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Messages - sinanju

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16
I am also considering purchase of Nights Black Agents but my wife makes fun of me when I buy games that I will never run even though I like to read them so we shall see if I can live with the ridicule.

I am fortunate in that a) my wife is also a gamer (and even a DM now!), and b) even if she weren't she would never criticize my purchase of games I'll probably never play. We're both collectors--of books (RPG books too, in my case), music, videos, and in her case, fabric and patterns that she may or may not ever get around to using.

If I can afford it, and I want to buy it, it's fine by her. (And vice versa.) No justification required.

17
RPGs / Re: House Rules
« on: May 30, 2013, 08:51:39 PM »
Our D&D group eliminated critical misses. A roll of 1 is an automatic miss, but that's it. No other penalty. (I hate the D20 system, where you're as likely to whiff with a 1 as to crit with a 20 no matter how skilled you are. Doing away with exaggerated critical failures mollifies me somewhat. But I still prefer the 3d6 system of GURPS and similar systems, where you can expect some consistency of results in your attempts to use a skill.)

18
WILD TALENTS big hardback  rule book
WILD TALENTS smaller paperback rule book
Wild Talents Progenitor campaign book
ECLIPSE PHASE CORE RULES 3rd Ed.
ECLIPSE PHASE PANOPTICON
ECLIPSE PHASE SUNWARD

On my To Be Bought List:
ECLIPSE PHASE RIMWARD
Night's Black Agents

19
RPGs / WOW vs Steve Jackson
« on: May 28, 2013, 11:54:22 PM »
The WOW gang attended a gaming convention many years ago (prior to my joining them) in Vancouver, BC. They signed up for a multi-group GURPS Cyberpunk game. One PC group were rockers, another were a street gang. The WOW crowd chose to be corporate hitmen. They got together and called the prospective GM to quiz him about the campaign background and rules.

Hint of Trouble The First: he was nowhere near as familiar with the rules as the WOW rules laywers. Questioned about specific points regarding character design, point costs, spending in-game cash vs character points, etc, he was a babe in the woods. He agreed to most everything they asked. (Note: they asked. Had he said no, they would have done things differently. But they asked, and got the GM's okay, so in their minds everything that followed was kosher.)

The WOW team included a guy with a full cyborg body--a brain in a robot body--(with the point-cost "limitation" that it didn't look remotely human--rather like the Terminator with all its flesh burned away). It included a hacker with Computer Hacking-35 or more, acquired via lots of points and careful management of advantages and cybergear. A gunman with a cyber-linked HUD for his full-auto assault weapon firing explosive rounds, with a Snapshot skill around 30. And so forth. Every member of the team was a walking death machine, armed and armored.

In short, every time the GM threw some NPC bad guys at them, the WOW gang wiped the floor with them. When one of the other PC groups tried to ambush them, it was a massacre. Instantly lethal headshots at ridiculous ranges and massive overkill were the order of the day. At one point, the guy with full auto explosive round assault weapon had just put a dozen rounds into some guy. The GM started rolling the dice for each explosive bullet. Steve Jackson (who was overseeing this game) asked, "Why are rolling? He's DEAD!"

Their ultimate goal was to retrieve a maguffin from a corporate office building. They had a plan. Once again, they began questioning the GM.

"So, this is a dark future, right? Environmental destruction, lots of extinct species, heavy pollution everywhere?"
"Yeah."
"So this corporate office building, it's environmentally sealed? So they have fresh air and no toxins get in?"
"Yes."
"And it's very high tech. A mainframe handles climate control, security, fire suppression. All that stuff?"
"Yes."
At which point, the hacker PC (with his obscene skill level) hacks into the building's computer, shuts off the alarm systems, locks all the doors and windows and activates the halon (they checked) fire suppression system. He suffocated about 300 people to death. Then the full cyborg PC (with a self-contained air tank) walks into the building, grabs the maguffin, and walks out. With no resistance at all.

