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Not exactly Cyberpunk 2020
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<blockquote data-quote="Aus_Snow" data-source="post: 5148421" data-attributes="member: 29112"><p>Ah. That's a shame. . . <em>from my perspective</em>, anyway, as I feel strangely compelled to append, this being an interwebs forum 'n all. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The loss of humanity loss strikes ma as a loss for the game. Or for the players, at any rate.</p><p></p><p>I have never seen it as a munchkin nerf bat, munchkin warding charm, or the like. Rather, it embodies one of the core tropes of, well, <u>cyberpunk</u> in the old school (i.e., not post-cyberpunk or transhumanist) sense.</p><p></p><p>I agree that skills and stats need a bit of reworking. I went the other way, by assigning skill points more weight. Not that, as you would have it, stats having less, is a worse idea of course.</p><p></p><p>As for why <strong>anyone but a Solo</strong> (and even then. . .) would want to 'risk his/her arse in a dark alley' (yikes!) -- well, they need some kind of motive. Enter <u>The Lifepath</u>, and the judicious interpretation of it by player and GM alike. Also, Personality Traits. . . and more, if you are using much of Dark Metropolis, for example. Failing all of that, a player (or GM) could simply decree whatever motive(s) for 'adventuring' (which often <em>does not</em> mean 'D&D with guns', anyhow) they see as making sense for the setting, character, party, situation.</p><p></p><p>I've done a mostly Fixer campaign before, and it was great fun. Then again, there's been most sorts you could think of, and most of those worked at least OK. Sometimes a right barnyard collection, which is fine as well.</p><p></p><p>And that's another thing. Roles aren't really classes. A PC can get by just fine without any 'Special Ability', seeing that it's fundamentally a skill-based system, and the majority of those Abilities simply add on a bit more, or take the place of, normal skills.</p><p></p><p>Hm. Rambling a bit, sorry. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>edit --- But all that aside, your campaign sounds great! Not meaning to take anything away from that with the above, by the way. Honestly, sounds like it's all workin' for ya.</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 5148421, member: 29112"] Ah. That's a shame. . . [I]from my perspective[/I], anyway, as I feel strangely compelled to append, this being an interwebs forum 'n all. ;) The loss of humanity loss strikes ma as a loss for the game. Or for the players, at any rate. I have never seen it as a munchkin nerf bat, munchkin warding charm, or the like. Rather, it embodies one of the core tropes of, well, [U]cyberpunk[/U] in the old school (i.e., not post-cyberpunk or transhumanist) sense. I agree that skills and stats need a bit of reworking. I went the other way, by assigning skill points more weight. Not that, as you would have it, stats having less, is a worse idea of course. As for why [B]anyone but a Solo[/B] (and even then. . .) would want to 'risk his/her arse in a dark alley' (yikes!) -- well, they need some kind of motive. Enter [U]The Lifepath[/U], and the judicious interpretation of it by player and GM alike. Also, Personality Traits. . . and more, if you are using much of Dark Metropolis, for example. Failing all of that, a player (or GM) could simply decree whatever motive(s) for 'adventuring' (which often [I]does not[/I] mean 'D&D with guns', anyhow) they see as making sense for the setting, character, party, situation. I've done a mostly Fixer campaign before, and it was great fun. Then again, there's been most sorts you could think of, and most of those worked at least OK. Sometimes a right barnyard collection, which is fine as well. And that's another thing. Roles aren't really classes. A PC can get by just fine without any 'Special Ability', seeing that it's fundamentally a skill-based system, and the majority of those Abilities simply add on a bit more, or take the place of, normal skills. Hm. Rambling a bit, sorry. :) edit --- But all that aside, your campaign sounds great! Not meaning to take anything away from that with the above, by the way. Honestly, sounds like it's all workin' for ya. [/QUOTE]
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