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Savage Setting: Men of Respect
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What's your favorite mafia period?
The Roaring 20's
12%
 12%  [ 30 ]
The Roaring 20's
12%
 12%  [ 30 ]
The Roaring 20's
12%
 12%  [ 30 ]
The Roaring 20's
12%
 12%  [ 30 ]
The 30's to the 40's
6%
 6%  [ 14 ]
The 30's to the 40's
6%
 6%  [ 14 ]
The 30's to the 40's
6%
 6%  [ 14 ]
The 30's to the 40's
6%
 6%  [ 14 ]
The 50's to the 60's
0%
 0%  [ 2 ]
The 50's to the 60's
0%
 0%  [ 2 ]
The 50's to the 60's
0%
 0%  [ 2 ]
The 50's to the 60's
0%
 0%  [ 2 ]
The 70's to the 80's
0%
 0%  [ 2 ]
The 70's to the 80's
0%
 0%  [ 2 ]
The 70's to the 80's
0%
 0%  [ 2 ]
The 70's to the 80's
0%
 0%  [ 2 ]
The 90's to the 00's
0%
 0%  [ 1 ]
The 90's to the 00's
0%
 0%  [ 1 ]
The 90's to the 00's
0%
 0%  [ 1 ]
The 90's to the 00's
0%
 0%  [ 1 ]
An alternate/future history?
3%
 3%  [ 9 ]
An alternate/future history?
3%
 3%  [ 9 ]
An alternate/future history?
3%
 3%  [ 9 ]
An alternate/future history?
3%
 3%  [ 9 ]
Total Votes : 232

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RooksGambit
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PostPosted: Tue Mar 15, 2005 11:06 pm    Post subject: Reply with quote

There are always ways to incorporate everyone into a scenario, or almost always.

Mayber your team is infiltrating a CorpHQ for a piece of info that's kept strictly on hard copy for security purposes. Your samurai's going to need to do the infiltrating while the rest of your team takes up positions, trying to blend in with the other employees. Perhaps they even smoothtalk some flesh and blood security to buy the sam and the decker time to hack the security systems protecting the item so the samurai can snatch and run.

Sure, that might be a one-time scenario, but surely you can find a way to keep everyone occupied using their talents. And on occasion, it's alright to let each of them have the spotlight now and then so they can display their mAd sKillz.

That said, I've never played Shadowrun to know how a game might go. The only foundation I have to go by is a novel called Neuromancer (I forget the author), which has some extremely similar things going on. I'm sure one snatched a little from the other at some point.
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Sitting Duck
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PostPosted: Wed Mar 16, 2005 9:06 am    Post subject: Reply with quote

IIRC, Neuromancer was written by William Gibson and was published in 1984, five years before Shadowrun came out.
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Clint
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PostPosted: Wed Mar 16, 2005 10:13 am    Post subject: Reply with quote

Rook wrote:
There are always ways to incorporate everyone into a scenario, or almost always.

<snip>

That said, I've never played Shadowrun to know how a game might go.


That would be the stickling point. Wink

I agree with your first point, except that the rules for decking in Shadowrun were designed in such a way as to exclude the other players. That's my big issue with it.

See, in SR actions in cyberspace occur at like nano-second speeds, so any time a GM has to deal with a decker PC; their actions must be fully completed before anything else in the "real world" happens. You can't switch back and forth between the decker and the other PC's.

Now, add in the fact that the rules for cyberspace actions are as complex if not more complex that normal world actions. In effect, the decker has a second set of character stats, their online persona, that has to perform all these actions individually.

So, in Shadowrun, all the players infiltrate the Corp together. Then they get to the computer terminal, and the decker jacks in. Now, everything stops for all the other players while the GM runs the decker through another "infiltration," this time of the computer, all by himself.

There's having the spotlight on occasion, and then there is being the sole active player for a good stretch of the game because the rules enforce it. Mad

And it doesn't help that the setting and scenarios are designed with the idea that decking was required to be successful. Ultimately, deckers were no longer allowed as PC's in our games, and were handled solely as NPC's.

