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Awakening Apocalypse - Shadowrun 5E setup discussion (Recruiting)
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<blockquote data-quote="Mosier" data-source="post: 6531594" data-attributes="member: 6776381"><p><span style="font-size: 12px"><strong>Notes on Edge</strong></span></p><p></p><p>In order to keep the pace of the game from stagnating every time a dice roll is made, Edge effects will be modified. I have made every effort to preserve the relative power of this stat compared to the others. </p><p></p><p>Edge cannot be used for the Second Chance ability. This is to prevent the entire narrative from having to stop after every die roll to verify that the character will not be using Edge. </p><p></p><p>To replace the loss of Second Chance, Edge will be given a new power, called Narrative Shift. This will give players a very small amount of the power normally reserved for the GM. Players may spend a point of Edge to add something to the narrative, as long as it doesn't replace the results of an actual dice roll, or directly effect an NPC. This will always be a subtle, plausible addition to the story. </p><p></p><p>Example: <em>The decker Samson is trying to hack into a night club's security camera system. Samson is viewing the Matrix in VR outside of the night club, cursing the paranoid club owner's excessive electronic security. The security cameras are networked behind some pretty mean looking ICe and firewalls. Samson probably won't be able to hack through these defenses, and even trying to do so would probably alert the meat-space security in the area. Just as he's about to give up, he notices a data cable that looks out of place hanging over the side of the roof. Upon scrutinizing the cable, he sees it connects the advertising billboard to the club's internal computer network. The ICe don't seem too interested in protecting the billboard as Samson hacks into it, gaining a direct link that bypasses most of the club's electronic security. </em></p><p></p><p>For the above example, Samson's player spent a point of Edge to make a plausible edit to the narrative, namely the electronic device which was mostly overlooked by the club's security. </p><p></p><p>Any Edge spent in this way may not work exactly as the player had hoped. The bigger or more overt the change, the more likely it is that the Narrative Shift will cause more problems than it solves. Also, using Narrative Shift repeatedly over a short time will be very likely to have unintended consequences. I have high hopes for this change, but if it doesn't work as well as I expect, I promise I will find another way to preserve the usefulness of Edge.</p><p></p><p>All other uses for Edge will work as described on page 56 of the core rules. Also, I welcome any feedback on the above house rules. If everyone absolutely hates Narrative Shift, I'll come up with a different alternative to replace the Second Chance rule.</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Notes on Karma</strong></span></p><p></p><p>Players will receive only half of their Karma from the GM. The other half will be awarded by the players, to each other. Before every run, I will give each player equal amounts of Karma to award to other players however they like. I urge you all to give Karma based on particularly awesome, fun, insightful, or emotional contributions to the game, however ultimately it's up to you how to award this Karma. You can award someone a point of Karma on the spot for particularly good role playing, or you can wait until the run to distribute it all at once.</p><p></p><p>This method of distributing Karma will completely replace the core rules for Karma awards.</p></blockquote><p></p>
[QUOTE="Mosier, post: 6531594, member: 6776381"] [SIZE=3][B]Notes on Edge[/B][/SIZE] In order to keep the pace of the game from stagnating every time a dice roll is made, Edge effects will be modified. I have made every effort to preserve the relative power of this stat compared to the others. Edge cannot be used for the Second Chance ability. This is to prevent the entire narrative from having to stop after every die roll to verify that the character will not be using Edge. To replace the loss of Second Chance, Edge will be given a new power, called Narrative Shift. This will give players a very small amount of the power normally reserved for the GM. Players may spend a point of Edge to add something to the narrative, as long as it doesn't replace the results of an actual dice roll, or directly effect an NPC. This will always be a subtle, plausible addition to the story. Example: [I]The decker Samson is trying to hack into a night club's security camera system. Samson is viewing the Matrix in VR outside of the night club, cursing the paranoid club owner's excessive electronic security. The security cameras are networked behind some pretty mean looking ICe and firewalls. Samson probably won't be able to hack through these defenses, and even trying to do so would probably alert the meat-space security in the area. Just as he's about to give up, he notices a data cable that looks out of place hanging over the side of the roof. Upon scrutinizing the cable, he sees it connects the advertising billboard to the club's internal computer network. The ICe don't seem too interested in protecting the billboard as Samson hacks into it, gaining a direct link that bypasses most of the club's electronic security. [/I] For the above example, Samson's player spent a point of Edge to make a plausible edit to the narrative, namely the electronic device which was mostly overlooked by the club's security. Any Edge spent in this way may not work exactly as the player had hoped. The bigger or more overt the change, the more likely it is that the Narrative Shift will cause more problems than it solves. Also, using Narrative Shift repeatedly over a short time will be very likely to have unintended consequences. I have high hopes for this change, but if it doesn't work as well as I expect, I promise I will find another way to preserve the usefulness of Edge. All other uses for Edge will work as described on page 56 of the core rules. Also, I welcome any feedback on the above house rules. If everyone absolutely hates Narrative Shift, I'll come up with a different alternative to replace the Second Chance rule. [SIZE=3][B] Notes on Karma[/B][/SIZE] Players will receive only half of their Karma from the GM. The other half will be awarded by the players, to each other. Before every run, I will give each player equal amounts of Karma to award to other players however they like. I urge you all to give Karma based on particularly awesome, fun, insightful, or emotional contributions to the game, however ultimately it's up to you how to award this Karma. You can award someone a point of Karma on the spot for particularly good role playing, or you can wait until the run to distribute it all at once. This method of distributing Karma will completely replace the core rules for Karma awards. [/QUOTE]
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