Shadowrun

Shadowrun Play => Rules and such => Topic started by: wildeyes on <11-19-12/1739:49>

Title: Consequences of Move By Wire
Post by: wildeyes on <11-19-12/1739:49>
One of my characters is interested in the move by wire system. I've read on the forums that using move by wire can have some pretty bad consequences for your body. I haven't actually managed to read anything about what these consequences might be. Can anyone clue me into what kind of bad stuff might happen? I want to talk to the player and discuss the situation with him once I have some more information.
Title: Re: Consequences of Move By Wire
Post by: RythmnSylver on <11-19-12/1752:52>
well in the book it says that the Move by Wire works by essentially keeping your entire body in a state of constant seizures monitored and controlled via your augmented brain. not only does it give you a tendency to twitch at odd moments from the small software glitches inherint to the MbW system but, if any really bad glitches happen you could tear up your muscles with little thought, not to mention breaking your own bones from the inside.
Title: Re: Consequences of Move By Wire
Post by: JustADude on <11-19-12/1850:44>
well in the book it says that the Move by Wire works by essentially keeping your entire body in a state of constant seizures monitored and controlled via your augmented brain. not only does it give you a tendency to twitch at odd moments from the small software glitches inherint to the MbW system but, if any really bad glitches happen you could tear up your muscles with little thought, not to mention breaking your own bones from the inside.

And by "really bad glitches" we, of course, mean someone hacking your PAN and turning the control system off. ;D
Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-19-12/1856:15>
Previous generations of move by wire had issues, those have mostly been resolved. If anything the major problem of current generation move by wire is it makes your movements look unnaturely fluid.

Mostly it's a question of: How much do you hate on 'ware?

If you hate on ware lots and want it be pointless or detrimental to play 'wared individuals because they had the audacity to not play one of the magic using master race? Move by wire makes them twitchy barely restrained inhuman monsters. They can't hold a coffee cup without potentially smashing it if a car backfires outside. They can't sit still, they generally operate like a speed junky needing a fix.

Basically there's a historical thing going on. At one point move by wire literally made you the fastest thing on two legs. In order to compensate for this, and reflect that it was cutting edge tech it had some pretty significant neurological downsides. Now however every mage that can cast a force 4 spell is just as fast as the fastest street sam at character creation. So there is little need for such things.
Title: Re: Consequences of Move By Wire
Post by: Mithlas on <11-19-12/1859:28>
According to Augment, there's also TLE-x, which is basically neural-augmentation that gives you degenerative neural disorders in the forms of recurring seizures. I definitely wouldn't go for it in a starting character, but I've never been an uber-augmented character anyway. Too hard to sneak through checkpoint security.
Title: Re: Consequences of Move By Wire
Post by: Justice on <11-19-12/1927:09>
I always differentiated between Wired and Move-by-Wire by allowing the former to be tureen off. That way, sometimes the character reacted to a situation on instinct, faster than their intellect could catch up.
Title: Re: Consequences of Move By Wire
Post by: Twitchy D on <11-19-12/1949:39>
If you are looking for an in-game detrimental effect, move-by-wire causes seizures and a form of Temporal Lobe Epilepsy, which is statted up as a disease in "Augumentation", somewhere in the, you guessed it, disease section. There are ways to offset it though, basically involving intense brain surgery or drug treatments. Another issue behind the tech is that it's essence expensive as well as costly. I don't think that move-by-wire users tend to have it on 24-7, though. More likely it has an on-off switch for it like wired reflexes. A benifit that it has over wired reflexes is that it also allows the user to utilize skillsofts, besides increasing their initiative.

Hope that helped. ;)
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-19-12/2026:09>
Simplest answer is that there are none aside from the massive Essence cost of it unless a quality is taken (yes, to have TLE-x, it requires taking a Negative Quality). If the quality is taken, there is no issue.
Title: Re: Consequences of Move By Wire
Post by: Mithlas on <11-19-12/2034:59>
Negative qualities can also be gained during the course of play (Enemy being a common one). That being said, I would hesitate to slap something like TLE-x onto a character, because it can quickly become a significant hindrance at the worst time, the player(s) would likely feel too encumbered by it to enjoy continuing to play the character (I'm thinking of a specific group here, your mileage may vary), and gaming is about having fun more than technical realism.
Title: Re: Consequences of Move By Wire
Post by: Glyph on <11-19-12/2215:20>
Currently, there are a plethora of qualities to represent neural damage, buggy 'ware, or people whose systems have been thown out of whack, one way or another, by their extensive augmentations.  If a character does not take one of those qualities, then I would not apply any of those penalties.  Unless your game has the optional rules for buggy second-hand 'ware, cyberware damage, and so on.  If so, I hope you also use the optional rules for things like magic loss and acquiring geasa during play, to keep it fair for everyone.

Move-by-wire, like other initiative enhancers, can have long-term effects - generally, this should not come up in play; it is like a character smoking.  Sure, in 20 years they might be messed up, but for the time frame of the game, it doesn't really come up.  Plus, if the runner lives that long, they will probably be able to afford gene therapy for any problems from their 'ware.  One tangible, in-game disadvantage is the move-by-wire, like synaptic boosters, but unlike wired reflexes, cannot be turned off.
Title: Re: Consequences of Move By Wire
Post by: wildeyes on <11-20-12/0121:27>
Thanks for the replies everyone. The character in question has had the system for quite some time, according to his back story, he's a retired black ops agent, who's skills have deteriorated over the years due to abusing his body with alcohol, so it might make sense for him to take one of those negative qualities. I certainly won't hit him with any of them without talking to him about it first, and I do enjoy the idea both magic and augments in my games (I had my first session as a character building/ team get together role-play session last weekend). My groups pretty experienced with RPGs, so I'm sure we will be able to make some interesting character themes and what not together. Thanks again everyone!
Title: Re: Consequences of Move By Wire
Post by: Mara on <11-20-12/0435:02>
Over all, I figure the only drawback is: slight muscle twitches when you are at rest or sleeping. I figure the modern system CAN be turned off while older systems could not(remember: it was a separate implant, with an Essence Cost, to turn Wired Reflexes off). I, generally,
still, try to shy away from MBW, usually preferring Synaptic Booster over any other method of Init Boosting.

Also, Wildeyes, please forgive Lurkeroutthere. He is rather paranoid about magic since, it seems, in his games the GM lets mages get
away with anything. In my experience: The game is Troll with HV Heavy Machinegun-Run.
Title: Re: Consequences of Move By Wire
Post by: Unahim on <11-20-12/0507:04>
As long as nobody starts bringing up focus addiction, I won't be clamouring for 'Ware to make others enrvous wrecks, either.
Title: Re: Consequences of Move By Wire
Post by: Bastwolf on <11-20-12/0831:48>
Is it possible to control a person who is using MbW through hacking? Durring a side mission our GM allowed me to have a small army of 4 dead trolls that all had MbW. I hacked them and connected them together so I could command them all at once.
Title: Re: Consequences of Move By Wire
Post by: Thrass on <11-20-12/0857:00>
it is questionable and ultimately up to the gm...
why?
because the stirrup interface used for bio drones ist just a modified mbw and it works just like that
Title: Re: Consequences of Move By Wire
Post by: Unahim on <11-20-12/0910:54>
Move by wire works by inducing controlled seizures. I've never seen a dead person have a seizure. Plus, move by wire doesn't have the ability to, you know, keep you standing up. You need the brain to regulate that stuff, the move-by-wire system just doesn't have enough fine motor control to make this possible.

Also, without a Pilot program, you'd need to direct every single movement they make yourself. How are you doing this to 4 of them at once? And even then, what dice pool do these trolls throw for doing stuff?
Title: Re: Consequences of Move By Wire
Post by: Bastwolf on <11-20-12/1202:29>
Also, without a Pilot program, you'd need to direct every single movement they make yourself. How are you doing this to 4 of them at once? And even then, what dice pool do these trolls throw for doing stuff?

Yeah I connected them all to a node then used the node to send one command to all of them. essentially I was rolling my command program to make them do things and it ran on a worked/didn't work system.
Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-20-12/1213:38>
Is it possible to control a person who is using MbW through hacking? Durring a side mission our GM allowed me to have a small army of 4 dead trolls that all had MbW. I hacked them and connected them together so I could command them all at once.

No ultimately it is not, a stirrup system is consider to basically be a step more complicated then move by wire. A move wire system by defaults lacks the means to recieve and process outside commands. There is no reason for it ever to be connected to any external system.

Ware hacking is so stupid.
Title: Re: Consequences of Move By Wire
Post by: Kat9 on <11-20-12/1340:01>
I ripped off Hardwired by Walter John Williams. My synaptic boosters have a trigger that is an inhaled chemical, when people are switching on their cyber with a mental switch, I take a hit off my inhaler. Same result, different 'special effect'.
Title: Re: Consequences of Move By Wire
Post by: Twitchy D on <11-20-12/1400:25>
Is it possible to control a person who is using MbW through hacking? Durring a side mission our GM allowed me to have a small army of 4 dead trolls that all had MbW. I hacked them and connected them together so I could command them all at once.

No ultimately it is not, a stirrup system is consider to basically be a step more complicated then move by wire. A move wire system by defaults lacks the means to recieve and process outside commands. There is no reason for it ever to be connected to any external system.

Ware hacking is so stupid.

I dunno, while I would get supremely pissed if my skimmer legs got hacked and made me slam into a set of shelves, I would say that it would be a fair trade off if I got to see a ganger have his own Plus 2 STR custom cyberarm force itself down it's owners throat, thanks to the techie.