And all the other players just stared.

20
General Chaos / Re: Image Thread
« on: May 28, 2013, 11:22:24 PM »
Remember why the good Lord made your eyes. So don't shade your eyes!
Plagiarize, plagiarize, plagiarize.
But remember always to call it..."research."



After listening to the Murderhobos AP, I had to steal borrow the Hindenbeggar for a Champions Online character.

21
General Chaos / Re: How did you find RPPR?
« on: May 18, 2013, 06:16:45 PM »
And now I've gone and bought several Wild Talents and Eclipse Phase game books. Darn RPPR!

 8)

I haven't actually played Wild Talents or Eclipse Phase yet, but I love reading about the Eclipse Phase game/background. I do intend to play Wild Talents because...I'm a Champions player. I know Tom's opinion of the system, and he has a point. I've been playing it off and on since the first edition waaaaaaaay back when, and even I would never try to play (much less run) the game without character design software. The game scratches an itch for playing superheroes with a system that lets you do almost anything (for enough point) that few other games do.

But Wild Talents may let me do the same without having to crunch numbers like an accountant.

22
General Chaos / In Honor of the Forthcoming Movie....
« on: May 18, 2013, 06:07:47 PM »


Ralph Wiggum as "Ender" Wiggum, humanity's last hope for survival!

Lisa Simpson as his sister.

Nelson Muntz as his brother, Peter Wiggum. "HAH-Ha!"

Bart Simpson as "Bean".

Groundskeeper Willie as Mazer Rackham. "Ock, those bugs are wiley!"


23
General Chaos / Re: How did you find RPPR?
« on: May 18, 2013, 06:01:54 PM »
I received an Ipod Nano from my wife for my Birthday in January. I'd been listening to the Iheart Radio on my phone (talk radio or comedy) while at work until some $&#@& elsewhere in the building password-protected the previously open wi-fi hotspot I'd been using. So my wife gave me an Ipod. I still couldn't stream the comedy channels I'd been listening to, and I got tired of talk radio, so I started searching iTunes for interesting podcasts.

First I stumbled across an actual play podcast I no longer remember the name of. Something to do with "Nerds". It was mildly amusing, but it was D&D. So I searched for superhero gaming podcasts and found the Wild Talents podcasts. Score! They were fun (and funny), and introduced me to Wild Talents to boot. I started working my way through the Wild Talents podcasts, then added Eclipse Phase, and other games. Alas, I'm all caught up on Wild Talents and Eclipse Phase is over for now. I'm currently working my way through the "best of" lists Ross posted. (I gotta say, Lady Gaga 2.0 was hysterical.)

And now I've gone and bought several Wild Talents and Eclipse Phase game books. Darn RPPR!

24
RPGs / Re: In Defense of Rules Lawyers
« on: May 18, 2013, 05:49:27 PM »
Yeah, variety is fun. The group I played with in Virginia for so many years (and who are still going strong--I'm just not there now) was and is very "pulp" oriented. Dramatic, action-packed clashes between Heroes and Villains, in a world (i.e., under a GM) where the sort of sneaky, ambush-the-bastards, never give a sucker an even break style my local group favors is not only out of genre, but it DOESN'T WORK. That's one of the drawbacks/advantages of the "your GM rolls all the dice" approach. Genre-breaking actions never work out well*.

I enjoyed that game. And I enjoy the games I play here, with completely different approaches.

*That's not to say that a sneaky, backstabbing character can't work--but it has to fit the genre. If you're playing a Ninja (tm) or the like, where being all-but-invisible and taking out mooks without a sound (and without any real resistance) is part of your schtick, you can slice and dice your way through an army of mooks. But when it comes to the climactic confrontation? You are NEVER going to quietly poison the Big Bad, or stab him the back and finish him off. It just ain't gonna happen.

25
RPGs / In Defense of Rules Lawyers
« on: May 18, 2013, 02:44:58 PM »
Or at least the rules lawyers I have known and gamed with.