Honestly, I don't think I've ever seen any system so designed to split up the players as Shadowrun.
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RooksGambit
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PostPosted: Wed Mar 16, 2005 11:09 am    Post subject: Reply with quote

Sitting Duck wrote:
IIRC, Neuromancer was written by William Gibson and was published in 1984, five years before Shadowrun came out.


You are correct on both counts, sir. So it was Shadowrun that filched from Neuromancer.

Clint, I read over the suggested use of the Mass battles system for other purposes. (SB#2)

It sounds like it could work very well for decking. And I'm sure it wouldn't be hard to run the other characters while the decker does his thing. Various IC-picking viruses and assitance programs could be whipped up to provide bonuses to the Decking roll, if proper recon was done ahead of time. The Decker's progress could eliminate obstacles or penalties to the other characters (Switching from emergency lighting -dim-, to full lighting, for instance).
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Mr. Bob Dobolina
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PostPosted: Wed Mar 16, 2005 1:12 pm    Post subject: Reply with quote

In the most recent books, even FanPro admits to the decker syndrome as they give 'quick and dirty' rules for two of the bigger spotlight vampires: dckers and riggers. And don;t get me started on astral quests and magic-users....

It will be interesting to see what changes in the 4th Ed that's supposed to be out at Gen Con. The press release makes it sound like their pushing the line forward and it almost sounds like they're taking a crack at a Shadowrun version of CyberGeneration.
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charliebananas
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PostPosted: Wed Mar 16, 2005 1:25 pm    Post subject: Reply with quote

Every CyberPunk game thats come out so far has stolen from Neuromancer, and Gibson's other punk stories. He truly is the god-father of the genre as it is today, with a respectful nod to Philip K Dick.
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Mr. Bob Dobolina
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PostPosted: Wed Mar 16, 2005 2:52 pm    Post subject: Reply with quote

Gibson is to cyberpunk what Tolkien is to fantasy.

I like the mass battle rules applied as a broader "extended action/montage" system. I''m still working on the blackjacker rules, though Wink

Are there any good rules for savaged cyberware somewhere? I want to see how other folks approached it.

I'm also thinking about having players control pieces of 'turf' that have three types of zones: rez zones where folks live, corporate zones where folks work, and commerical zones where folks play. Illegal activities can be set up in any zone, but usually the higher the risk of getting caught, the more lucrative the enterprise. Maybe have a section on different cities on how much turf a city has and special effects of specific sig tings (like the strip in Vegas or Wall Street for NY)
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charliebananas
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PostPosted: Wed Mar 16, 2005 3:00 pm    Post subject: Reply with quote

There are 2 different approaches down this page...

www.savageheroes.com/conversions.htm

I used these as a starting point for my cthulhupunk game.
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Mr. Bob Dobolina
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PostPosted: Wed Mar 16, 2005 10:19 pm    Post subject: Reply with quote

Hmmm, after eading the cyberpunk and cybertek rules, I definitely like the cybertek ones a little better. Though the original idea i has was basically letting players buy Edges as cybertek with some sort of bad mojo in exchange for cutting uop the body and replacing it with cool cyber guns. this works well for some of the funky powers too, since those can represent cyberguns, emp fields, and whatnot. The trick is how to differentiate cyberedges from regular ones.

Bad mojo idears:

1)A limit of mods equal to the lowest die type Attribute. Depending on what that attribute is, when they hit the max, something bad happens.

2)Making a vigor check when every they take damage modded by +1 for every chunk of cyber they got. Failure means something gets broken.

3)Half the cost of a mod but then its obvious cyber. -1 to charisma. Most folks that possess big chrome are either ex-military/corp soldier or mafioso.
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MadTinkerer
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PostPosted: Wed Mar 16, 2005 11:59 pm    Post subject: Reply with quote

I voted for the 20s before I read the thread. "Chrome and Respect" or whatever it ends up being called intrigues me more than a standard 20s Gangster game.

That said, 20s or contemporary are the two that command the most respect because of 1)The Godfather 2) Grand Theft Auto. If I was starting from scratch, I would have picked one of those two. Both the first Godfather film and GTA: San Andreas are just friggin great!