Gotta say, though, controlling a person with his move-by-wire or skillwires from wireless hacking is a special form of BS that repeat perpetrators need to be beaten in inchoherent rage over. At the VERY least, you should be made to get to his datajack to try to access it, as well as have a sort of custom BTL/Skillsoft THAT YOU PROGRAMMED YOURSELF plugged into it for you to even attempt to control him (cause I'm SURE the secret cult/society you defected from would have just let that piece of highly illegal technoloy float around unmonitered without sending fanatical death squads after your ass, sure, OK), and even THEN you'll only be able to only partially control him, because if you want to control an NPC to shoot themselves in the face, what's going to stop you from doing that to the PC's, other then an angry GM.*

I ripped off Hardwired by Walter John Williams. My synaptic boosters have a trigger that is an inhaled chemical, when people are switching on their cyber with a mental switch, I take a hit off my inhaler. Same result, different 'special effect'.

That's a good idea! Make the booster react to chemicals to turn on! I'll ask if I can have mine activate when my internal air tank switches on for a combat turn then turns off, putting oxygen directly in contact with the synaptic booster and using that as the trigger.

*Yes some mages can do this as well. I'd be just as paranoid about it as with the hacker/controller, moreso even, because there are, in the fluff, less mages in the setting then techies, so there's even more of a problem with finding out where that spell came from due to the value of magic to trace criminals, while hardcore techheads are more common. Basically, anyone who uses his control actions power, whether magic or tech focused, needs to be watched CAREFULLY. If he tries to control a dude to solve every little problem, talk to him out of game about it, or mention that with the spat of bodyhacking crimes, there's been talk of a techie regulation bill that's being worked up in your setting, and that the shadowside techs are looking for bodyhackers for talks, due to the crackdown on technical saavy people causing problems with illegal buisness. Talks that involve stripping out cyberware and wires from bodies without the use of anestisea. If he does this to PC's WITHOUT THEIR CONSENT? One warning about letting people control their own characters for themselves. I'll let you decide what to do after that.
Title: Re: Consequences of Move By Wire
Post by: Critias on <11-20-12/1421:33>
To me, moreso than the "hacked four dudes at once by controlling their MBW," the issue would be "they were dead guys."  Hack all you want to, they're still corpses.  It sounds like your GM was cutting you some slack to help tone down what may've been a difficult fight, or something. 
Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-20-12/1424:36>
I ripped off Hardwired by Walter John Williams. My synaptic boosters have a trigger that is an inhaled chemical, when people are switching on their cyber with a mental switch, I take a hit off my inhaler. Same result, different 'special effect'.

Honestly why are you even messing with it. I mean i understand flavor and all, but if it's internal to my body I don't ever want to need an external stimuli to turn it on if an internal is available.

Bottom line any ware that doesn't have a reason to be linked to the outside world constantly should only be connected via DNI. DNI is all you need for control.
Title: Re: Consequences of Move By Wire
Post by: wildeyes on <11-20-12/1521:08>
To me, moreso than the "hacked four dudes at once by controlling their MBW," the issue would be "they were dead guys."  Hack all you want to, they're still corpses.  It sounds like your GM was cutting you some slack to help tone down what may've been a difficult fight, or something.
From what I've read in augmentation, hacking cyberware is darn near impossible, as all it takes is to turn off the wireless access points, the only reason for which in the first place are for diagnostic and patching purposes. I certainly don't see anyone with a move by wire being automatically susceptible to a stirrup interface. (especially since augmentation already says that it doesn't work well on  higher order organisms.)

But hey, I'm not about to judge anyone else's game experience, if the players and GM are all having fun, I don't see the problem.

My character's first run is going to involve the extraction of several custom built bio drones from an underground monster combat ring for a wealthy 90's collector. (The Johnson is obsessed with everything from the 1990's, and the biodrones are sculpted and kitted with cyberware to look like the fully evolved starter pokemon from the first gen games.) Little does Mr.Johnson, or the runners know that "Charizard" is a captured and heavily augmented young dragon, due to the background count of the pens, he won't be able to communicate with the runners until they are out of the area and lying low until it's time to rendezvous with the Johnson. I figured the stirrup worked on the dragon in the pens, because the back ground count, combined with the cyberware completely cancelled out his magic, which caused his brain to revert to a primal reptilian form, making it vulnerable to control. So once he's out, he's going to ask the runner's for help, making them choose between a fat contract, or a potentially powerful ally.  At any rate, another DM may not like the idea of featuring any kind of dragon in an introductory adventure, or may not like the reasoning for the stirrup working on him, but I think it's going to lead to a fun and interesting session, and open up into a great story.
Title: Re: Consequences of Move By Wire
Post by: Thrass on <11-20-12/1539:16>
I think arsenal specifically mentions hacking of cyberarms... but presents no rules apart from let the gm decide something out of the blue.
Title: Re: Consequences of Move By Wire
Post by: farothel on <11-20-12/1542:10>
Simplest answer is that there are none aside from the massive Essence cost of it unless a quality is taken (yes, to have TLE-x, it requires taking a Negative Quality). If the quality is taken, there is no issue.

The essence cost is the same as for wired reflexes of the same rating, but the Move-by-wire it is better and also much more costly (for a standard rating 1 move-by-wire, you can almost get an alpha grade rating 2 wired reflexes).  In fact, taking it at character generation is not the optimal choice as you have to take restricted gear to take a rating 2 move-by-wire, and that costs 85000 nuyen.

As for drawbacks, I would say it's mostly when doing fine precision work, as that's the most difficult to compensate for those systems.

And any street sam who let's the wireless on his system on is simply asking for it.
Title: Re: Consequences of Move By Wire
Post by: Kat9 on <11-20-12/2339:14>
I mean i understand flavor.

Because honestly, its a style thing.  I'm not looking to be Bioware Street Sam #402885. Why do people pick second hand ware in chargen? Because it fits the concept. My character is a sprawl ganger that moved up to the big leagues, so while the gear isn't second hand, some of it is non-standard.

"The bartender's smile widened. His ugliness was the stuff of legend. In an age of affordable beauty, there was something heraldic about his lack of it. The antique arm whined as he reached for another mug. It was a Russian military prosthesis, a seven-function force-feedback manipulator, cased in grubby pink plastic." - William Gibson, Neuromancer.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-21-12/0054:25>
I am perhaps not quite as up-to-snuff on the intricate ins and outs of 4e the way I am (or was) with 1-3e, but I can't imagine users of MBW - especially at its higher levels - being completely immune to the danger of TLE-x.  Simply put, it's the brain seizing the way MBW makes it do so - just uncontrollably, now.  The higher your level of MBW, the greater the chance, until (at least in 3e) at level 4 you are straight-up GOING to have it eventually, unless you spend a week out of every month under the knife and healing up from preventative medicine, i.e. brain surgery.

This is not something I'd consult the player on; they knew the risks when they loaded themselves up with it.  Roll their month/quarter/half-year/yearly chance, then if the dice roll bad, hit 'em with it at the most inopportune moment.  Because isn't that what gaming is about?  Surviving the 'oh crap!' moments in style ...
Title: Re: Consequences of Move By Wire
Post by: RythmnSylver on <11-21-12/0129:50>
Ouroboros has got a point.. true we can ATTEMPT to cover for contingency, but our characters lives are in the hands of the GMs.. plus wouldn't the victory be that much sweeter if you find a way to kick a MBW user's ass 8 ways to sunday using a character that doesn't use items done to shit?
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-21-12/0203:07>
That was true in earlier editions, but those flaws in the implants are gone now in favor of the qualities for the old drawbacks of them. You take the qualities, you suffer from them, but if not you don't plain and simple.
Title: Re: Consequences of Move By Wire
Post by: Glyph on <11-21-12/0221:07>
There is not even such a thing as move-by-wire: 4 any longer; it only goes up to level 3, like other initiative boosters.  Also, while offering significant advantages, it is much weaker than it was in previous editions.

Honestly, it previously wasn't really intended for players at all, but for threats such as cyberzombies.  But they were clever how they went about it.  Instead of saying "No, you can't be a cyberzombie", or "No, you can't have move-by-wire", they simply gave both of those things so many disadvantages that no player would want it, even with the high-powered boost it gave.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-21-12/0223:48>
There is not even such a thing as move-by-wire: 4 any longer...

No real point in MBW 4 anyway. The Essence cost on it was ridiculous.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-21-12/0227:47>
Which didn't keep it from being desireable and useful, however practically unattainable it ultimately was.  As Glyph said - useful in the GM's hands.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <11-21-12/0317:23>
It's a difference in play style honestly. SR4A has taken a base play stance on light, rarely permanent, mechanical consequences to most things; the GM is the one who changes how his game is. The theory is it's easier to add grit than strip it out, and while I don't care for the light cuddly base style , I can't disagree with that theory at a design level.

Move-by-Wire isn't the only thing that got hit with the hammer of consequence smashing. Take a look at, for example Jazz. In SR4A you feel Disoriented after it's use. Whoopty doo, that's such a big thing. Back when it was introduced, you were penalized when you crashed similarly, you took stun damage, and if you didn't resist the stun you permanently and irreversibly lost a box off your damage monitor...both of them...for good measure.

I miss the metal shavings grit of the old edition.  :'(

Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-21-12/1756:41>
This is not something I'd consult the player on; they knew the risks when they loaded themselves up with it.  Roll their month/quarter/half-year/yearly chance, then if the dice roll bad, hit 'em with it at the most inopportune moment.  Because isn't that what gaming is about?  Surviving the 'oh crap!' moments in style ...

There is so much wrong with this line of thought I'm literally flabbergasted. At least I got to use flabbergasted in a sentence.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-21-12/1814:52>
I won't say I'm sorry, Lurker, because I'm not - you and I have wildly divergent views and methods in regards to gaming in general, gaming Shadowrun, running it, playing it, etc.  If it doesn't work for you, then great - walk from the table, because it's always Rule of the Sandbox.  But 'wrong'?  Every player I've ever run has been duly and thoroughly warned about the potential negative consequences of getting a piece of gear, from 'your enemies might have it too' all the way up to 'this crap can cause sudden heart-attacks'.  And y'know what?  I've hit them with about half of those consequences at one point or another, almost always in the middle of a run, i.e. The Worst Possible Moment.

