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Mailing List Logs for ShadowRN

From: Brett Borger bxb121@***.edu
Subject: Class, turn over your papers and begin.
Date: Thu, 18 Feb 1999 11:54:24 -0500 (EST)
> 1) Karma Pool. Is there a point where a PC gets too big a
> pool to handle? I.E. they're always succeeding at tasks
> that should be reasonably tough (TN 9-12). If so, how do
> you deal with it?

The rule about cumulative costs for re-rolling the same roll works
nicely. Also, As the players get better, I make situations MCUH
harder. They end up burning pool to stay in the game. Typically
characters don't get much past 7 Karma pool. Once they reach 10 Karma
Pool, it is hard to give them long enough stretches of material to
keep them challenged. Then again, most of my group retires characters
at this point. I tend to play games that start at low power, but
advance quickly, and the fun is in the initial, important,
advancement.

> 2) Karma Pool Again. Do you follow the rule that meta-
> humans gain karma pool at half the rate as humans? If so,
> do they start out with 2 karma pool, as in 2nd Ed.?

At the moment we are following both rules as per 3rd ed. Since 3rd,
however, the number of metahumans has drastically dropped, and we may
change it. For now, I view it as a matter of "Get the extra points in
now, or as Pool later, but only one." Since I tend to emphasis
racism, however, metas may be too harshly punished.

> 3) More Pooling Around. Do you even use the pool? I
> know one group (probably more) that don't; instead they
> burn good karma to do the same things as the pool would.

My magicians would lynch me for suggesting this :)

> 4) Just Plain Karma. How much do you typically give
> out for runs that you make up (I recently bought Eye-
> Witness and Double Exposure. The karma awards are
> way out of line with what the GM section says you
> should get)?

Double exposure is way out of line with a lot of stuff :)
Depends on the run:

Typical player, relatively simple run: 3
Good player, simple run: 4
Typical player, harder run: 4
Good, etc: 5
Typical player, Wow, they lived: 6
...
and so on. I once gave out a 12 Karma award for a character who
engaged in a drawn out almost certainly suicidal action that was in
character and to help another. He managed to live, and so I gave him
the 12 Karma for the two week ordeal.

> 5) Karma Fer Sale. Do you use the Cash for Karma
> rule, and vice versa? If so, what do you use as the cost?
> The "upscale campaign" example the SRC uses is kinda
> crazy...1 point for 1000 nuyen...

I did for a while. Eventually, I declared that I would allow "free"
karma for characters who take time off to train or something, assess a
cost of my decision. That Karma did NOT work towards karma pool. The
cost was always based on what the character could pay, and always left
them wondering if it wouldn't be worth it to do a run instead....

I have not allowed this in 3rd edition yet. It was useful to allow
the guy who needed 1 more Karma to initiate to do so without having
him go on a run for the "I need one more XP to make level where's a
Goblin" mentality.

> 6) Mmm....foooood..... What should I have for dinner
> tonight? I was thinking of a Stroganoff type meal, with
> broccoli, but I'm quite a bad cook.

Go Vegetarian. Wild Rice, frenchcut green beans and cream of mushroom
soup is an awesome combo. Stir fry is always good.

> 7) Ghouls. A while back, I posted a bunch of questions
> about ghouls. One was never really answered, and maybe
> someone with T:UCAS could help me out. What happens
> with a ghoul PC and cyberware? What's the deal?

I refuse to answer this as I see the whole Kreiger strain as a
corruption of the concept of the ghoul. Bug City screwed up, and now
they are just trying to cover up their mistakes.

> 9) Dice. How many dice do you usually take to a gaming
> session? And do you take those multi-sided AD&D dice,
> even though you know you won't need them?

I have three dice bags:
1: 8 black D6, 8 white D6, 1 "luck" d6 with skull, 3 "other" d6
(For SR, Battletech, and GURPS)

2: 12 D10
(For Vampire, Twilight Imperium, Cthulhu, and Battlemist)

3: Mixed dice, including more D10's and D6's
(Paranoia, Ad&D)

-=SwiftOne=-

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