I started gaming in 1977, when I started college and discovered Dungeons & Dragons. I was hooked instantly by the idea of being able to _participate_ in the sorts of fantasy adventures I'd only ever read before. We played D&D obsessively for a whole semester. I came back after the Christmas break, ready to game on--and the group had moved on to Traveller. We still played D&D sometimes, but mostly we played Traveller.

And we played it for years, and still called it "Traveller" though it rapidly evolved into a home-brewed system as we threw in bits and pieces of every other game we stumbled across, plus home-made rules we found entertaining. In those pre-cell phone days, I would occasionally get a garbled message via a dorm mate that my friends had called and we were "traveling."

The thing is, we were playing by what appear in retrospect to be incredibly odd rules. The GM made ALL the die rolls in the game. You simply told the GM what you were trying to do, and he'd tell you what happened. It was a great for immersion ("IMMERSE ME!"), and for newbie players who had no clue how the rules worked. You didn't need to know. It also made for more flexible gaming because players didn't think in terms of rules or game mechanics, they just reacted naturally (or cinematically).

I played with that core group of players for fourteen years, until I moved from Virginia to Oregon, where I joined the Western Oregon Wargamers (the RPG sub-group). Over the years, I was amazed by the reactions I usually got when I described that east coast group's approach. The GM made all the die rolls? Burn them! Burn the Heretics! You'd think I'd said, "We raped babies for fun and profit."

The WOW group played the usual way, with players making (most of) their own rolls. They were also unrepentant rules lawyers, one and all. Two in particular just simply lived for the moments when they could blindside the GM (or the other players) with a cunning use of some obscure rule, or airtight logical argument for why some outrageous behavior should have the intended effect. But they all enjoyed the challenge of building the most efficient and/or effective (usually but not always combat-effective) characters possible, and then crushing the enemy with a minimum of risk. And I fit right in. After many years of "diceless" play, I found the change very refreshing.

The thing is, if you knew how to handle them, they weren't a problem.

First, they mostly (especially the two ringleaders) wanted to be recognized for their cleverness. When I ran games for that group, I learned that if I said (not in so many words) "Yes, you're very clever. I applaud your creativity. But, no, you cannot play that monstrosity/pull that trick in my game" they'd generally accept my ruling without complaint. Then, having demonstrated their cunning, they'd settle down to actual role-playing.

Second, one rules lawyer in a group can cause lots of problems. When the group is composed of rules lawyers, they are very much aware that the GM is also perfectly capable of rules lawyering, and he has an infinite supply of points to spend on NPCs. His NPCs were just as capable of being devious and cunning, and laying traps that would murder the PCs just as efficiently and with as little risk as anything the PCs were capable of, so it was generally a good idea to treat him (his NPCs) with some respect.

It also wasn't just rules-lawyering. Some of it was just play-style. This group lived by the military/police axiom that a "fair fight" was for suckers. If you didn't go into a battle with overwhelming superiority, you weren't doing it right (although, of course, they recognized that often you had no choice when the enemy brought the fight to you). A lot of would-be members joined the group briefly, only to depart again soon thereafter because that kind of ruthlessness didn't suit their approach to gaming. I suspect a lot of them ascribed it to their rules lawyering, but that really wasn't the issue.

One of the group members was as much a rules lawyer as the rest of us, but he tended to build his NPCs on the same point totals as our PCs (GURPS, this was) out of some misguided sense of fairness, and he was reluctant to arbitrarily crush us. As a result, we ran roughshod over his games. When the Prince of the City in his Vampire game called two PCs (one was mine) into his office to order them to kill another PC (who had violated the masquerade by having a death duel on live tv...), we laughed in his face. We, the players, knew he WOULDN'T just kill our PCs out of hand, and our PCs were pretty sure they could take the Prince and his minions if it came to a fight. After all, he hadn't had us searched before we entered his presence and we were, as usual, loaded down with weaponry in addition to our powers). Had ANYONE else in the group been the GM for that scene, the PCs would have clicked their heels together, salutely smartly and said "Sir! Yes sir!" because any other GM in our group would have murderized our PCs in a heartbeat for that kind of insolent reaction.

