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What are bad ideas in RPGs?
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<blockquote data-quote="Krensky" data-source="post: 4528925" data-attributes="member: 30936"><p>And largely failed. The issue with this isn't that the computer guy is seperate from the party, it's that the GM didn't handle the issue right. Granted both of these systems don't explain how to do it very well, but the answer involves planning around it, and flipping back and forth between the hacker and the rest of the party.</p><p></p><p></p><p></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Mekton Z handled this fine (other then the Interlock REF issue) and it does both. </span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p></p><p>Cyberpunk 2020 wasn't hopeless or close to it. Nothing stops the GM from letting the players salvage the world. In fact there was at least one source book that did so explicitly (Hardwired). CP2020 is probably the best game I've come across for emulating the genre, and one of the central elements of the genre is hope. The game setting had three 'sequels', each of which improve on this:</p><p></p><p>CyberGeneration: The world was more dystopian, but the characters and their goals were far more noble, and the published adventures strongly showed that the good guys were achieving their goals.</p><p></p><p>Cyberpunk v3: It's more post apocolyptic, but is actually less dystopic (since it's really more post-cyberpunk then cyberpunk).</p><p></p><p>Starblade Battalion: A Mekton Z setting set in 2180 where man has righted the wrongs of the CP2020 world. Sure, there's new ones, but it's obvious that Alt, Morgan, and Johnny (and Rache, I suppose) succeeded.</p><p></p><p>These futures are mutually exclusive to varying degrees, but if you look at the CP2020 book and see hopelessness and inability to change the world, that's you, not the game.</p></blockquote><p></p>
[QUOTE="Krensky, post: 4528925, member: 30936"] And largely failed. The issue with this isn't that the computer guy is seperate from the party, it's that the GM didn't handle the issue right. Granted both of these systems don't explain how to do it very well, but the answer involves planning around it, and flipping back and forth between the hacker and the rest of the party. [FONT=century gothic] Mekton Z handled this fine (other then the Interlock REF issue) and it does both. [/FONT] Cyberpunk 2020 wasn't hopeless or close to it. Nothing stops the GM from letting the players salvage the world. In fact there was at least one source book that did so explicitly (Hardwired). CP2020 is probably the best game I've come across for emulating the genre, and one of the central elements of the genre is hope. The game setting had three 'sequels', each of which improve on this: CyberGeneration: The world was more dystopian, but the characters and their goals were far more noble, and the published adventures strongly showed that the good guys were achieving their goals. Cyberpunk v3: It's more post apocolyptic, but is actually less dystopic (since it's really more post-cyberpunk then cyberpunk). Starblade Battalion: A Mekton Z setting set in 2180 where man has righted the wrongs of the CP2020 world. Sure, there's new ones, but it's obvious that Alt, Morgan, and Johnny (and Rache, I suppose) succeeded. These futures are mutually exclusive to varying degrees, but if you look at the CP2020 book and see hopelessness and inability to change the world, that's you, not the game. [/QUOTE]
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