And y'know what?  Without fail, those are the runs they talk about most frequently and with the most enthusiasm.

So yeah - doesn't work for you, great.  Works for everyone I've gamed with.
Title: Re: Consequences of Move By Wire
Post by: Twitchy D on <11-21-12/1839:43>
I won't say I'm sorry, Lurker, because I'm not - you and I have wildly divergent views and methods in regards to gaming in general, gaming Shadowrun, running it, playing it, etc.  If it doesn't work for you, then great - walk from the table, because it's always Rule of the Sandbox.  But 'wrong'?  Every player I've ever run has been duly and thoroughly warned about the potential negative consequences of getting a piece of gear, from 'your enemies might have it too' all the way up to 'this crap can cause sudden heart-attacks'.  And y'know what?  I've hit them with about half of those consequences at one point or another, almost always in the middle of a run, i.e. The Worst Possible Moment.

And y'know what?  Without fail, those are the runs they talk about most frequently and with the most enthusiasm.

So yeah - doesn't work for you, great.  Works for everyone I've gamed with.

"Hey, remember the time just before finishing the mission where we were backstabbed by the Johnson, betrayed by three separate contacts, and were riding on top of a fleet of MCT earthmoving zepplins where we were jumping from zepplin to zepplin without parashutes, and almost making it to the T-Bird alive before the GM tells me that I had gotten TLE-X and that just before I landed on the last zepplin I had gotten a seizure which caused me to fall off and drop a mile to my death? THAT WAS FUN! RIGHT, DAVE?!"

(groans from a moving duffel bag)

"See, Dave said it was fun! He should know! He GM'd that mission!"

See, now I'm thinking of THAT example as what a GM might do. Beleve me, this happens with some players who are unfortunate to have certain types of GM's, the ones who throw far and above too much on their players. What would be a proper example in your own opinions, and what limits do you put on having bad things happen at the WORST POSSIBLE MOMENT? What is a good time for a sudden onset of TLE-X, and what is a bad time? Is it acceptible to have it out of a mission if you think it might be better for their non-mission downtime moments? Please, I would like to know, as I am genuenly curious. I just don't think that the WORST POSSIBLE MOMENTTM is the defining time for that to happen.
Title: Re: Consequences of Move By Wire
Post by: Mara on <11-21-12/2254:47>
"Hey, remember the time just before finishing the mission where we were backstabbed by the Johnson, betrayed by three separate contacts, and were riding on top of a fleet of MCT earthmoving zepplins where we were jumping from zepplin to zepplin without parashutes, and almost making it to the T-Bird alive before the GM tells me that I had gotten TLE-X and that just before I landed on the last zepplin I had gotten a seizure which caused me to fall off and drop a mile to my death? THAT WAS FUN! RIGHT, DAVE?!"



OOoo! MCT Has Zeppelins? *takes notes* Not going to do the TLE-X thing...but...I like that!
Title: Re: Consequences of Move By Wire
Post by: Mad Hamish on <11-21-12/2302:26>
I am perhaps not quite as up-to-snuff on the intricate ins and outs of 4e the way I am (or was) with 1-3e, but I can't imagine users of MBW - especially at its higher levels - being completely immune to the danger of TLE-x.  Simply put, it's the brain seizing the way MBW makes it do so - just uncontrollably, now.  The higher your level of MBW, the greater the chance, until (at least in 3e) at level 4 you are straight-up GOING to have it eventually, unless you spend a week out of every month under the knife and healing up from preventative medicine, i.e. brain surgery.

This is not something I'd consult the player on; they knew the risks when they loaded themselves up with it.  Roll their month/quarter/half-year/yearly chance, then if the dice roll bad, hit 'em with it at the most inopportune moment.  Because isn't that what gaming is about?  Surviving the 'oh crap!' moments in style ...

Maybe because the high tech research labs who design move by wire systems have gotten much better at it over the 20 odd years since it was first introduced?
So the price is down and the bad effects are down.
Title: Re: Consequences of Move By Wire
Post by: Noble Drake on <11-21-12/2351:05>
<brutal example>
I was about to quote you and talk about how intense that run sounds and how justified someone would be getting tweaked at their GM for having it happen to them...

But then I remembered Edge and the Hand of God.

Character lives, story is still kickass and memorable, and maybe the player starts paying more attention to potential negative consequences of his character's life choices.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-22-12/0045:19>
Maybe because the high tech research labs who design move by wire systems have gotten much better at it over the 20 odd years since it was first introduced? So the price is down and the bad effects are down.
Well, in part the way move-by-wire works is to put the brain into a controlled seizure state.  TLE-x is the brain continuing that seizure state, uncontrolled.  Seems to me that that's something that the cybernetics shouldn't have perfect control over - but again, that's me.

*extreme and basically snarky example snipped*

See, now I'm thinking of THAT example as what a GM might do. Beleve me, this happens with some players who are unfortunate to have certain types of GM's, the ones who throw far and above too much on their players. What would be a proper example in your own opinions, and what limits do you put on having bad things happen at the WORST POSSIBLE MOMENT? What is a good time for a sudden onset of TLE-X, and what is a bad time? Is it acceptible to have it out of a mission if you think it might be better for their non-mission downtime moments? Please, I would like to know, as I am genuenly curious. I just don't think that the WORST POSSIBLE MOMENTTM is the defining time for that to happen.

Pretty sure you are - or were - just looking for a reason to be snarky.  'Genuinely curious' doesn't start out with a Dennis Leary song.

While I essentially agree with Noble Drake's answer, your "example" is less one of 'worst possible moment' than it is 'GM trying to kill my character'.

The worst possible moment is when the team is counting on the MBW's samurai to be at the Face's side as the muscle for a meet with incredible potential to go bad.  With the Samurai down, someone else has to step up, and you have a Defining Moment of Cool - either for Replacement Guy (kicking serious ass with his martial arts/hacking the oppo's cyber/using drones with utter lethality/dropping the hammer of her magic) or for the Face (out-maneuvering untrusting Johnson and his goons with a great plan and balls of steel).

The worst possible moment is when you're under cover, on your way out and approaching the lab's last security checkpoint, and the TLE-x drops - and the rest of the team is smart enough to use the Samurai's collapse to pull the security out of the booth, either to schmooze their way clear because of 'the obvious medical emergency' or simply to cut the security down - because after all, you're on your way OUT and the Samurai is one of their guys too, right?

Or hell - just dropped in the middle of a firefight, like he could be anyhow, and with a sudden 'Man Down!' the rest of the team has to figure out and fast how to grab the uncontrollably-shuddering, now-useless Samurai and exit the fight without perhaps winning it outright.  Maybe they abandon the Samurai - and then the GM uses ideas from the 'captured! now what?' thread found elsewhere.

Either way, the team has to pull out the stops in order to make up for the Samurai's choice of cyberware catching up to him.  The run becomes complicated, the story made more tense, but not as, err, blatantly ... overboard? ... as your 'example'.
Title: Re: Consequences of Move By Wire
Post by: Twitchy D on <11-22-12/0113:45>
While I was being a snarky ass for the first part, the only reason why was out of bitterness, with the kicker being that the snarky comment I posted was unfortunetly something that I would not put past my previous GM, may he still have that well-diserved limp. I do apologise if it was too much.

OOoo! MCT Has Zeppelins? *takes notes* Not going to do the TLE-X thing...but...I like that!

Yep. They brought 'em over to Tsimshian to mine the ever loving sh-t out of the place. When they were finished, the Salish-Shidhe snapped Tsimshian right up as a protectorate. Think of the USG Ishimura if it was stuck in atmosphere and wasn't filled with psychic mutant corpses and a random mute armed with high-powered weaponry mining equipment.

...I just got a brand new idea for a mission. Maybe a weapon as well...
Title: Re: Consequences of Move By Wire
Post by: JustADude on <11-22-12/0329:20>
Maybe because the high tech research labs who design move by wire systems have gotten much better at it over the 20 odd years since it was first introduced? So the price is down and the bad effects are down.
Well, in part the way move-by-wire works is to put the brain into a controlled seizure state.  TLE-x is the brain continuing that seizure state, uncontrolled.  Seems to me that that's something that the cybernetics shouldn't have perfect control over - but again, that's me.

My big bitch with that idea is that there's a specific Negative Quality "Temporal Lobe Epilepsy" that accounts for having those seizures.

The way I see it, if a GM wants to just randomly force the Negative Quality, which is NOT part of the baseline of Move-By-Wire, on the character for getting implanted with MBW then that's them screwing with the player.  If they were interested in playing a character that had seizures, they'd have taken the TLE Quality to begin with.

It's even worse if the GM just decides to randomly make the character go into a seizure because they just feel like it's "dramatic." Without the Quality that's not just a screw-job, that's the GM being an outright ass for his own amusement. I mean, hell, he might as well decide the character's Cyberarm should just randomly stop working because there's no way that cybernetics should be able to have perfect fine motor control.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-22-12/0456:59>
No, there's a specific Negative Quality that allows players to get points for having that particular condition at game start.  Don't confuse 'has a Negative Quality' for 'can only take it at game start', or 'cannot be imposed in-game'.  Let's look at the specific condition, huh?

Quote from: Augmentation, p.132
TLE-x
Vector: Special
Speed: See Description
Penetration: 0
Power: 5
Nature: Degenerative neural condition
Effect: Stun Damage, Disorientation, Paralysis
          Technically not a pathogen, temporal lobe epilepsy with complications is a chronic and degenerative neurological disorder resulting from extended neurological and metabolic stress (typically the result of excessive cyberware implantation, especially move-by-wire implants) and as such follows much the same rules. If a character develops TLE-x, she does not manifest symptoms immediately; instead, she becomes subject to acute epileptic seizures in stressful situations. When in appropriately stressful circumstances, the gamemaster may call the TLE-x victim to make a Body + Willpower (3) Test. If the test fails, the character suffers a seizure, and the “disease” effects above kick in.
          Initial onset may be resisted by a pharmaceutical cocktail known as AEXD (see Biomedicals below), but after onset TLE-x can only be treated via corrective gene therapy (p. 88) or brain surgery (threshold of 20 and a DV of 7P) — though in both cases it may return if the cause is not removed.
Underlining/bolding in the text is mine.