But cyberpunk gangsters? That's like peanut butter and chocolate! Besides, I've always felt that a lot of the cyberpunk attitude is similar to the gangster mentality. Very neat synergy there.
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Sitting Duck
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PostPosted: Thu Mar 17, 2005 8:33 am    Post subject: Reply with quote

Clint wrote:
That would be the stickling point. Wink

I agree with your first point, except that the rules for decking in Shadowrun were designed in such a way as to exclude the other players. That's my big issue with it.

<snip stuff about how Gawdawful the Shadowrun Matrix rules are>

Honestly, I don't think I've ever seen any system so designed to split up the players as Shadowrun.


To be fair, that's really more of a flaw built in the cyberpunk genre. As I understand it (as cyberpunk is not a genre I'm particularly fond of), Net running is so central to the genre that RPGs are practically obliged to cook up rules for it. IIRC R. Talosium's Cyberpunk RPG has garnered similar complaints.

Mr. Bob Dobolina wrote:
Are there any good rules for savaged cyberware somewhere? I want to see how other folks approached it.


As well as the ones mentioned above, I've come up with a variation for my SF/horror setting. They're a bit Shadowrun in flavor. Just click on the link in my sig and check out Character Notes.
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Clint
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PostPosted: Thu Mar 17, 2005 9:32 am    Post subject: Reply with quote

Sitting Duck wrote:
To be fair, that's really more of a flaw built in the cyberpunk genre. As I understand it (as cyberpunk is not a genre I'm particularly fond of), Net running is so central to the genre that RPGs are practically obliged to cook up rules for it. IIRC R. Talosium's Cyberpunk RPG has garnered similar complaints.


I'm not familiar with Cyberpunk's version of netrunning, but honestly, from a mechanical standpoint, the level of detail should be directly proportional to the time required in game.

If it happens at the speed of thought, resolve the whole thing in one action.
Otherwise, run it at "normal" time, so the action can switch between players freely.

Mr. Bob Dobolina wrote:
Are there any good rules for savaged cyberware somewhere? I want to see how other folks approached it.


I'm pondering one based on a conversion I want to do. The basic idea is that cyberware is designed as Edges based off the power system from NE. In general, each Edge provides a net 2 points of powers, but there are some innate disadvantages to cyberware, and certain abilities may have their own limitations, enabling them to provide more for the same cost.

Nothing's written down yet though.
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Mr. Bob Dobolina
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PostPosted: Thu Mar 17, 2005 2:02 pm    Post subject: Reply with quote

The "you are IN the computer running around and seeing cool CGI effects" is a definite draw/cliche of cyberpunk. The "decker/netrunner gets his own mini-adventure while everybody else twiddles their thumbs and/or reads the books" doesn't have to be.

The cyberware in C&R is flashy but not quite up to 'supers' standards. Everything is effects based. It doesn't matter of you get an extra card for initiative from wired reflexes or injections of Tiger DNA, the effect is that same.

The formula for the cost would be a set cost for the type of Edge purchased (Legendary= expensive) multiplied by how many prereq's the edge has.

The downsides for cyber
1)Maintenance cost. Every month, you have to pay a percentage of your money to update your cyberware (repair costs, software updates, servo maintenance) If you don't pay it, your tech goes dead.

2)Cyberstigma: Only ex-military and made men have large amounts of cyber tek.
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Clint
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PostPosted: Thu Mar 17, 2005 3:15 pm    Post subject: Reply with quote

Mr. Bob Dobolina wrote:
The cyberware in C&R is flashy but not quite up to 'supers' standards. Everything is effects based.


I'm going to guess that you don't have NE. Wink
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Mr. Bob Dobolina
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PostPosted: Thu Mar 17, 2005 5:07 pm    Post subject: Reply with quote

Alright, pardner, ya got me. I don't.

But I know you guys are smart enough to do it that way anyway since its easier to deal with rules on superstrength and not get bogged down with the differences between a blast of fire for 2d6 and gun that does 2d6.
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zeth
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PostPosted: Tue Jan 15, 2008 3:51 am    Post subject: Reply with quote

So you make any progress on Chrome and Respect? or did it die off?
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danbuter1
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PostPosted: Sat Jan 19, 2008 4:07 pm    Post subject: Reply with quote

I picked the 20's, because at this time the Sicilians hadn't already won.
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