That had nothing to do with rules lawyering and everything to do with play style.

26
RPGs / Re: Eclipse Phase
« on: May 18, 2013, 12:05:07 PM »
Too much work to monitor. I've meshed his muse to his eelwear and every time he does something beyond the bounds of current social parameters he gets an educational electric shock.

Plus, I lo-jacked his muse so I can always check on him via publicly-accessible security cameras whenever I wish. On the rare occasions that he goes into spaces that aren't covered, his muse records everything and sends me periodic updates.

27
RPGs / In Which Our Hero Gets His Ass Handed To Him
« on: May 17, 2013, 07:36:21 PM »
My first attempt at running a game for the WOW (Western Oregon Wargamers) was the Expendables 1.0. GURPS rules. The PCs were the crew of a starship traveling from system to system to explore worlds and determine whether they were suitable for colonization. They traveled in cold sleep (think ALIENS) between systems. Some were volunteers. Others were draftees. One PC was there because his entire backstory consisted of "the Senator found the videotapes." Two others spent a lot of time sending messages back to earth via the comm laser, trying to get their convictions overturned and seeking court orders that would either have them returned to earth or, failing that, obtain a restraining order agains the Captain and First Officer to keep them at least 100 yards away at all times.

The dropship pilot (again, think ALIENS) chose "Alcoholic" as one of his disadvantages. The first time he flew the team down to a planet, he critically failed his skill check. A second check allowed him to avoid a catastrophic crash. As soon as they were back on the ship, one PC beat him unconscious. Another PC (the team doctor) took that opportunity to have the pilot carried to the sickbay, where he implanted a remote-controlled "wondergland" into the pilot's body, a device which would dispense Sober-Up (Tm) drugs at the push of a button. From then on, any time they needed the pilot to fly them somewhere, he zapped him with the remote before they boarded the dropship.

Alas, my schemes to endanger the PCs lives were no match for the paranoia of the other players. So that campaign folded after a few sessions.

Expendables 2.0 was stolen from based on Stargate. Except instead of exploring alien worlds, they were using a dimensional portal to explore parallel earths. After the first game session, where they created characters ("No, Mike, your character with Physician-35 as his primary skill may not join the team. He's just been drafted as the President's personal physician. Yes, you were very clever to manage that. Come up with something else."), I laid down the law.

The gate could only remain open for 30 seconds at a time, and it took 3 days to recharge the capacitors that kept it open that long. They could not use vehicles or pack animals. They could take with them through the gate only what they could carry. So, no calling for reinforcements if they got into trouble, no quick and easy escapes from danger. I promised them that I wouldn't drop them into vacuum or an unbreathable or otherwise instantly lethal environment, but otherwise I made no promises.

The next week, at the beginning of the session, they handed me a SEVEN-PAGE, single-spaced, typed list of all the equipment they were carrying (every item's weight listed, with subtotals and a grand total). They had calculated exactly how much weight 12 characters (6 PCs and 6 NPC redshirts) could just barely manage to lift and stagger a few yards with, just long enough and far enough to get through the gate in 30 seconds.

The list started with a fully-inflated 12-man liferaft capable of floating while fully loaded and manned (in case of water landings). Each team member was clipped to it via a D-ring. Inside the raft, secured by netting, was enough gear for the whole team for a minimum of a week. This included rations, water, weapons, ammo, comm gear, tools, and on and on and on. They had shelter materials and clothing appropriate to everything from desert to arctic conditions. There was virtually nothing they might conceivably need that they didn't have (or at least something that would do in a pinch). Their SOP became: stagger through the gate, drop the raft, immediately check for imminent peril. Then determine which gear they needed and take that. Leave everything else in place to mark the gate's location.

