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SnowDog

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Posts posted by SnowDog

  1. Hanns, the way I intend to use luck/karma is quite similar to how you use it. Only difference is that the luck won't regenerate while sleeping but instead by getting awarded by GM. Despite the name (karma) it has nothing to do with how "good" the characters are. Instead it is awarded based on how much the player (and character) contributes to the story and the gaming session. So, if the character is altruistic and risks his neck to save a child from being hit by car then the character will get karma for that. On the other hand if the character is cold, almost cyberpsycho solo who just have to risk dozens of innocents to stay alive and succeeds to stay alive he will get the karma. Got it?

     

    SnowDog

  2. Quote (Bullet @ Mar. 19 2003,17:40)
    Yes he is. And ex-prizefighter and all day stupid c*nt who was chosen to Finlands government (Uh?Eduskunta?)

    First thing he did was a brilliant idea to call our president lesbian in a radio-program. And not to mention he is a loudmouth racist.

    Give Finland an applause!

    Eduskunta = parliament, FYI.

     

    Yes, his comment was awfull but actually I am not that surprised that Halme was elected to parliament. There have been quite many "celebrity" representatives so it is not unheard of and at least many of his "promises" sound good to me. Well, time will tell...

     

    SnowDog

  3. It is true that discussion about guns etc. distracts from the roleplaying aspect of the game. Still knowing a lot about guns and anything that is related to game environment actually helps to understand how the word works and in a way it also helps to roleplay or run the games. At least that's my perception of this.

     

    SnowDog

  4. Quote (Joe Q. Public @ Mar. 14 2003,02:39)
    OK, so your experience tells you that it is a good fix it for the stat for mechanics reason problem. Ths I can understand, but if they are throwing these points into the character upon generation because of the rule, then I am soory to say it but Maybe we are giving too many pts to the attreibutes for our players?

    Looking harder at the x amount of points = y for the charcter in set up (I think thump, archA, and latest Wraith are looking at it htis way) and the more I look at it and work it, the better it looks, we should really talk more about this inthe ApoStasis spot and get more input...

    I am not sure if I understood you correctly. Years ago when we played the game at first somehow almost everyone put 10s for INT, REF and BOD. Now we don't have this kind of problem, fortunately but I still use the random method where the you roll d10 as many times as there are stats. Then you place the rolled values to stats as you like. In my next campaign I will probably use the point system but it is true that it might be helpful to know  how many points are recommended to be divided between the stats.

     

    SnowDog

  5. Quote (Bullet @ Mar. 13 2003,15:02)
    I like this idea...maybe I'll use it sometime..And I think this could work better in a mood-biased (mystery,thriller etc...vampire and so on) game, rather than combat-biased. Hmmm...in fact it is perfect for horror. key to good horror is to not tell the players they are playing Ctulhu or Vampire (which isn't much horror tho...)

    Hmmm...Me likee...gonna try it out.

    Glad to hear that. I chose to try this system with CP2020 as the system is quite flexible and light. There were not that many combats in that campaign but all were quite high intensity ones. If you try it (even in another system) please let me know how it went.

     

    SnowDog

  6. Quote (Archangel @ Mar. 13 2003,13:18)
    Surely good roleplaying would be a good substitute for such chicanery?

    Yes, I suppose. But still there is this nagging feel that seeing all the stats etc. affects how we play (of course) and not necessarily in a good way. On the other hand this blind system helps to get the feeling of uncertainty.

     

    Anyway, as I have said I tried it only once (as in campaign not in session) and it run surprisingly smoothly.

     

    SnowDog

  7. Quote (Duma @ Mar. 12 2003,21:07)
    One neat trick for (perhaps) getting away with it, the sniper has a buddy with an assault rifle/lmg in the same caliber and firing the same bullets as the sniper.

    As soon after the sniper takes his shot as possible he fires up his streetsweeper at the general area of the target.

    Thus the kill shot looks like a lucky round from the decoy guy and less like a pro hit.

    That sounds like a good idea. Of course the sniper and "sprayer" have to be really close together otherwise forensics could pretty well tell that one bullet came from a different angle than the rest of the bullets  :)

     

    SnowDog

  8. In a sense yes, do you know exactly what is your REF, BOD or TEC for example? I can tell that I don't but I can get an estimate. That estimate is what I give to the players but not in numerical value but in descriptive way. Or if you get stabbed do you know how bad it is? I don't know as I have managed to avoid being at the business end of a knife. I try to describe how bad it feels like so players can make decisions based on that information. They don't know exactly how much damage their chatacters have taken so they can't calculate like "my character cas still take one hit without going to MORTALn wound state, so no worries". I am quite sure that no matter how good roleplayer the player is he/she will still calculate those things if possible at least in subconsious level.

     

    What about humanity then? In early days most solos took EMP 8 or something like that to get a high humanity so they could take a lot of cyberware before going down. I don't have this problem anymore but still people will be much more careful about taking cybernetics when they are not aware if they can handle any more implants or will it drive them crazy. Then the gradual drop in humanity is subtle enough, like it is presented in the CP2020 books.

     

    SnowDog

  9. It is about corporate making a hostile takeover against another corp. PCs' job is to get 51% of the target corp's shares to their empolyer.

     

    So far I don't know why the name is Green War but I suppose I will know when I read the book.

     

    Eraser, I am not planning to run it online. I have never participated not to mention run an online game. Maybe I will some day try my hand on that when I have first got a hang of it by playing.

