From: | shadowrn@*********.com (Dan Turek) |
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Subject: | Group Interaction and Exotic to Impossible Equipment |
Date: | Fri Oct 12 02:15:08 2001 |
do things like they were part of a military group (which is not in all of
their backgrounds). The other, my personal favorite of late, they call ADD
boy. Ex. the sniper is in position, the mage is waiting invisible, the
decker is hiding and the phys ads are scouting. After 10 minutes of nothing
to do but hide and wait like the decker, ADD decides "hell with this" and
climbs the building. No attempts at stealth and no subtlety when he
encounters hostiles. While the group gets mad at him, he is a perfect
distraction (though they don't seem to notice). Sadly, since I don't like to
do one-on-ones, the group heard him talk about them to Rikki Ratboy (I love
example characters, almost all his stuff is in the rulebooks!) and they feel
he sold them out. We picked SR since it is dark, and I wanted a game where
they could shoot each other if they Really wanted (most are mature enough to
not hold a grudge over it). I love the character, and will miss him when it
happens. (Their meta-gaming isn't the only reason, it just put them
over-the-top, and they all anticipate when their characters find out).
Whiny players, and especially whiny, immature players that ruins the game
for everyone else are best to be cut out. Of course, they are probably
someone's friend in real-life and live in a state of denial at how
impossible they are when gaming. If you have to see this person, you could
always make a campaign for them (whether Mercs, or even switch to a system
where being all-powerful is common like Mage), but don't expect other people
to play for long. Has anyone seen two munchkins in the same group get along?
I've only seen them go for each other's throats.
They get to adventure in the Tir soon. For that adventure they have to stick
together to get out. When I'm a player I hate when the GM forces anything
(I've even voted turning down runs "You want us to hunt down a Toxic Shaman
for 40k? I go home and watch the trid!") or disallows something.
I have a hard time seeing anyone having a Sorcery library of 20, and the
Medicine Lodge for that would be huge. But what really is the "reasonable
limit" for PC's? Personally, I think anything over 12 is excessive, and have
never seen a PC with any skill or spell greater than 10.
Most of my players have minimal contacts, but I would love it if they wanted
to try for something huge and expensive. Not only would it kill their cash (
which is usually a better asset than any one item ), but it makes for an
easy adventure. "You want a Phaeton Rolls-Royce? Let me look, call you back
in 3 days". 2 days later "Yeah, I can get one, but it will take 3 months and
cost price * streetindex + whatever". Next day, calling character #2 "I got
some biz, I need you to get a Phaeton Rolls-Royce, and try to keep it in top
condition... No, all I have is a name and address. Oh, worth about half
(price * streetindex), but only if you get it within the month"
I don't see any reason to keep Banshees or Tanks from them, but not only do
they never have the money, but they are usually too wise to deal with the
people that sell those kinds of items. As mentioned earlier, there is no
good use for a Banshee other than smuggling or quick transport, and even
then you have to hide it Real Good when you park.
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