This is a condition that MBW users may develop - and from the sound of it ('initial onset may be resisted'), something that they will eventually but inevitably develop.  No, MBW doesn't say anything about it; I call that an error on the part of the writer.  However, presuming the GM is aware of this condition and that move-by-wire is a primary (but not solitary) cause, the GM should a) warn the player that this is very possible, b) inform the player about the aforementioned AEXD (500 nuyen a week), and then c) if the player doesn't take that drug cocktail regularly, should start noting this in his GM plot journal.  When the failure to take the drugs hits a threshold, perhaps 100/level of MBW, then the character develops TLE-x at the GM's whim.

Complaining that this is a random enforcement of a Negative Quality is, well, lack of research; I took two minutes and discovered the base information here, which is found in the description of the aforementioned Negative Quality.  Complaining that a GM is enforcing negative qualities (ones which are 'simply' accepting a future possibility as being present) on a whim or for his own amusement is like complaining that you didn't take a Negative Quality of 'Bullet-Riddled' and that the GM is imposing it on you when corporate security is working on filling you full of lead.

TLE-x (or epilepsy, really) is part of the baseline 'Move-By-Wire' inasmuch as a) it's a condition (like 'Blind' or 'Incompetent') that you can take at Game Start, and b) it's a condition that is like any other disease that the GM feels like exposing you to - except that in this case, you-the-player get to choose whether or not to expose yourself by taking high levels of reaction enhancers and/or taking the drugs that help suppress the condition.  Negative Qualities are not the only way for Bad Things to happen to you; they're just one way for you to decide that they're ALREADY happening to you, and you might as well get points out of it.

Do your research, JustADude.  It'll help your game satisfaction.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-22-12/0501:19>
No, there's a specific Negative Quality that allows players to get points for having that particular condition at game start.  Don't confuse 'has a Negative Quality' for 'can only take it at game start', or 'cannot be imposed in-game'.  Let's look at the specific condition, huh?

Quote from: Augmentation, p.132
TLE-x
Vector: Special
Speed: See Description
Penetration: 0
Power: 5
Nature: Degenerative neural condition
Effect: Stun Damage, Disorientation, Paralysis
          Technically not a pathogen, temporal lobe epilepsy with complications is a chronic and degenerative neurological disorder resulting from extended neurological and metabolic stress (typically the result of excessive cyberware implantation, especially move-by-wire implants) and as such follows much the same rules. If a character develops TLE-x, she does not manifest symptoms immediately; instead, she becomes subject to acute epileptic seizures in stressful situations. When in appropriately stressful circumstances, the gamemaster may call the TLE-x victim to make a Body + Willpower (3) Test. If the test fails, the character suffers a seizure, and the “disease” effects above kick in.
          Initial onset may be resisted by a pharmaceutical cocktail known as AEXD (see Biomedicals below), but after onset TLE-x can only be treated via corrective gene therapy (p. 88) or brain surgery (threshold of 20 and a DV of 7P) — though in both cases it may return if the cause is not removed.
Underlining/bolding in the text is mine.

This is a condition that MBW users may develop - and from the sound of it ('initial onset may be resisted'), something that they will eventually but inevitably develop.  No, MBW doesn't say anything about it; I call that an error on the part of the writer.  However, presuming the GM is aware of this condition and that move-by-wire is a primary (but not solitary) cause, the GM should a) warn the player that this is very possible, b) inform the player about the aforementioned AEXD (500 nuyen a week), and then c) if the player doesn't take that drug cocktail regularly, should start noting this in his GM plot journal.  When the failure to take the drugs hits a threshold, perhaps 100/level of MBW, then the character develops TLE-x at the GM's whim.

Complaining that this is a random enforcement of a Negative Quality is, well, lack of research; I took two minutes and discovered the base information here, which is found in the description of the aforementioned Negative Quality.  Complaining that a GM is enforcing negative qualities (ones which are 'simply' accepting a future possibility as being present) on a whim or for his own amusement is like complaining that you didn't take a Negative Quality of 'Bullet-Riddled' and that the GM is imposing it on you when corporate security is working on filling you full of lead.

TLE-x (or epilepsy, really) is part of the baseline 'Move-By-Wire' inasmuch as a) it's a condition (like 'Blind' or 'Incompetent') that you can take at Game Start, and b) it's a condition that is like any other disease that the GM feels like exposing you to - except that in this case, you-the-player get to choose whether or not to expose yourself by taking high levels of reaction enhancers and/or taking the drugs that help suppress the condition.  Negative Qualities are not the only way for Bad Things to happen to you; they're just one way for you to decide that they're ALREADY happening to you, and you might as well get points out of it.

Do your research, JustADude.  It'll help your game satisfaction.

Actually the good GM would ask the player if he/she is willing to explore being affected by that condition. If the player says no, then the good GM will let it drop and not mention it again.
Title: Re: Consequences of Move By Wire
Post by: Unahim on <11-22-12/0709:23>
Just like the good GM would ask the player if they were open to being dead? I agree with Wyrm, the GM is free to release diseases upon the player, so why not this? Mind, it should not be right away, a lot of time should go over it, but eventually... yes.

And just like a PC can heal up their physical and stun damage, they should be able to lose the disease as well. Since it's not a neg quality they got points for, they don't even have to pay any karma. In fact, if the player wants to get rid of it fast, the next session could even revolve into them breaking into a high tech facility alongside a less-than-legal doc they got a hold off, in order to covertly perform the surgery or something. Or a Corp learns of it and offers them a job in exchange for a highly experimental cure (and payment for the other people, perhaps).

It doesn't have to be any more permanent than anything else that can happen to a character, so I don't see why the player needs to give permission. It's not like we're making him play a character concept he may not like for eternity, after all.

(that's why I don't like "GM chooses negative metagenic qualities for surge", for instance. If I see a slim, deadly but enthralling character, and then the GM decides she's fat and has a horrid stench, well... buck that)
Title: Re: Consequences of Move By Wire
Post by: Glyph on <11-22-12/0909:20>
I don't agree with Wyrm's interpretation of imposing TLE-x on players, but at least it sounds like he tells players about the potential consequences of move-by-wire in his game.  That's how it should be done - communicate what is disallowed or accompanied by disadvantages, before the game begins.  Shadowrun is a game that can support many different playstyles; like the wide-open character creation system, it is both a strength and a potential weakness.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <11-22-12/0918:05>
Quote
Actually the good GM would ask the player if he/she is willing to explore being affected by that condition. If the player says no, then the good GM will let it drop and not mention it again.
If you've explained it to the player that MBW can, and probably will, cause TLE-x, and they take MBW afterward, then they apparently agree with the ruling. A good player that doesn't want to risk it will go for Wired Reflexes instead.
Title: Re: Consequences of Move By Wire
Post by: Unahim on <11-22-12/0926:56>
Seems we're shifting into some kind of concensus then ("No matter if you support the idea or not, communication is key.") which is a pretty nice change from the usual. We should strive for this more often! ^^
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-22-12/1250:41>
Just like the good GM would ask the player if they were open to being dead? I agree with Wyrm, the GM is free to release diseases upon the player, so why not this? Mind, it should not be right away, a lot of time should go over it, but eventually... yes.

Minor hindrances, fine have at it, but something as major as TLE-x, and the good GM will check with the player first. Comparing it to full-on character death is just a ridiculous over-exaggeration.
Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-22-12/1300:02>
Just like the good GM would ask the player if they were open to being dead? I agree with Wyrm, the GM is free to release diseases upon the player, so why not this? Mind, it should not be right away, a lot of time should go over it, but eventually... yes.

The big problem I have with Wyrm's approach is it sounds lie he's decided that TLEx is a foregone outcome of getting move by wire Then he rolls dice until he can internally justifies it to himself. Then he has it happen "at the worst possible moment" now he clarified it so that it's not outright "GM's trying to kill my character" it's just "GM's trying to gimp my character because I was stupid enough to not play a street sam his way". No warning, no shakes prior to the event, no sense that somethings wrong. Just bam "Lol, isn't this so great for character definition for the other characters?" Some of the problems are Wyrm wrongly infers (at least in my opinion) that TLE is a foregone conclusion. I submit to him and everyone involved that my feelings are much like JaD's, that TLE is a rare occurance and shouldn't be coming up all that often. In fact it's almost as if it's meant to come up when a character selects it as a negative background. We can't know for certain of course. But it seems to me that if TLE happened inevitably from MBW it would say that right in MBW.

I mean supposedly the tech level does move along and supposedly SR has some pretty advanced medical technology. I'm not going to saddle every character that smokes with cancer, why should I hit everyone who takes MBW with TLEx? Do you hit everyone that sleeps with a joy girl/boy with AIDS? Basically it sounds like a scenario I tend to think of forced wangst.
Title: Re: Consequences of Move By Wire
Post by: Crunch on <11-22-12/1304:05>
Seems we're shifting into some kind of concensus then ("No matter if you support the idea or not, communication is key.") which is a pretty nice change from the usual. We should strive for this more often! ^^

I think that's a good general rule for any sort of RPG activity.
Title: Re: Consequences of Move By Wire
Post by: Thrass on <11-22-12/1346:57>
Seems we're shifting into some kind of concensus then ("No matter if you support the idea or not, communication is key.") which is a pretty nice change from the usual. We should strive for this more often! ^^

I think that's a good general rule for any sort of RPG activity.

