group you really
didn't want to tangle with at any price. As for the why's of
their philosophy, I've always used the religous bend, mostly
because it makes them seem a bit more 'other' than most
of your booster gangs. Not only that you can then toss in
lots of odd things from Zen koans to other western scripture.
Lets you use the 'scene' from Pulp Fiction with amazing cut
and paste ease.
Anyway there's 2 cents worth....
Jackie
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Well, I asked for 2 cents, and thanks for it!!
My paticular scenario involves my actual running of 2 different
campaigns taking place in the same time line. The failure I was
concerned about wouldn't so much be one that results in
'death' but helps to futher both plots. Acting as a driving force
for the 'failed' pc's and as a plot device in my other campaign
by allowing something to escape causing a nice 'chase'
sequence.
As a general rule I'm apparently with the majority, who seem
to be able to set some low, and some high difficulty projects
for the PC's but let them develope as play goes on...
Sometimes finding the PC's brilliant, other times..well spent
lightbulb comes to mind. I also think its very handy to once
in a while 'rope a dope' them by setting up several easy
projects, one after another, to then toss them in a real
meat grinder and watch the spatter hit the walls.
But that's me...
J
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Looking for 2 cents here,
Do any of ya'll ever 'set up' your PC's to fail. Meaning the
objective they've been given is nearly impossible? As a counter
point to the typical nearly impossible projects PC's take on, I've optioned to give them something which advances the plot
more if they fail than succeed. Any thoughts on this as a
periodic game ploy?
J
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2 Cents:
To answer, I tend to play 'fast and loose' with the rules to
keep tempo up.
Will players do the unexpected...Yes...will they catch you the
GM flatfooted...everytime.
The trick to dealing with them is either having a random system worked out like the Baron points out, or to use an
other simple system. Mine is a indirect rewards system, there
are times that the PC's are very helpful to the plot and work
with the GM nicely...there are times when its more of a struggle. As much as I hate to say it..if I'm in a good mood
things are working well...I tend to be pretty positive during those flatfooted moments. On the otherhand if I'm stressed or
unhappy...well break out the torches and pitchforks.
Mind you I don't always do that, some times I've got a fair idea about the 'persona' of various folks and can pretty quickly
get a fix on how they're going to react based on that. More
often than not having a handful of 'descriptive' words for any
given NPC even if its nothing more than that, lets you get their reactions down good. Its not untypical for me to have:
Goon1: Huge, Strong, Good natured, resigned, quiet
Goon2: Small, Quick, mean, aggressive, talkative, twitchy
From those simple descriptions I tend to flesh out the NPC
pc' interactions. Its hard to do it with alot of the 'unintended'
NPC's that as a GM we're forced to make up on short notice, but generally speaking you can extrapolate on a handful of
arch-types and get by quiet well.
Anyways...there's my 2 cents worth...
J
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2 Cents time....
Things to keep the pace going, the big two have been covered
pretty cleanly I think. Time limits, and party *group* leaders.
Blissfully I both play in, and run a game where there's a good
deal of roleplay history, so finding a party leader isn't an
issue. It even changes somewhat depending on what our
present project is...generally falling to a given PC's strength
area. It helps alot to have someone to can 'right or wrong'
make up thier mind to 'do something'. Time limits, both overt
and covert have a wonderful effect on how things play out,
and can go along way to keeping our PC's quick witted.
One thing that's the nature of most RPG's is combat is a
whisker on the slow side. Part of it is mechanics, part of it is
the same 'what to do'. Most CP ref's don't have a problem with
it, but other games do. Do run with a system that seems to
work pretty well, alotting a fixed number of real seconds, for
every initiative 'number'. I think for more novice CP'ers it might
help induce a bit more combat stress, and heightens the
anxiety for them a bit..which is the name of the GM game for
combat.
The dreaded party split...for CP its worse than most because
it can involve PC's doing varied items in the "Real" world, or in
"The net". Which both operate on different time constraints.
The only good solution I've ever found to it I owe to my own
groups and their blissfully wonderful RP skills. As a GM when
they split up, I can get my various PC vectors working on
what ever it was they were going after, and let them tinker
with that, while starting others up, different inter-party talks,
lessons, and other RP goodness generally results..as a GM
you've got to 'bop' between vectors quick...put in a little
input and move on...by and far the most frantic work most
GM's have to deal with. Anyway...that's my 2 cents..
J
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Well here's 2 cents worth...