I looked at this list and realized that in the battle of rules-lawyering GM vs rules-lawyering players, I'd just had my ass kicked. But fair was fair; they'd abided scrupulously by my rules, so I had no choice but to salute their superior cunning and let it stand. That campaign lasted a lot longer than the first one, and it was a lot of fun.

28
RPGs / Re: Anecdote Megathread
« on: May 17, 2013, 07:10:24 PM »
Any GM who couldn't deal with creative problem solving like that isn't a good GM. That's fucking beautiful man.

Yeah, sadly, what some see as creative problem-solving others sees as "rampant munchkinism" and "rules lawyering." That group had a lot of folks join us briefly, only to be shocked/horrified by our gleefully creative problem-solving and then flee, never to be seen again.

I was one of the few newcomers (the group had been around for some time before I moved to Oregon and found them) to stick it out. My first attempt to run a campaign for them ended in complete disarray because I, like the poor guy above, wasn't prepared for the way they played. The difference was, I _liked_ how they played. So I stuck around, and eventually ran other games and gave as good as I got.

29
RPGs / GURPS Cyberpunk
« on: May 17, 2013, 02:58:44 AM »
My long-time gaming group (unrepentant rules lawyers and munchkins, every one) had recently acquired a new member. He was a big fan of cyberpunk and wanted to run a campaign for us. We're always up for that, so we said yes.

We developed our characters, which he approved with only a cursory look-see (his first mistake). We were a group of high-tech operatives for some shadowy organization, fairly well off financially but of only moderate point value. Our first job was to find and apprehend the leader of a powerful cybertech street gang. Said leader was huge, with garish cyber-augmentations (as well as some purely cosmetic horns) that made him a very dangerous fellow. His gang, also cybered-up and heavily armed, operated out of their HQ, an abandoned mall in the combat zone of the campaign city. His goons guarded the place and the gang was known to "host" bloodsports inside (deathmatches).

It was clear to us all that the GM expected us to sally forth, beard the guy in his lair, and engage in a heroic fight to defeat said gang and capture the leader.

"**** that!" we all said to ourselves.

Two of our group had access to large amounts of money. We rented an apartment in a building overlooking the mall's main entrance and established a lookout/sniper post. We also parked vans somewhere down each of the four streets that fronted on the mall (it covered an entire city block), with another heavily armed PC gunman inside, to cover every side of the building. Our first plan was to simply wait patiently for the gang leader to emerge, at which point we would gun him down from a safe distance, along with any of his minions who chose to contest the matter.

We also had access to braintaping equipment and cloning facilities (this was a very high-tech game). If worse came to worst, as long as we avoided a head shot, we figured we could kill him, grab his corpse, braintape him during the brief window of viability, and then download him into a cloned body. For extra bonus points, the cloned body would lack all his cybermods, making him easier to keep contained.

The GM countered by having the gang fail to go along. The leader remained stubbornly out of sight and out of reach.

At which point one of the other players asked the GM, "The mall is abandoned, right?"
"Yes."
"It's been abandoned for years, yeah?"
"Yes."
"I imagine that nobody's paid the property taxes on it in all that time, have they?"
"No."
"So, I'll contact the city and take possession of the property in return for paying the taxes owed. Make a big deal about my plans to revitalize the area and grease all the right palms."
"Okay...."
"So the property belongs to me now?"
"Yes?"
"I notify the authorities that there are violent criminals trespassing on my property and call for the police to clear them out."
"....?"
"Once the cops have stormed the place and taken out the gang, we'll swoop in and grab the gang leader. Or if the cops lose, we'll hit the gang while they're weakened and gun them down. After all, they're cop killers."
"...."
The campaign didn't go any further.

30
Listening to the most recent Heroes podcast, and the discussion of transhumanist tech in New Arcadia, it suddenly hit me. James should totally invent the cortical stack! I think it's totally within his capabilities and it would certainly change things forever.

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