I think that's a good general rule for any sort of human to human interaction.
Title: Re: Consequences of Move By Wire
Post by: JustADude on <11-22-12/1422:05>
Just like the good GM would ask the player if they were open to being dead? I agree with Wyrm, the GM is free to release diseases upon the player, so why not this? Mind, it should not be right away, a lot of time should go over it, but eventually... yes.

The big problem I have with Wyrm's approach is it sounds lie he's decided that TLEx is a foregone outcome of getting move by wire Then he rolls dice until he can internally justifies it to himself. Then he has it happen "at the worst possible moment" now he clarified it so that it's not outright "GM's trying to kill my character" it's just "GM's trying to gimp my character because I was stupid enough to not play a street sam his way". No warning, no shakes prior to the event, no sense that somethings wrong. Just bam "Lol, isn't this so great for character definition for the other characters?" Some of the problems are Wyrm wrongly infers (at least in my opinion) that TLE is a foregone conclusion. I submit to him and everyone involved that my feelings are much like JaD's, that TLE is a rare occurance and shouldn't be coming up all that often. In fact it's almost as if it's meant to come up when a character selects it as a negative background. We can't know for certain of course. But it seems to me that if TLE happened inevitably from MBW it would say that right in MBW.

I mean supposedly the tech level does move along and supposedly SR has some pretty advanced medical technology. I'm not going to saddle every character that smokes with cancer, why should I hit everyone who takes MBW with TLEx? Do you hit everyone that sleeps with a joy girl/boy with AIDS? Basically it sounds like a scenario I tend to think of forced wangst.


Yeah, pretty much exactly what I was trying to express.

I do want to clarify one thing: When I say something is a "screw-job," I'm not saying that you should never, ever in a million years do it. Just that you need to be absolutely, positively, 110% sure that screwing someone over is the best thing to do for the plot and for character development... and I feel very strongly that it's not the GM's place to force that kind of character development on someone. Especially since degenerative conditions, like TLE-x, can take years of exposure before the effects manifest.

It may eventually be a problem, sure, but it's not going to really affect most characters over the life-span of 99.999% of all campaigns, which is why it's better to leave it up to the player if they want to choose that option.

---   ---   ---

And yes, Wyrm, I HAVE done my research. Game material, medical, and otherwise. Please kindly refrain from assuming that, just because I disagree with you, I must be talking out my ass and have no idea what's going on.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-22-12/1613:06>
JustADude, I assumed you didn't do your research because assuming otherwise would mean you deliberately did not include all of the information about TLE-x and Move-By-Wire - i.e. you were stating your argument while carefully leaving out any evidence that would point to the contrary.  Move-By-Wire, from its inception in 3rd edition - no matter what you or lurkeroutthere wish to believe - had as its inevitable conclusion attribute damage (to Intelligence or Quickness) and, if you left it in long enough, and especially at the higher levels, TLE-x.  In 4th Edition, that condition becomes the only negative possible consequence (i.e. no attribute damage), and even then it's not stated outright.  Tech has moved on; you no longer take attribute damage, and they've developed a drug cocktail that helps keep your brain from developing the condition.

But neither of you concede the procession of consequences from 3e into 4e.  Lurker either doesn't know the previous edition (which is possible), or he picks and chooses only the things that he finds support his argument and states that anything that doesn't is a matter of me (or whatever GM enforces both sides of the coin) being arbitrary and/or mean.  In 3e, TLE-x was a foregone conclusion; look at the frequency of the tests to see whether you contracted it, look at your target number; it simply was something you were eventually going to come down with if you kept the wires in that long.  In 4e, it becomes something that unless the player takes measures, the GM can decide - yes, arbitrarily- that the character's brain is finally, literally, throwing a fit.  Please note that this does not apply only to users of Move-By-Wire; I'd put people with any high levels of DNI cyberware at risk - skillwires, wired reflexes, a vehicle rig, even a high level of 'ordinary' machine-brain linkage cyberware.  It's just that users of Move-By-Wire are especially susceptible to it.

Look at my first post:
This is not something I'd consult the player on; they knew the risks when they loaded themselves up with it.
Because I was not aware that the MBW description failed to include the high-risk warning, I didn't think it was necessary for the GM to state that risk; yes, I agree that that communication is necessary, even vital - as communication always is.  It IS a risk, and by the disease description a high risk, insomuch that it costs 500/week to avoid it.  Both you, JustADude, and you, lurkeroutthere, see this disease as being something that should be discussed with the player just before you inflict it on the character.  I say, and have always essentially said, it's something that should be stated as a strong possibility when the player first considers move-by-wire - because in both the literature and in the game history (both IC and editionwise) TLE-x is an eventuality that no upper-level Move-By-Wire user avoids except by removing the implant, and that lower-level MBW users run the risk of as well.

In regards to 'years of exposure', this is not a work-hazard chemical with people taking precautions not to inhale it; this is something that a character has implanted, and which is going to be a constant mid- to high-level direct exposure.  JustADude, you want to express this as being a once-in-a-lifetime chance - 99.999% of most campaigns aren't going to ever have this happen to a MBW user.  I disagree; the 3E game information, and to a strong degree the 4e game information, disagrees with you as well.  I will concede that all of the things we're talking about can be stated by the GM as simply not being relavent to his campaign; everything is optional.  But in-game, users of MBW have a high risk factor.  And that, All4BigGuns, is why my version of 'are you willing to explore being affected by this?' - which I thought was part of the MBW description - comes when the player is considering the cyberware.  If they implant the cyber, they're saying 'yes'.

So I'd say the difference between you two and me is when the discussion - or rather, for me, the statement-of-risk - happens.  You want to discuss it just before you hit them with it.  I want them to have their eyes open to that risk, and accept it, ahead of time - especially if they don't take measures to avoid it, and if they DON'T take those measures, to blindside them.  Read the disease again, though - the GM tells them at their next street doc checkup that they've finally 'contracted' TLE-x, "and you really should be looking at being careful in stressful situations - firefights, that sort of thing."  And y'know, there's even a test (Body + Willpower (3)) to NOT have a shivering fit in a time of stress. 

Hell, do you ask your players if they want to explore the condition of being a ghoul before you roll their infection chance during a fight with ghouls?  HMHVV?  Or even just VITAS, fighting frickin' devil rats??  No, you aside it - and crap, maybe they ARE infected.  The player's planned path for their characters is not the path they go down; a mage might find she has to confront whether or not she needs to use an implant to replace her lost-in-combat arm in order to keep up with the team, or if she has to find some other way.  This isn't stuff that's planned.  MBW and TLE-x at least gives the player lots of lead time.

JustADude, lurkeroutthere, If you see that as poor GMing, fine; but by no means should you be presenting your dictation of game play as being canonical, because the canon does not support your interpretation.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-22-12/2311:56>
No they aren't saying 'yes' just by getting the implant. The only time that they would be saying 'yes' to that is if they took the negative quality in character generation, or if during game play the GM came out and blatantly asked if they were willing to have their character develop the ailment and then said 'yes' at that point.
Title: Re: Consequences of Move By Wire
Post by: Crunch on <11-22-12/2323:58>
No they aren't saying 'yes' just by getting the implant. The only time that they would be saying 'yes' to that is if they took the negative quality in character generation, or if during game play the GM came out and blatantly asked if they were willing to have their character develop the ailment and then said 'yes' at that point.

Or if the GM made it clear at chargen that they were going to houserule MBW to require the negative trait. This is another one of those things where clear communications, advanced warning and fairness are the big flags.

But yeah as a player if the GM just automatically flatlined my character without forewarning I would be seriously hissed off.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-23-12/0128:49>
I would guess, All4BigGuns, that you are a GM who feels that players should have full control over the circumstances surrounding and involving their characters.  I believe that by definition the Game Master is in charge of placing those characters into the world they're playing in, challenging them, throwing them curve balls, and sometimes doing so in unexpected ways.

Again, MBW does not 'require the negative trait'.  The Negative Trait only enters into it if the player wants to have it at game start.  TLE-x is, according to RAW and RAI, a common risk associated with the implanting of Move-By-Wire.  It's right there; I've even quoted the entire disease to y'all.  TLE-x "... result(s) from extended neurological and metabolic stress (typically the result of excessive cyberware implantation, especially move-by-wire implants) ..."  What more do you want?  Players don't even get the forewarning over almost any of the other diseases they can be nailed with in Shadowrun.  This one actually comes written on the warning label.

Now, presuming he's going to include TLE-x in his game at all, it is the GM's obligation to point out this risk and how to minimize it to the player considering the Move-By-Wire implant.  A player says 'yes' to the risk by accepting the information, and still going ahead with the implant; he or she is accepting the risk by doing so, no matter how much you ignore the very simple logic.  It's like this, see:

GM: "If A, then possibility of C if you do not do B."
Player: "I take A.  I do not do B.  Therefore, possibility of C."
OR
GM: "If A, then possibility of C if you do not do B."
Player: "I take A.  I do B.  Therefore, low or no possibility of C."

Nor is developing TLE-x an automatic death sentence the way it's being made out to be; it's a disease that, once developed, can manifest in high-stress situations.  I've twice gone over how that occurs.  Yes, combat is a high-stress situation, but when you get down to it, the test for even a Body 4/Will 3 samurai isn't impossible.

Look, either you have your eyes closed to what's been written about Move-By-Wire and/or you don't challenge your players without their prior authorization, or else you're aware and you're willing to make a good story and challenge them if they do something stupid - like not take their in-character medicine.  Unlike the negative impact previously associated with things like platelet factories and adrenal pumps, the potential negative impact of MBW is still in the game.  You can use it, in which case you need to warn the player about the risks and consequences (see logic above), or you don't use it, and it never enters into your game.

