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Strawberry-Cream

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Posts posted by Strawberry-Cream

  1. Hey, if you wish I can try to help (or at least hold your hand or something), I *love* making characters, it's one of the best parts of the game wink.gif. Just drop me a PM with that the probs seem to be and how I could try to help.

     

    Another question to the great Q:

     

    How's our party starting out? Do we know each other / should think up who knows whom / should we organize a place to hang out?

     

    Or is it all "fresh from the start" and you'll get us together, we see what develops after that, and so on?

     

    (someone whack me if I'm too overeager ^^)

  2. QUOTE (Joe Q. Public @ Mar 7 2004, 06:25 AM)
    (yrs working) X 12 X (Top of month Salary at SA level graduated from low to max 1 yr at the top level)X 0.2 = Starting cash for developement

    Okay... I don't want to be a wise-@ss... perhaps I just don't get the formula...

     

    but wouldn't it be kind of easier, instead of going 12 * 0.2 to say 2.4?

     

    (yrs working) * 2.4 * (Top of month Salary at SA level graduated from low to max 1 yr at the top level) = Starting cash for developement

     

    Or am I just totally confused and didn't understand the formula (high probabilty ^^)? blink.gifhuh.gif

     

     

     

    P.S.: And what skill do I have to take to make an omlet now?

  3. Since the last somewhat... chaotic... attempt with Chrys as GM,

     

    I think I'd like to try to participate on something again.

     

    I'm not playing CP for too long, about 2 years, while I roleplay for over 9 years.

     

    Generally I am open-minded and adaptable, I usually prefer to play chars that have to offer something for RP too -> some social talents and posibility to act on that turf. Sadly my reservoir dogs weren't taken from the old boards, but some of you may still remember Sylvaine Cédain or Strawberry-Cream (Fiona Kern). Both of these were rather "normal" characters that somehow tried to cope with the grim prospect of the dark future setting, most often (in PnP games) due to their presence underlining the dark and hopeless aspects more as they are contrasting. I like to see challenges in the roles I play, as I'm bored of stereotypes by now (although they can provide good atmosphere).

     

    Thus, I'd be open for direct character suggestions too, if a GM would wish that.

     

    I have no too tough preferences, apart from it being not too high-intensity - I probably won't manage to post every 2 hours wink.gif.

     

    So, if someone thinks I should give the game a try, I'd gladly do it.

  4. QUOTE (ChalkLine @ Feb 17 2004, 12:14 PM)
    - Go from unimportant to important, people remember the last thing you said.

    Actually, the recency-effect is not as strong as the primacy effect. The first thing is remembered better than the last, but going from the unimportant to important builds the tension better wink.gif.

     

    Good advice here, I disagree on some things on principle though.

     

    I'm kind of a "rules lawyer" myself, and thus, I very very seldom need the "the GM is always right". Okay, I have to admit that I'm the main driving force behind our house rules too, hehe ^^.

     

    As for die rolls... I wouldn't manipulate them. They are the only thing that is really fair, just, unprejudiced in the whole game. I would say that with the happy elves you may get away if your save against death rolls an 11 instead of a 12... but hey, this is CP.

     

    There are a lot of rules to keep your char alive, if they are geared and prepared for combat they should make it even if they get a shotgun fired in their face. CP makes it very hard to die "completely" compared to other systems.

     

    And if they are not geared and prepared for combat but get into it anyways? That's their problem, not yours.

     

    Of course, one main advice, which I think is the most important, is a bit neglected here (okay, having fun maybe the main thing, but...).

     

    Getting a good group to play with is the thing you have to do. If you have a great bunch of people and players, there won't be any of the childrens issues of whining, distrust, jealousy and so on. Have a group of friends willing to experiment, accepting mistakes and cooperating with you. It's not that the GM is "the evil" behind his monster screen, in fact it's a cooperative effort.

     

    I'm usually far tougher than you'd expect, but my players trust me and they understand my reasoning. If they don't, discussions are held after the game session (yes, after, not in it, if it's not REALLY VITALLY IMPORTANT).

