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Jackie

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Posts posted by Jackie

  1. Ok folks here goes, I need help.

    Does anyone know where I can snag a spiffy 'dice'

    roller for my work assigned Palm Pilot??

    Only stuff I've found are just d6 rollers...and only 2 at that...ugh...

    If needs be I suppose I could build a Excel sheet and get a reader for that...but that seems a bit silly.

    Anyway...that's my asking for 2 cents...

    Jackie

  2. Ok, I've just been granted a cheapie Palm from work...which I've got lots of free space on. Was

    wondering if anyone knew of a dice-roller for

    the palm that would work with Punk specifically.

    Plain numbers are alright...Just would rather not

    build a spreadsheet to do it....

    The geek that is me...

    Jackie

     

  3. Well here's my two cents worth:

    I run in a pretty mixed party....but things we've done to make the techies have a good time.

    1. RC Drones...ala Robowars..ala Battlebots...

      was very fun for the techies to build them and

       race them..great down time thing....put

       cash on the trials..and the fixer to push the

       odds and you're in business for a night. Solo's

       can clean-up once the brawling starts.

    2.  Antique repairs...works well....cars, weapons,

        old computers pre cybernetics...

    3. Make a party member wanted....pray your local

       FX-Techie knows disguise and wardrobe/style.

    4. The emp stuff works nice once in a while....stagger

       it around...zap a solo..let him get repaired...zap

      another later...rather than the whole pack of them.

    5. Netrunners are cool...cellular is nice..but what if

       your in the middle of nowhere and the cell tower

       goes down...better pray you either have Satelite

       capability and don't mind a second worth of lag

       or a techie who can fix the bloody thing.

    6. Any McGuyver plot.....I use/rework those alot to

      provide opportunities for my techies...

     

    There's 6 ideas..there's more...

    Maybe I"ll do some later

  4. Yet more 2 cents,

    I've run a few games of a variety

    of genre and I keep coming back to

    punk, for several reasons.

    I agree totally that the combat

    system and the 'gritty' feel of the

    game makes a welcome change to the

    "Hero" games like AD&D.

    I'm in entire agreement with Pawn

    on keeping the players needing a

    'new' score to survive. For a

    campaign setting I'm not above giving

    the players a 'quick' shot at fame,

    money, and fortune...just makes the

    fall all the more interesting. For

    me the transcendental nature of

    not only 'stuff' but money and fame

    is appealing. Some folks run into

    a problem with 'hoarding' stuff..and

    Pawn hit it right on the head..steal

    it..break it...make them leave their

    'super cool new gadget gun' behind.

    What also  works well for me is

    a simple reminder to players that if

    they can buy/steal an item, someone

    else can too.

    If your looking for a quick and easy

    'one off' to run for an evening the

    best advice I can give is.."Make

    them run". For the specifics watch

    any of the 'chase' films that are

    out there. You might even consider

    doing a sleezy cop out and theft

    a 'plot' from a film or a book...

    I've been tempted to steal the

    concept behind the movie 'The Game'

    for example..

    Anyway its possible to go on and on

    but I'll save you the pain of doing

    reading it all....

     

     

  5. Ahh...more 2 cents.

    Cops...everyone's favorite..be it good guy or

    bad guy...cops certainly do end up figuring in there

    somewhere.

    I use police in both roles. Generally your local/city

    cops tend to be mostly the 'working' stiff version

    of the police. Out doing the rough work, but are

    more 'person' oriented, where a individual can/does

    make a difference. That doesnt preclude them

    from having members with attitudes or prejudice, but

    that also means its quite likely to end up so that

    they will in general give your average 'punk' a chance

    to clean up and get their act together...Zero or not.

    Of course the 'Corp' cops have the feeling that

    SINless folks are forsaken and if caught can be

    disappeared, but they also have to toe the line with

    respect to the rights of the SINed people.

    Then you've got 'State' or Territory cops...generally

    they're less 'people' oriented and tend to be the

    'hardline' cops depicted in some tv and film. Very

    strict and adhere to the letter of the law. The general

    feel I try and use is these guys are 'looking' out for

    their state/territory..and as such can't bend the law

    or make loopholes for many...

    Lastly you've got your Federal Authorities...these

    folks I load up with all the attitude I can muster...

    Even occasionally going as far as the 'Judge Dredd'

    types...."I AM THE LAW"....absolutely no sense of

    humor they're aware of...that kinda thing.

    I think this helps to foster that 'local' feel of the game with respect to law enforcement and promotes

    the 'big brother' idea and feel from the state/federal

    cops where the 'people' or society...rate higher than

    the individual...it works for me cinematically...but

    that's my style....

    Anyway..that's my 2 cents...

     

  6. Well,

    I'm thinking you can really opt to go two ways with it.

    First by taking a peek at Home of the Brave they

    can give you a little idea of how the US govt is put together. Also taking a look at Protect and Serve will give you an idea how some of the other police forces are laid out. From there it should be easy to modle

    something from that.

    Option 2. It to huck all the various stuff from varied

    rule books and ask what you want these two groups

    to be about. What kind of work do you want them

    to be doing, and how would they go about it. From

    those answers you'll get an idea how they're equipped, deployed, and how they're going to react

    to what you PC's have up their sleeves.

    When all else fails remember if you don't know how

    it works neither do your players...so you have alot

    of 'fudge' room if you need it. smile.gif

    And do remember you can use other sorts of things

    as reference as well. Movies/books/Tv...

