LostSoul
Adventurer
Glamdring said:I'll provide another example of the "lessons" I provide for less-than-stellar players:
I wouldn't do something like that; but hey, if your players enjoy it, whatever.
Glamdring said:I'll provide another example of the "lessons" I provide for less-than-stellar players:
Subject: Re: VR2 vs. SR3
Date: Mon, 15 February 1999 07:36 PM EST
From: Twist0059
Message-id: <19990215193619.08417.00002389@ng-fs1.aol.com>
Reading the threads from this post has started me thinking again about how veteran players who should know better seem to build characters directly from their ability to do concentrated amounts of damage. When you're a newbie and don't have a grip on the rules, it's understandable to try and just get down the basic archtype. But . . .
I've GMed Shadowrun for over a decade, and played it for just as long, and sure, once I got the rules so memorized I knew how to make any starting character into a killing machine (or spell-throwing, or matrix-hacking, or rigger-wheeling) I abused them too, to the point where playing wasn't fun anymore and I started concentrating on the role-playing aspect instead of the statistical parts. If I hadn't done that, I truly believe I would have left
Shadowrun back in '91. I say this to point out I am not some high-horsed fragger who is passing judgement.
What troubles me are such veteran players who continue to abuse the rules and make Shadowrun into a tactical game instead of Role-Playing seem to be dominating the field lately. They will spend hours detailing the ways to blow up the opponent, and just write a line or two about the character's background, these histories being so generic that you could literally hold them side by side and see just two or three words different.
This goes beyond Munchkinism, and seems to be the fruits of decay in the Shadowrun system. Shadowrun is a Roleplaying Game with a combat system for each of the principle archtypes, but it really is only in small part a combat game. As much as I love BattleTech, I don't want to see Shadowrun become that sort of game.
That said, I think every player out there who doesn't play a decker or a rigger because they don't have constant chances to use their talents, or who chooses dwarves constantly as magicians because of their willpower bonus, or who chooses samurai because they get the most often use in-game, who looks towards getting every bonus without a single flaw, should step back and take a good look at just how much fun it is to be a superhero character.
When was the last time you found a character in a novel who was just too cool, and too powerful, and adored by every other character, that you just didn't want to beat to death with a shovel? Think about the characters you remember fondly from the SR novels and they will be those like Dirk Montgomery, Church, Sly, Falcon, Rick Larson, Sam Verner, Kyle Teller, Hart, Babel, Dodger, Kham, and Argent, and more than I can recount. These people were
interesting because they weren't archtypes, they weren't superheroes, they weren't killing-decking-rigger-spellcasting machines. They weren’t designed for optimal performance, number-crunched until all trace of humanity had been wiped out.
And still they were good at what they did. That seems like what should be strove for when you create a character: a person first, who is damned good at what he does. It is practically a sin to ignore one and emphasize the other, because one way you come up with a whole bunch of numbers that aren't really interesting, and the other way you come up with a character who really has no right working in the shadows longer than a day without being
killed by a baby with a watergun.
Having said that, go out there and create deckers and riggers, and samurai and magicians. Give them flaws. Like samurais with only one eye who get a penality to Firearms Tests because of their lack of depth perception. And take that a step further. And then another step. No person is their job. All characters who don't need high charisma shouldn't necessarily have low charisma, characters who need high willpower shouldn't exactly have
willpower 6. These are people you're creating. We all have something that we love so deeply we'd have changed ourselves from birth to be able to excel at it if we could, but no one has that choice. Runners should be able to accomplish their goals, but they should also have the patchwork craziness inherent to ever human being. Magicians should have a cheap cyberarm thanks to a bad run. A samurai should refuse to kill, or refuse to strike certain
opponent he deems unable to defend themselves. They should have complications and morals, greed and kindness. Not a line on a character sheet that says he has a daughter, but his whole stats should reflect that. He should have cheap 'ware because he uses his cash to get her away from the death and hopelessness of the sprawl.
A Superhero winning a game is no surprise. In fact, unless you're new to the game, it's boring. The outcome was predetermined. Excitement and respect comes from adventures and for characters that are uncertain, that are won through an act of courage, or a stroke of luck.
Reality is pain. Reality is defeat. Reality is your friend just got her brains blown out by a lucky shot and now you're alone. Reality is you lose. Reality is also that through your pain, through your defeat, through your loss, you pull yourself up and succeed against all odds, that great sacrafice is necessary for great gain.
This was for all those players who look at the numbers before they look at the person.
Respectfully,
Twist
"Into Thalarion, the City of a Thousand Wonders, many have passed but none returned. Therein walk only daemons and mad things that are no longer men, and the streets are white with the unburied bones of those who have looked upon the eidolon Lathi.
Glamdring said:
My point is this: Power gamers can only go in one direction. Down. Forgive the pun in this case, but it's true. All you can do is yank back on the choke collar and let them know that you're in charge, and that you want the game to go a certain direction. If they chose another path, that's fine. The game should be open-ended. My suggestion is to slay them all and have them start over. Don't make it seem like you're doing it on purpose. It's a fine line to walk, but it can be done. I've done it, and they learned their lesson. Unfortunately, I can still sense the greed in their actions in our 3E game. I'll be jerking their collars real soon, I imagine. It's so much fun!! Maybe I'll throw a balor/marilith combo at 'em!!
Glamdring said:
I'll provide another example of the "lessons" I provide for less-than-stellar players:
buzzard said:
If I were in your campaign I would be glad to have the character die as an excuse to leave your table. Yank the choke collar? Maybe your players are all dogs in your eyes, and maybe they even accept it. I wouldn't put up with that sort of rubbish through a full session most likely. DMs like you are a good reason to find other games.
Buzzard
Glamdring said:By the end of the encounter, the psionist was so angry at me that he crumpled up his character sheet and threw it away, called me a prick, and stormed out of the room. The dwarf didn't have much to say. He didn't really seem to care about the game in the first place.