Really, it's all right there in front of us.  You guys can play without TLE-x; I have no problem with that, that's a GM world decision.  Even if you do use TLE-x, you guys can run your games challenging your players only with their permission, or only along obvious routes; that is your decision as well.  You cannot state that the above incredibly simple logic is faulty, or that its execution would be, if that's the way it's being played - i.e. TLE-x is being used, and that it's a disease or condition like any other, able to be acquired by anyone being exposed to the trigger conditions.  Do you ask your players if they want to be exposed to malaria?  Or do you mention that their next run is taking them into mosquito-laden swamps in South America where malaria is still a problem, and if they don't say 'hey, can I get a shot before we leave for that?', do you go ahead and have them roll two dice once a game-day to indicate whether or not they've been infected?

Yes, it's a choice of game style.  But there's a difference between the GM saying 'mother, may I' to his players, or giving them all the knowledge they need to make a smart choice and then letting the dice fall where they may to determine consequences for making stupid ones.  Maybe they get lucky and never acquire malaria, or the flu, or TLE-x, even through repeated or constant exposure.  But I sure as hell wouldn't ask them permission to make the rolls for the chance that they're hit with something they actively decided to ignore the warning on.
Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-23-12/0201:19>
First off Wyrm, I want you to look up at the top bar of your web browser. I'll save you the trouble.

forums.shadowrun4.com

Therefore please presume unless specificly noted otherwise, as I did in the very early posts of this thread that I am speaking in current edition.  The essential point is you feel that just because TLEx is stated in arsenal along with the IIRC (i can't be arsed to go look right now) the same place as the requisite negative quality that it is a foregone conclusion. Further by your tone, description, and summary that you spelled out in the description you see this foregone conclusion as a unique thing to beat your players over the head with. Yet you yourself admit that you weren't even aware that current material on MBW no longer pointed to the drawbacks you so loudly advocate. Also as long as we're quoting stuff as ironclad proof let me toss this out there.

Quote
A fortunately rare problem among highly-cybered individuals,
temporal lobe epilepsy with complications (TLE-x) is a
chronic degenerative condition believed to be caused by neurological
stress caused by excessive cyber implantation.

Basically I'm going to actively ignore out of hand any arguments you make based on RAW, ROI (how do you even presume at that? It implies that there is a single cohesive intent) because you've actively proven that you arn't actually looking at the material. Basically you've proven your doing what you accuse us of. I'm also done with this discussion as a whole because it doesn't serve much further purpose.

Closer and Circle Around: As I've stated originally although perhaps not so eloquently. How much you punish Move-By-Wire, or any level of cyberware depends somewhat on what flavor of Shadowrun you go for, as we've seen there's quite a difference of opinion. If you believe as I do that Shadowrun has lost it's way a little bit and over demonized the technological aspects in favor of the magic then you may want to just let players be as they will be. 'Ware, especially move by wire already has enough built in downsides we don't need to go looking for new ones or saddling people with them out of the blue. I feel that pursuing this path runs the risk of pushing SR even more into Magicrun(tm) territory.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-23-12/0236:22>
I would guess, All4BigGuns, that you are a GM who feels that players should have full control over the circumstances surrounding and involving their characters.  I believe that by definition the Game Master is in charge of placing those characters into the world they're playing in, challenging them, throwing them curve balls, and sometimes doing so in unexpected ways.

Again, MBW does not 'require the negative trait'.  The Negative Trait only enters into it if the player wants to have it at game start.  TLE-x is, according to RAW and RAI, a common risk associated with the implanting of Move-By-Wire.  It's right there; I've even quoted the entire disease to y'all.  TLE-x "... result(s) from extended neurological and metabolic stress (typically the result of excessive cyberware implantation, especially move-by-wire implants) ..."  What more do you want?  Players don't even get the forewarning over almost any of the other diseases they can be nailed with in Shadowrun.  This one actually comes written on the warning label.

Now, presuming he's going to include TLE-x in his game at all, it is the GM's obligation to point out this risk and how to minimize it to the player considering the Move-By-Wire implant.  A player says 'yes' to the risk by accepting the information, and still going ahead with the implant; he or she is accepting the risk by doing so, no matter how much you ignore the very simple logic.  It's like this, see:

GM: "If A, then possibility of C if you do not do B."
Player: "I take A.  I do not do B.  Therefore, possibility of C."
OR
GM: "If A, then possibility of C if you do not do B."
Player: "I take A.  I do B.  Therefore, low or no possibility of C."

Nor is developing TLE-x an automatic death sentence the way it's being made out to be; it's a disease that, once developed, can manifest in high-stress situations.  I've twice gone over how that occurs.  Yes, combat is a high-stress situation, but when you get down to it, the test for even a Body 4/Will 3 samurai isn't impossible.

Look, either you have your eyes closed to what's been written about Move-By-Wire and/or you don't challenge your players without their prior authorization, or else you're aware and you're willing to make a good story and challenge them if they do something stupid - like not take their in-character medicine.  Unlike the negative impact previously associated with things like platelet factories and adrenal pumps, the potential negative impact of MBW is still in the game.  You can use it, in which case you need to warn the player about the risks and consequences (see logic above), or you don't use it, and it never enters into your game.

Really, it's all right there in front of us.  You guys can play without TLE-x; I have no problem with that, that's a GM world decision.  Even if you do use TLE-x, you guys can run your games challenging your players only with their permission, or only along obvious routes; that is your decision as well.  You cannot state that the above incredibly simple logic is faulty, or that its execution would be, if that's the way it's being played - i.e. TLE-x is being used, and that it's a disease or condition like any other, able to be acquired by anyone being exposed to the trigger conditions.  Do you ask your players if they want to be exposed to malaria?  Or do you mention that their next run is taking them into mosquito-laden swamps in South America where malaria is still a problem, and if they don't say 'hey, can I get a shot before we leave for that?', do you go ahead and have them roll two dice once a game-day to indicate whether or not they've been infected?

Yes, it's a choice of game style.  But there's a difference between the GM saying 'mother, may I' to his players, or giving them all the knowledge they need to make a smart choice and then letting the dice fall where they may to determine consequences for making stupid ones.  Maybe they get lucky and never acquire malaria, or the flu, or TLE-x, even through repeated or constant exposure.  But I sure as hell wouldn't ask them permission to make the rolls for the chance that they're hit with something they actively decided to ignore the warning on.

There is a massive difference between creating 'challenge' for the party and saddling a character with a negative quality of the severity of TLE-x (and while not fatal, it is VERY severe) without the player's consent to alter their character.
Title: Re: Consequences of Move By Wire
Post by: Unahim on <11-23-12/0446:39>
Isn't it pretty similar to addiction, though? I still think it can be very interesting every so many games, so long as there is a way out. Ideally I'd want it to jump on a character during one run, then be resolved during the next session. Surely a player can't be too sore about that? If you know you'll be able to get rid of it soon, and the challenges during that mission are tailored to the fact that you now have it, then surely it's only a unique RP opportunity?
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <11-23-12/1051:11>
It can be removed with Brain Surgery or Gene Therapy. So, it may be around a bit, but at 15k the character will be able to kick it eventually. That's not too serious. Much less serious than a growing addiction that can rot out your essence.
Quote
Also as long as we're quoting stuff as ironclad proof let me toss this out there.
It's fortunately rare in highly-cybered individuals. Riddle me this lurker, how common are Move-by-Wire individuals? Being expensive high grade cyberware that was only a decade ago commonly known for causing this exact issue, I'm going to guess fairly rare yes? Much rarer than most other combat DNI augs like Wired Reflexes, Cyberlimbs (not always combat related but often for runners), ect. So, how does your quote disprove any of what Wyrm has said? Just because it's rare overall does not mean it isn't common in people with a rare augmentation. Doubly so when the disease mentions said rare augmentation as a case "especially" at risk.

You don't have to have Move-by-Wire to come down with TLE-x. It's rare if you don't. If you have a rare stimulus that causes TLE-x (Move-by-Wires) it's suddenly a much higher chance for you to get it.
Quote
Basically you've proven your doing what you accuse us of. I'm also done with this discussion as a whole because it doesn't serve much further purpose.
You try to accuse him of twisting things? Sheesh. Can you not be bothered to look at his quote, if not, it's Augmentation, pg. 132.
Quote
No they aren't saying 'yes' just by getting the implant. The only time that they would be saying 'yes' to that is if they took the negative quality in character generation, or if during game play the GM came out and blatantly asked if they were willing to have their character develop the ailment and then said 'yes' at that point.
If you're told something will happen when you do X, and you do X, then you are accepting that something will happen. It's simple cause and effect. You implant, you're at risk; you don't implant, you're not at risk. The GM does not have to ask permission of the players to tell them they are at risk. If they don't like his style, they're always free to leave and find someone else to play under. If they whine, piss, and moan that he isn't giving them everything exactly as they envisioned it, he's free to ask them to leave and find someone else to play under.
Quote
Therefore please presume unless specificly noted otherwise, as I did in the very early posts of this thread that I am speaking in current edition.
Canon and Background persists through editions. Mechanics change, yes, but that does not make what has happened before any less relevant in discussion. It only makes past mechanics irrelevant. He's pointed out the SR4 mechanics. Please presume unless otherwise noted that rules quotes are and have been from this edition.


Title: Re: Consequences of Move By Wire
Post by: Mithlas on <11-26-12/1804:46>
Seems we're shifting into some kind of concensus then ("No matter if you support the idea or not, communication is key.") which is a pretty nice change from the usual. We should strive for this more often!
Good advice. And since the conversation seems to have come to as much consensus as it seems likely to ever do, I suggest that this thread be closed or simply left for other people later on.

The big problem I have with Wyrm's approach is it sounds lie he's decided that TLEx is a foregone outcome of getting move by wire. Then he rolls dice until he can internally justifies it to himself. Then he has it happen "at the worst possible moment" now he clarified it so that it's not outright "GM's trying to kill my character" it's just "GM's trying to gimp my character because I was stupid enough to not play a street sam his way". Wyrm...infers that TLE is a foregone conclusion. I submit to him and everyone involved that my feelings are much like JaD's, that TLE is a rare occurance and shouldn't be coming up all that often.
I agree that, like many other qualities, TLE-x shouldn't be a definite. It's not a guarantee. It's an option, wyrm is correct in that. However, just as not every hacker (because by background they've all probably run across IC) must have Scorched, not every SURGE character must have deformity, not every street sam with move by wire must have TLE-x. Most of us seem to have agreed that a good GM will say "this is an option, do you want it" or "this is a possibility, would you accept having this come up as a random but likely/eventual occurrence at a later point".