I think what works best for me, varies depending on the mood
I'm trying to set. There are times that a very minimalist
approach works best, other times you need to give Mickey
Spalane *cheesey detective novels* type descriptions. If I
had to offer up a universal suggesion it would be to keep in
mind that there are alot more senses than just sight. In fact
two that are often over looked in alot of gaming situations are
the two strongest with regard to memory and impact, and
that's smell and touch.
For example, you could go into a great deal of description
covering a romp in sewage infested waters, covering all the
material there is to see and hear, but you could probably
manage a better one describing the fetid cloying air, sicky
sweet with the stench of decay, and the oily grease feel of
the water as it seeps in over the top of the pc's combat
boots.
Always keep in mind a strong image of what you want the
PC's to 'see' in their mind's eye, and build descriptions that
coax that out of them. Having a good grip of some diverse
vocabulary will let you keep scene's from coming mundane
and dull. For example....
1. The yellow sun shown from behind smog clouds.
2. The jaundice orb glowered from behind acidic folds of smog.
3. The sulfurous sun seared the tops of the dense toxic smog clouds, shedding a sickly glow.
Anyway...that's my 2 cents worth...
J
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Back in the change purse again....
I think the common solution is being overlooked. I concur with
the notion that alot of the 'effective' material for most combat
can be learned and is probably learned in some of the more
'basic' stripped down versions of MA's, for CP that might be
Arasaka Te, Boxing, Wrestling et al.
My simple solution if your really running into problems, simple
easy..remove entirely Brawling as a skill. Let them take a
point or two in boxing, wresteling, Te, and melee...and let
it go at that.
Just my 2 cents worth....
J
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In the words of the our father repeat after me....
"If I'm going to drop crap on my PC's from great height I
shalt just drop huge panes of tempered glass"
Why you ask??
Who needs a fracking gernade...a 10' x 4' glass plate dropped
10 stories would be like the worlds biggest and ugliest frag
gernade..and here's the topper..some buggers have alreay
totally encased their building in them. I can't claim credit for
the thought.. I stole it from a book, the author stole it from
the news...glass is scary stuff man.
a quick 2 cents...
J
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Ok its been a while since I was able to dig in and offer up my spare change...so here goes.
Ok First off...my general take on most vehicle stuff for punk...
Toss out MM and pick up a version of Carwars...a little rules
fiddling and you've got yourself a workable idea on how to
manage armor, speeds, weights, et al.... But that's just my opinion I could be wrong.
If your not liking that idea....
1. Sounds like you've got a good handle on what the present day weight ratio comes in at...I'd say keep the ratio about the same...maybe make the varience a bit broader to explore
new composite materials so a stripped tooled down model might be squashable by even as much as 100kg. for the same type of reductions.
2. Not a lot of difference between the too, just some of the more common sense trade offs with regard to speed, maneuvarability et al.
3. Again weights...a best bet is to use common sense, just like
when things are violently under/over priced..you change them so your brain stops screaming...
4. Hover bikes....I'm not sure what I'd do with that truth told.
I'd be torn with how class them, but without knowing what sort of 'tech' level your working with its hard to say how effective tehy could be...they've have to chew CHOO like a mad man keeping anything aloft and moving at any real forward speed...very ultra short distance being the problem.
5. Eventually they'll get real live working Osprey's, there are
some design problems with them in some applications, but on the whole they're a good concept. Tilting a jet...won't happen...what you'll get is exactly what the Harrier is, fixed wing, but with a changable thrust vector...big reason being that for serious maneauverablility you need the wings to delta configure and that works counter to standard 'tilt' for wings.
Aerodyne is how I'd make that assumption.
6. Any of the cross purpose cars probably could fit to a couple of different definitions, cargo space being traded for
passanger space, or vice versa. My suggestion would to be pick and choose depending on configuration which is most likely. That would take in to account any types of modiciations to enhance 'performance' with regard to the design.
Lastly, if I forgot to mention it... I think Carwars makes a wonderful suppliment for any Punk GM who does alot with vehicles, chases, crashes, and the like.
Anyway..that's 2 cents worth...
Jackie
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Time Dialation: I'm not suggesting that we're discussing 'time'
travel even on the data scale. However, there are serveral
experiments which at a quanta level seem to consistantly
return effect preceeding cause. As the level of technology
advances, if you don't think someone's not going to try and
succeed at finding a way to turn a buck on that little quirk
your nuts. What I'm more suggesting is that the time to
solution will vastly get shorter as some of the interm steps
seem to 'solve' themselves before they are a problem in need
of solution. Even in this type of example, your not dealing
with some of the excessively wierd concepts that some have
put forth with regard to quantum level phyiscs applications.