    Take for example for the U.S. Martials

    'The Fugative' and 'US Martial' as good films for

    how a 'martial's' team might work.

    And I suppose same could be said for 'Walker: Texas Ranger' as well.

    I should also follow up saying I tend toward a very

    cinematic style of game play and constantly am asking myself and my players if they think it would

    'Look good' if they saw it...and so long as the answer

    is 'yes' its all good for me.

    If your style is more 'gritty realism' then you probably could find one of the discover/tlc/history channel programs on Federal/State crime force organizations very useful in generating your 'reality'

    for these groups.....

    Don't know if this was helpful, but its my 2 cents worth.

     

  7. I've done a couple one off sessions based on

    adaptations of 'real world' using punk's interlock

    system and it seemed to work very well.

    I will offer one bit of advice. If you start kicking around the idea of playing youselves, be very

    careful. I've found if the roleplayers are good

    it can be quite rewarding, but very emotionally

    charged. So tread lightly if you go this route.

     

  8. So far its working out pretty good, but there's been very little overlap. Now as bits and pieces begin to come out there will be more overlap. Meaning events that impact from 1 campaign to the other. Seeing as the players themselves at like 4 to 5 hour drive appart physically 'joint' session just shouldn't happen and that's easy enought to manage. But

    am now going to start having events that begin to

    cause cross impacting one another.

    I concur having 'all the details' written up in advance

    can be a big waste if your group is anything like mine. smile.gif Who tend to wander off the beaten track with alarming regularity.

    However having a good list of NPC's that might be 'common' and an 'event' log of sorts to track

    who did what to whom and when can be important.

    Another thing I'm trying to keep things from direct

    'contact' is having the two groups a bit out of sinc

    time wise...right now one group has about 2 weeks

    up on the other, by design. The other big thing is

    to have a good idea who the major 'bad guys' are, how they think, react et al...so when the party begins

    to muck with their timetable they can adjust. Easiest way I've found to do this is to 'build' the npc as if it was going to be your player..then enhace them a bit, and plug them into the story.

    More 2 cents.

     

  9. Most of the 'auction' sights are pretty good.

    I also do most of my 'inprint' stuff directly from

    the RTal page...so I know where my money's going

    to. And if you fail on all of those, sometimes the

    bigger conventions that do dealer rooms aren't a bad

    option. There's also the odd game store that has

    lots of old 'used' games and what not. Locally

    (Western NY) I can think of one in the Rochester

    area called Millenium Book and Game...formerly

    known as Crazy Igors. Anyway...more 2 cents worth

     

  10. Thankfully I can give you a 'quick' hit on Fuzion system. Mechanics wise most the places you were

    using a d10..you'll be using a d6. On to some more

    specifics.

    Assuming they keep the 'character' generation the

    same. What you'll be looking at is a per 'year' job

    thing for skills. So maybe at 16 you flip bugers for a year...you get a few points to spend on certain skills based on that 'job'. Likewise at 17 you decide school doesn't suck so bad..so go back to school..you'd get

    a few new points in vastly different skill pack to choose from. Yeah yearly pack is only like 8 points so the skill point totals stay about the same. (as best as I can recall).

    If you really want a good look at the mechanics and

    you like Anime..I strongly suggest Mechton Zeta. Gives you a good feel for the Fusion mechics design

    and an idea of where its strengths and weaknesses are.

    As a point of personal preference I perfer interlock, but I"m not opposed to trying fusion, and I'm definitely not above stealing nifty neat ideas and

    making back modifications to bring them into

    interlock's system.

    I can try and provide more specific answers if you want'm...but would need an idea of specifics so I don't end up tring to conver all of the mechanics

    as a whole.

     

  11. well for my campaigns old tech is generally used by

    the nomad/zero's. Also for the times my players trot off to other parts of the world, I make heavy use of

    low/old tech stuff cause after a while it beings to wear on them attrition wise. If you can't simply replace 9mm caseless easy..makes the bullents that much more important. Same for fuel and other nifty

    tech gadgets...I also am fond of removing the ability

    to conviently recharge those nifty 'toys' some times

    it keeps them relying on 'themselves' rather than the

    nifty gadgets..also makes them appresiate them all

    the more.

     

  12. Out seeking 2 cents and to start creative ideas

    going. I've got a bit of a unique situation and

    I'm looking for other people's opinions, as

    it does tend to generate cool new ideas.

    I'm presently running two seperate campagins for

    two seperate groups of people, but it all takes place

    under the 'same' story arc. Now I'm wondering if any of you have run PC vs PC games, where the group

    either splits or two groups run against one another.

    In my case they may not be so much 'against' one

    another as running along disparate paths which will

    periodically cross, sometimes in conjuntion other times in opposition.

    Reason I'm doing this silly thing is an attempt to

    'ease' some of the 'plot making' on my part and get

    my groups personal objectives as driving forces that

    will only take little nudges here or there for purposes

    of plot development.

    Any thoughts, I'd be interested to hear.

     

     

  13. I'm actually polling to see if anyone else is using AI's as major antagonists in their campaigns. I know its been done to death in literature, but the concept of something in competition with humanity in its intellectual nitche is intriguing. If any of you are using them I'd love to hear about it, mostly for perspective. But I'm not above thefting really nifty ideas if I see them. smile.gif

    Also interested in any rules you may

    have developed to deal with some of

    the sticky problems with AI's. Things

    like 'roaming' AI's, attack vs defense,

    AI coding on the 'fly'..things like that.

     

    Jackie

    (Edited by Jackie at 6:28 pm on Feb. 21, 2001)

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