If you're going to apply it to characters as a definite, wyrm, would you give them the points for it? Or would you charge them karma to get rid of a quality they never gained points from acquiring? Although I'm sure this risks unnecessarily dragging out a conversation that's already passed its conclusion, I wish to ask wyrm: let's say you're GMing with a player who wants move by wire. You explain your 'this is something your character will get in the future' - using the same definite language you've been using thus far in the debate. The player responds "the presense of an optional negative quality says to me that this isn't something that should necessarily come with move by wire". How would you then respond?
Title: Re: Consequences of Move By Wire
Post by: JustADude on <11-26-12/1832:43>
Something that just occurred to me...

Wyrm, if I'm reading what you're saying correctly (The cause-effect examples, specifically), you're working under the assumption that the drug regimine will completely or nearly-completely prevent the onset of TLE-x, and that you first gain TLE-x then start making the tests, correct?

The way I read it is that, once your GM decides you're "at risk," you have to begin to immediately make TLE-x tests while under stress and the first time you fail one you've "developed it." And, unfortunately, all the drugs do, if you'll take a look at their entry, is add a +3 DP modifier to the "stress test" to see if you contracted it.

I think lack of efficacy in the AEXD treatment is what really makes me hesitate to bring this into play, more than anything else.

EDIT: Grammar correction.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-26-12/2144:35>
I agree that, like many other qualities, TLE-x shouldn't be a definite. It's not a guarantee. It's an option, wyrm is correct in that. However, just as not every hacker (because by background they've all probably run across IC) must have Scorched, not every SURGE character must have deformity, not every street sam with move by wire must have TLE-x. Most of us seem to have agreed that a good GM will say "this is an option, do you want it" or "this is a possibility, would you accept having this come up as a random but likely/eventual occurrence at a later point".

If you're going to apply it to characters as a definite, wyrm, would you give them the points for it? Or would you charge them karma to get rid of a quality they never gained points from acquiring? Although I'm sure this risks unnecessarily dragging out a conversation that's already passed its conclusion, I wish to ask wyrm: let's say you're GMing with a player who wants move by wire. You explain your 'this is something your character will get in the future' - using the same definite language you've been using thus far in the debate. The player responds "the presense of an optional negative quality says to me that this isn't something that should necessarily come with move by wire". How would you then respond?

Something that just occurred to me...

Wyrm, if I'm reading what you're saying correctly (The cause-effect examples, specifically), you're working under the assumption that the drug regimine will completely or nearly-completely prevent the onset of TLE-x, and that you first gain TLE-x then start making the tests, correct?

The way I read it is that, once your GM decides you're "at risk," you have to begin to immediately make TLE-x tests while under stress and the first time you fail one you've "developed it." And, unfortunately, all the drugs do, if you'll take a look at their entry, is add a +3 DP modifier to the "stress test" to see if you contracted it.

I think lack of efficacy in the AEXD treatment is what really makes me hesitate to bring this into play, more than anything else.

Both of these are similar enough for me to shoot with one answer, so I will.

Read Man and Machine, 3e, pp. 30-31.  Summing it up, Move-by-Wire incurs automatic stress damage to both your Quickness and your Reaction - every 6 months for Rating 1, 4 months for R2, 2 months for R3, and every single month for R4.  Each time you take that stress, you need to make a bare, unaugmented Willpower roll (Rule of 6 for all dice here, remember) against a target number of double your Move-by-Wire rating.  If you don't get at least one success, BAM - you have TLE-x.  MBW 1, not a problem; MBW 2, probably not.  3 and 4, though, you're pretty much guaranteed to have TLE-x before 6 months are out.

Advance to 4e.  There are WHOOOOLLE bucketloads of tech improvements in the last 12 years (M&M: 2061), but the basic way that Move-By-Wire exists has not changed.  More controlled, sure, and there are drugs to help the brain control itself.  From what I can deduce, this is the way you're actually supposed to run this:

Every week (considering that's how frequently you need to take the drug cocktail AEXD) you roll your Body + appropriate implants + pharmaceuticals (AEXD, +3) in order to reduce a Power of 5.  No matter what level of MBW you have, it's a straight-out 5.  Not sure what implants would assist; I figure anything that takes the load OFF the brain, or modifies it directly to work better.  So I would include the cerebral booster and the encephalon; maybe the trauma damper; PuSHeD, likely.  Not sure what else.  Anyone who implants this thing is going to want a good Body anyhow, so at least they have that + 3.

Even if they DO develop it, to avoid an episode it's Body + Willpower (and here I would allow AEXD to add its 3) to reduce a 3.  This probably isn't going to be much of a problem - but they get that +1 likely hit only if they keep taking the drug.

So in answer to you, JustADude, going by the rules and going by the theme as written previously, you implant MBW, you're susceptible - automatically.  Roll every week if your GM is grumpy, every month if he's cool, every 3-6 if he's really nice.  Or maybe you just ICly run that often.  From past canon, and from current implications, if you choose to implant a piece of cyberware that puts your brain into a permanent seizure, you can't really complain if it just goes ahead with them on its own, can it?

I, however, would allow for a grace period.  I would allow the drug to do just as you said - completely or near-completely prevent the onset of TLE-x.  The way I would do it is that, looking at past MBW (26 weeks at the best level), you get just that.  Let's make it nice and rounded for everything - 24 weeks free.  Well, almost - 24 weeks divided by the level of MBW you have.  So 24 weeks for level 1, 12 weeks for level 2, and only 8 weeks for level 3.  That's the number of times you can miss your weekly dose without ill effect.  Your brain has a certain threshhold, and it doesn't heal very well - if at all.  Especially not when the MBW is STILL right there, shaking things up.

After that, any time you miss the weekly dose, roll to reduce the TLE-x neurological disorder Power of 5.  If you don't reduce it to 0, congrats, you've developed TLE-x.

At that point, the 'stress tests' come into play; reduce that 3 with Body + Willpower + Did You Take Your AEXD This Week?  If you fail to, then 5 Stun damage, disorientation, paralysis - all the fun stuff related to an epileptic fit.

All that explained, Mithlas, yes, I would listen to the player.  And I would tell her that no, not every decker has to take Scorched, or Changeling a deformity, and not every street sam with Move-By-Wire has to take TLE-x as a Negative Quality at game start.  Later in the game, the decker can have a run in with IC that leaves him Scorched anyhow.  The changeling might go bathe in the Ganges and come out deformed.  Any of them could take a bullet to the spine and wind up with the effects of Paraplegic or Quadriplegic without the points to go with it.

The decker is going to go up against IC anyhow, even though that's a possibility.  The changeling is going to risk the Ganges because of the fabulous chunk of orichalcum said to be laying in its depths.  All of you are going to get into gunfights and desperately hope not to wind up in a wheelchair (which wouldn't necessarily be a game-ender for the decker, but hey).

I said it before; I explained it before.  I'll say it again.  To the player in my game who wants to implant Move-by-Wire, I will say, "If you implant Move-by-Wire, TLE-x is your legacy.  The better MBW you get, the sooner it will loom over you.  However, you may pay 500Ą per week to stave that off indefinitely.  Because the changeling chose 'bizarre diet' instead of 'bizarre body', he has to eat a super-protein diet that boosts his lifestyle costs.  Because the hacker chose unregistered programs, he has to replace his programs every two or three months.  And because you chose Move-By-Wire instead of the much-lower-impact Wired Reflexes, you have to take 2000Ą worth of drugs every month.  If the changeling doesn't eat that diet, he starts to starve.  If the hacker doesn't buy new programs, his start to degrade.  If you don't take your drugs, you get the shakes.  Any questions?"

I'm not going to give them points for TLE-x unless they take it at game start.  As well, it won't cost them karma to get rid of - though if they keep the MBW, they're only 'reset', and if they don't keep up the payments, the landlord's going to come a-collecting.

The player responds "the presense of an optional negative quality says to me that this isn't something that should necessarily come with move by wire".

"You misunderstand the use of Negative Qualities.  A Negative Quality is something bad that has already happened to your character, and which has a current and lasting impact.  You can ignore the drugs and take the Negative Quality now; you will then NOT have the indefinitely-put-off-via-drugs lead time, minimum 8 weeks anyhow.  If you get into a firefight, or a really stressful negotiation, or an argument with your girlfriend in the middle of Dante's Inferno, you will need to roll in order to avoid a seizure - right from game start.

"If, instead, you want to take all the great things that MBW does for you (wired reflexes + skill wires), and you make the payments, your brain will sit happily in your head and you'll never have to worry about it.  If you miss a week or two here or there, you'll surely be fine - for a while.  But if you keep missing, then the Brain Scrambler will come looking for his payments.  Move-by-Wire has an initial cost - 50, 85, or 175,000Ą.  It has an upkeep cost - 500Ą a week.  If you do not pay your upkeep cost, things will build up, and you will pay your upkeep cost in the price of neural degeneration.  Like any other positive or negative quality that can be applied in-game, you will gain the effects in game play without BP or karma benefit - but if it can be corrected, you can do so also without karma cost."

Really, the concept behind this is blood-curdlingly simple.  If you want the MBW but not the disease, take the drugs.  If A and B, not C.  If A and not B, C.  If not A and not B, not C.  (Not entirely true that last one, but the likelihood goes way, way down.)  If my player pursued it after that, I'd tell him that perhaps he needs to consider wired reflexes and skillwires seperately; TLE-x will threaten for as long as he has the wires, period.