Lets not forget *I assume ya'll saw it* that in a lab in
Austrailia not long ago some bright guys managed to teleport
a photon about 3'...consistantly, over and over....and think
in 3 -5 they'll be able to do that on an atom by atom basis.
My thinking for the DNA machines is even several steps futher
along, specifically with how 'complex' you can code the
molicules involved. Alot of folks assume that we'd be working
off the same 4 base pairs that render you, me, the plants,
the fish...etc.....but what about 10 base pairs or 100??
How about more complex bound forms involving multiple helix
compounds that can unzip as needed yielding many many
times the computational power of the standard base 4
machines. The computational ability difference between
silicon and dna could be, and probably will be vast, over limited
applications. Different readings produce different results, but
anywehre from 10 to 100 levels of magnitude difference. For
me, as a punk ref...that's scary...cause that's alot of power.
-- Halo:
Sure the good guys can have it, and probably will, then
again...who are the good guys? Do they where white hat? or
maybe spiffy threads of some kind? *grin* I'll quote from a
book I recently read "We spy on them, they spy on us. There
are no friends among nations, just interests." Punk is all about
interests....
my 2 cents
Jackie
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Quite specifically for both instances I was considering the vast
amount of parallel power shown in both applications. One for
data mining, another for encryption breaking, and lastly for methods of creating very adpative AI's capable of alot more of the parallel thought process that go on in the human brain.
Likewise for the quantum machines the time dialation that could be possible in some instances with regard to effect preceeding cause.
.... 2 cents...
Jackie
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Having recently done a bunch of reading on some of the
computer tech that's floating out there near the horizon, and
at the risk of tipping my hand to my players, I was wondering
if anyone had made use of either DNA computer technology or
maybe even quantum computer technology in their
campaigns?? Its certainly an area in my mind worth exploring
considering the apparent 'vast' computational difference such
devices offer over even souped up silicon.
Looking for 2 cents....
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Quote
p.s. Is it just me, or does any NPC wearing a longcoat automatically come under suspicion of carrying enough firepower to start a small revolution whenever you GM? I have had a couple of amusing situatins where jumpy PCs have gotten very nervous around such individuals.
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Well I think that's what GM's refer to as 'Rope a dope'.
2 cents worth.
Jackie
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Well, I guess I'm still hunting down 2 cents worth...
Taking a look at the various schemes for hardening objects (generally buildings and internal subsystems) vs HEMP I'm
forced to wonder how on earth do you actually shield cyber?!
Most of the shielding process are horribly bulky which would
preclude use in implantation, or are based on redundancy
principles of acceptable functional lose while the whole continues to operate. In the case of cyber this would mean having 2 to 3 items of every variety installed, to assure acceptable function vs emp discharges. Both immediately
expensive, and not to mention tricky to get all implanted.
After doing alot of reading its clear the 'foot' print of your average emp gernade is going to be lucky to get a 5m spread. (A quick estimation would have to have the device explode about 2m in the air to gain an acceptable foot print for the device of upto 5m. Footprint being defined as surface area of the shadow of effect.) In alot of cases you'd be better off with a directional microwave device. Just futher musing, it would seem that effective emp devices are going to be bigger than your average gernade can manage, but horribly effective vs a technologically bases society, especially one with heavy use of cybernetics.
And that's 2 cents worth...
Jackie
Tech
in Cyberpunk RPG Rules and Guidelines
Posted
More spare change from my junk drawer...
I once heard the following as the description between a physicist and an engineer.
The physicist can and will think of all the possible outcomes to a problem.
The engineer can and will figure out all of the reasonable possible outcomes to a problem.
The difference is the how to part of the process. Both people
are very brilliant, but the mind set is different. A scientist or
in punk parlance and INT person will think of a wide range of
problems and solutions...some might not be very practicle in
application. They do however often hit on very unique and
creative solutions that would not otherwise be found.
An engineer or a 'Tech' person is more apt to find more
reasonable and less pie in the sky solutions to a problem.
They don't tend to have the bredth of outlook a scientist
type would have, but they're alot better at making do with
what's on hand..or at least trying to.
The other common explaination I've heard is that your
Tech folks...want to know HOW something works or doens't
work. Your INT folks want to know WHY something works or
doesn't.
Anyway..there's my 2 cents worth
J