     

    Of course, we don't have a steady GM but the lot of us each run their stuff, which helps a lot. Like Harper Lee put it, try to picture yourself in someone else's boots.

     

    Actually... I would say you basically being "forced", even indirectly, to GM isn't a good premise. I know most people enjoy playing more than GMing... in fact, I wouldn't enjoy only GMing either. But, from time to time, it's very enjoyable... say every 5th session... oh, great, we're 5 people in our group wink.gif. Perhaps you ought to try to persuade your co-gamers to have rotating GM, each one running her / his campaign (perhaps same chars allowed for starting out, but later it's better if every GM has a group to her / his liking).

     

    But hey, good luck, and have fun smile.gif.

  5. I'm mean.

     

    When you're dead, you're dead.

     

    There are enough rules to keep people alive... spending luck points, wearing armor, having the STO, and so on... even if you're "dead" you can still be revived by the rules if in time... and so on.

     

    It is actually pretty hard to kill someone in CP that does not like to be killed.

     

    But if you die... byebye. Makes players value their characters more.

     

    And to be honest, I think CP is designed that you should think before trying to die, eh? Everytime you draw a gun on someone may be your last.

  6. *shrug* I have a character with cooking as a skill, I have a character with cycling as a skill,

     

    all bought from my points from character creation.

     

    Really don't see the issue here... if a player does not put up the necessary thought when creating a character, he should not be rewarded for doing so. Perhaps you could allow him to re-allocate some points over time, starting to take from his highest skills first of course... "Oh, so you are a stinking bum from the streets with wardrobe and grooming 0? You want to have +2 in both so you can get by decently? There you go, we take 2 points from rifle 8 and 2 points from combat sense 7, that'll fix it."

     

    No, really. All such skills should be implemented at character creation, and trust me, if a GM sees your intent to give a character his proper background, he may very likely be generous then - at startup.

     

    Anyway, I guess all of this is not pose any real issue in any playing group out there...

  7. As to streamline TCH slightly and not to put it into the über-present REF,

     

    we treat TCH as general fine motorical skills also - like stitching, fiddling a puzzle, reloading your weapon without jamming, even sensing with your fingers as to some degree (no, not always the standard INT-based awareness roll, for touching we use TCH).

  8. Agree with Mosca.

     

    If you have handgun +8 but no idea to handle the thing when it jams - bad luck.

     

    It's somewhat unrealistic if you don't raise related skills, and you normally should get penalized, not a bonus, for doing such crap.

     

    Perhaps skill-synergy effects could come when you are a role model and have raised all your according skills - then they could play into each other and give an overal boost of 1 or so. Reward those that play well instead of those that minmax.

  9. Mhm...

     

    giving out the stats of NPCs "just so" sure seems moronic to me - no offense.

     

    I think there are quite some GMs that even roll hidden so the NPCs' stats cannot be known exactly... why would I know exactly and get the meta-information of the value he has in a fictional skill?

     

    As for PCs... they don't "know" their stats, either - well, the characters don't know them, but the player knows them to have an idea how good he is. I doubt any character has ever responded when asked whether he was a good shooter "Yeah, I got handgun +8."

     

    I like the idea of perhaps hiding the stats from the players, but they would find them out pretty fast by just trying. And after a certain amount of rolls (even hidden ones), the stats should be known.

  10. Mhm...

     

    I don't think that thing should be a bonus to accuracy... after all, it takes a pro to handle it, right? Which means... it can't be that easy ;).

  11. Thanks for the novel-tip,

     

    sadly, I have started to study in the meantime though, and have few time to read what I like :(.

     

    So far, we have not really progressed the concept... I would like to hear if anyone else tried something similiar, and what the experiences were ;).

  12. Actually,

     

    the "right to chose" is something I, at least, look up on, and am grateful that the americans (and the rest of the world) gave it to us, yet I think americans should not fret if some peoples in the world actually make use of the freedom they were given.

     

    That was what the whole things were about, weren't they?

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