     

    SnowDog

  10. That, of corse depends on world. If the GM uses borgs then I understand the Barret etc. but if full borgs are scarce then you might not need that kind of firepower. Remember my point about soft targets full borgs are not soft targets. But I agree that sometimes you just can't tell if the target is soft or not. I am pretty sure that normal caliber rifles doesn't cause so much hassle as large caliber rifles.

     

    SnowDog

  11. I think of starting a new campaign and I have been skimming my CP2020 library. I found Green War adventure and I have just started to read it. Have any of you actually run it? Was it good? Anything else you'd like to comment about it?

     

    Thanks,

     

    SnowDog

  12. One sniper NPC used a sniper rifle that I generated using 3G3 rules but unfortunately I have lost my notes for the thing (and for the whole campaign). I can't recommend any specific rifles but as has been suggested choose the weapon based on what is the target. I think that those Barret "anti-matter" rifles etc. are a bit overkill against soft targets.

     

    Sniper or actually marksman in my current group uses just Ronin with a good sight.

     

    SnowDog

  13. I am really not trying to be a pain in the @ss but I still feel the need to defend my post  :)  Even in blind game I used all of the game mechanics that are in the game and even some that I invented or ripped from other sources. Each character had specific stats, skills and equipment just like in a normal game. The main difference was that players didn't know exactly what were the values of their stats (and skill totals), how badly wounded they were and what was their humanity.

     

    Of course this might not be your cup of tea and I totally understand it but I just wanted to make it clear that I still used the rules to back my decisions during the game.

     

    SnowDog

  14. Inner City Goblins is a gang of about 50 goblinoid exotics. They have carved their turf to one of the worst part of the city by using both melee weapons and firearms. Typically they prefer melee weapons like monokatanas but despite their appearance they are not so stupid as to go against a firearm armed opponent with just a melee weapon. They support themselves by selling their services as enforcers and small time mercenaries. Their leader is an Orc exotic known as Gold Fang.

     

    SnowDog

  15. Yes, there is always the possibility that players get to know the correct stats after playing for a while. That is something that can't be avoided, unfortunately. When the stats range from 3 to 10 (usually) there is not much variation but I noticed that although my players are not immune to a little bit of munchkinism (sp?) they managed to suppress their urge to make a lot of off the game calculations etc. so in a way this experiment helped them to actually roleplay.

     

    One way to avoid using repetitive description of the stats would be to divide the values to the groups of three (or two). Then you give the description that overlap the groups so at least two values can get the same description and when you describe the stat to the player you can just choose or roll which description you use.

     

    The actual idea was to add a little bit of uncertainty to the game statistics and stat descriptions came as an bonus  :)

     

    SnowDog

  16. Duma, so you pretty much know how this system works  :)  But yes, as I confessed this kind of system really adds the workload of a GM but with little practice it flows quite nicely. Everyone in my group was happy with it.

     

    If the character has to make a roll that uses only a stat, I would either <gasp> roll it myself or make the player roll it in secret. The third option would be to just ask him to make a roll and not to tell the exact difficulty number. BTW I seldom tell the DN anyway and base the success by what DN they managed to get and that applies to normal non-blind games as well.

     

    SnowDog

  17. Quote (Archangel @ Mar. 05 2003,21:48)
    Nice idea, EPs as luck.  So you are looking at rewarding good roleplaying with extra luck points?

    Would you remove the LUCK stat?  How would this tie in with the IP system?

    Thanks  :D  But as I have already confessed it is more or less ripped from Shadowrun...

     

    Yes, I indeed intend to reward good roleplaying and planning with karma (or luck points). Good die rolling or killing hordes of enemies etc. doesn't get awarded  :)

     

    No, I won't remove the luck stat as it regulates the maximum amount of karma that can be used in one roll (or in other situations where it is allowed in rulebook). For example someone with a luck stat of 4 can't announce that he will be using 8 points to increase his chances to make the death save but he have to settle to use maximum of 4 for that roll. I hope you understood my explanation. If that was not clear enough, then ask again and I will give more examples.

     

    SnowDog

  18. Quote (Lucky13 @ Mar. 05 2003,02:56)
    Dog Soldier,
    I think the point of adding 'luck' or what ever to negate a bad roll is just that... sometimes someone gets lucky & a bad thing that was going to happen.. just doesnt for no apparent reason...

    I think that your system would be cool, snow dog... & maybe even after so many karma points you can 1 point to your luck & your luck never regenerates... a little more like the shadowrun system...

    Yes, some people or just plain lucky and that was one of the main reasons why many of the gunslingers of the wild west lived even as long as they did  :)

     

    I must have been "a bit" unclear as I indeed intended that luck never regenerates. Karma pool grows only by being awarded by the GM. Yes, I admit that the karma system in Shadowrun has been the inspiration for it.

     

    SnowDog

  19. Quote (Duma @ Mar. 04 2003,18:36)
    It seems reasonable and balanced to me, apart from the part where LUCK is used retropectively to fix something you've already rolled, spending only using as much as you missed by.

    Particularly true if there is no minimum cost if you make the roll and don't need the luck after all. (Maybe 1exp?)

    Would a roll of 1 still be a fumble?

    How many exp do you see yourself giving out in a typical session, the period of time arfter which LUCK usually regenerates?

    This system is still under development so I'm glad that you asked. You are right that it should not be used after the roll. I have not yet decided whether to have a minimum cost of 1 point of karma and the exact amount will depend on the roll or should I use a system where player announces the amount of karma he will use before the roll.

     

    Maybe fumles can be bought off with 5 karma points or something. I don't know yet.

     

    I suppose I will award approximately 5 karma points per session. This will vary depending on roleplaying, ideas, action etc. with 10 being more or less the maximum.

     

    SnowDog

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