I really don't know how many times I have to repeat that ...
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-26-12/2152:02>
The problem is that most of the stuff you're pulling from is an older edition--not to mention the past of the setting--and there's a VERY HIGH probability that that has been fixed in the implant.

It's all well and good to do it if you're running in Third, but in Fourth, IMO, it should be 'take the quality, you have it' and 'if you don't take the quality, you don't have to mess with it'.
Title: Re: Consequences of Move By Wire
Post by: Novocrane on <11-26-12/2211:21>
It's a nice post. Very clear, detailed and easy to follow. It's also very much an individual & gritty take on the 2070s, not "the way you're supposed to run this".
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-26-12/2228:33>
Unfortunately, Novocrane, everything that I posted about the way I would do it - the weeks of 'lag time', the indefinite putting-off - is lenient.  Going purely by the pathogen/infection rules, once you implant move-by-wire - which is, according to those rules, the equivalent of injecting yourself with a hefty dose of a live culture of whatever disease you care to name - you need to roll Body + assisting implants + drug against the Disease's Power (5) every increment of the Speed duration.  Going by the rules written in the drug (AEXD), you have to take the drug once a week - which would imply, but not require, the Speed to be 1 Week.  In truth, it's a GM's call.  Again, according to the pathogen/disease rules, if you fail to reduce the Power to 0, you have become infected - or in the case of TLE-x, you develop the condition.

This is no different than being bit by mosquitos carrying malaria.  Or knowingly engaging in unprotected sex with a prostitute carrying the Herpes Simplex Virus-5.  Or gorging on bloated cans of spoiled food because you're starving, but knowing they're contaminated with botulism.  You can do something about all of them ahead of time - get an inoculation, wear protection, search for other food.  In the case of TLE-x, take the drug - or don't implant the cyberwear.

A4BG, virtually all of the stuff I'm using is from the Current Edition, 4th, and the Current Setting, 2074.  If we could ignore all the past editions and settings, why, you wouldn't have to worry about AIs, or otaku/technomancers, or bug spirits, or ... oh, wait.  Because we have a persistent, developing, evolving game world in which past editions develop into current ones, things that have developed in previous settings have weight on current ones, especially if current ones have rules supporting the evolution of those things.  Look at platelet factories; they don't cause heart-attacks any more, do they?  But y'know, it all still says that move-by-wire makes people particularly susceptible to TLE-x.  Not automatic, no - you get to resist it.  But damn likely.

Fortunately, everything you've said is in your opinion, A4BG.  If the rules fit your opinion, the condition would not even have a Power - just effects, because you'd only ever have gotten it during character generation.  But, see, it has a Power - which means, according to that one little detail, according to the description of the condition, according to the Negative Quality (with which you don't need to bother trying to stave it off, you start out with it right away), and according to the fluff, your opinion is restricted to your gaming table.  Going by the way that diseases are run, by everything that is, y'know, actual and factual and according to the rules as they are written, implanting a very unusual and rare (12R, 18R, and 25F availabilities) piece of cyberware is direct and constant exposure to the trigger condition of a very unusual and rare complication.

And just to quote everything that Lurker quoted, including the critical bit he so carefully left out:
Quote from: Augmentation, p.22
Temporal Lobe Epilepsy
Bonus: 10 BP
          A fortunately rare problem among highly-cybered individuals, temporal lobe epilepsy with complications (TLE-x) is a chronic degenerative condition believed to be caused by neurological stress caused by excessive cyber implantation.  (Note: This is where Lurker stopped.  Naturally, the critical game-play notes are afterwards.)  Characters who take this quality start play with the TLE-x disease described on p. 132. If the character ever undergoes corrective gene therapy or brain surgery to correct the condition, the quality must be bought off at the cost of 20 Karma (see p. 265, SR4).

Nowhere does this state that TLE-x cannot be gained in game play as a result of implanting far too damn much cyber.  Nor does it say anywhere, in any of the crunchy or fluffy bits, that if gained in game play it needs to be bought off with 20 Karma as well as corrective gene therapy or brain surgery for correcting the condition.

You don't want to deal with something that's been historically an issue with this piece of cyber.  Now, I get that.  I don't even mind that, as I've repeatedly stated before.  I do mind you arguing that I'm clearly wrong, and that it's been fixed, and since I didn't know when I first posted to the thread I haven't done my research and discovered all the points that a) disprove and b) prove my point.  What's annoying to me is that everything that's been pulled up to use against my 'imposing' of TLE-x further proves that Move-By-Wire all but inevitably incurs TLE-x.

Man, I'm starting to think that if I gave you two baseball bats and told them not to hit your own faces with them because it'd hurt if you did, you'd do your damndest to prove me wrong ...
Title: Re: Consequences of Move By Wire
Post by: JustADude on <11-26-12/2237:39>
So in answer to you, JustADude, going by the rules and going by the theme as written previously, you implant MBW, you're susceptible - automatically.  Roll every week if your GM is grumpy, every month if he's cool, every 3-6 if he's really nice.  Or maybe you just ICly run that often.  From past canon, and from current implications, if you choose to implant a piece of cyberware that puts your brain into a permanent seizure, you can't really complain if it just goes ahead with them on its own, can it?

I, however, would allow for a grace period.  I would allow the drug to do just as you said - completely or near-completely prevent the onset of TLE-x.  The way I would do it is that, looking at past MBW (26 weeks at the best level), you get just that.  Let's make it nice and rounded for everything - 24 weeks free.  Well, almost - 24 weeks divided by the level of MBW you have.  So 24 weeks for level 1, 12 weeks for level 2, and only 8 weeks for level 3.  That's the number of times you can miss your weekly dose without ill effect.  Your brain has a certain threshhold, and it doesn't heal very well - if at all.  Especially not when the MBW is STILL right there, shaking things up.

Yeah, that tweak would definitely make it much more tolerable.

So how, if at all, do you adjust for higher-grade 'ware? I just really don't see Deltaware putting the same stress on the system as Standard.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-26-12/2309:23>
It isn't a problem with better tech, JustADude; it's a problem with the basic concept of the gear.

Look at it this way.  I drive an old Model-T Ford into a garage.  Rappa-trappa, rappa-trappa.  I close the garage door and run that sucker for a few hours.  Lots of carbon monoxide buildup, right?  I stay in there, I'm gonna suffocate.  So I go out and get a 1976 Oldsmobile Delta 88.  Thub thub thub thub thub.  I close the garage door and run that sucker for a few hours.  Much better gas mileage, will go further and faster - but if I stay in there, I'm still gonna die.  So I go out and get a top-of-the-line $2,100,000 GT by Citroen, two bloody cars of the type in the world, and I drive THAT sucker inside my garage.  Purrr purrr purr purrr.  I close the garage door and run it for a few hours.

Guess what's gonna happen.

The problem isn't with the ware, it's what the ware is making the meat DO.  No matter the quality of it, it's putting the brain into a continual epileptic state - it's running the car inside the garage while I'm sitting inside it.  It may be a craptastic car, it may be a fantastic car, but it's still pumping CO2 into my lungs.

If anything, the higher grades should have a greater chance of the brain going into a conniption - but the area affected would be smaller, and so your fall-over chance might go down by one - and your surgery difficulty to repair the condition would go down as well.
Title: Re: Consequences of Move By Wire
Post by: PeterSmith on <11-26-12/2310:22>
What's annoying to me is that everything that's been pulled up to use against my 'imposing' of TLE-x further proves that Move-By-Wire all but inevitably incurs TLE-x.

This should make you feel better:

The entry for Move-By-Wire does not say you will end up getting TLE-x.

The entry for Temporal Lobe Epilepsy says that the condition is rare for highly-cybered individuals. While the entry does specify that Move-By-Wire systems have a higher risk factor, it does not state that it has a high risk factor. A slight difference in the spelling of the two words, but a significant difference in the impact of the two words.
Title: Re: Consequences of Move By Wire
Post by: Mad Hamish on <11-26-12/2318:53>
It isn't a problem with better tech, JustADude; it's a problem with the basic concept of the gear.

Look at it this way.  I drive an old Model-T Ford into a garage.  Rappa-trappa, rappa-trappa.  I close the garage door and run that sucker for a few hours.  Lots of carbon monoxide buildup, right?  I stay in there, I'm gonna suffocate.  So I go out and get a 1976 Oldsmobile Delta 88.  Thub thub thub thub thub.  I close the garage door and run that sucker for a few hours.  Much better gas mileage, will go further and faster - but if I stay in there, I'm still gonna die.  So I go out and get a top-of-the-line $2,100,000 GT by Citroen, two bloody cars of the type in the world, and I drive THAT sucker inside my garage.  Purrr purrr purr purrr.  I close the garage door and run it for a few hours.

Guess what's gonna happen.

The problem isn't with the ware, it's what the ware is making the meat DO.  No matter the quality of it, it's putting the brain into a continual epileptic state - it's running the car inside the garage while I'm sitting inside it.  It may be a craptastic car, it may be a fantastic car, but it's still pumping CO2 into my lungs.

How about a Tesla Roadster?
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-26-12/2327:37>
How about a Tesla Roadster?

Wired reflexes - NOT move-by-wire.  With MBW you can do wired reflexes AND skillwires; drive your car and charge your battery.  With wired reflexes you can only do that - drive your car.  (Gasoline engine thus being equivalent to both an engine and a generator...)

The entry for Move-By-Wire does not say you will end up getting TLE-x.

The entry for Temporal Lobe Epilepsy says that the condition is rare for highly-cybered individuals. While the entry does specify that Move-By-Wire systems have a higher risk factor, it does not state that it has a high risk factor. A slight difference in the spelling of the two words, but a significant difference in the impact of the two words.

Uh.  ... wow.

Okay, sorry, Pete.  You should read and quote - I know I did.
Quote from: Augmentation, p.132
... temporal lobe epilepsy with complications is a chronic and degenerative neurological disorder resulting from extended neurological and metabolic stress (typically the result of excessive cyberware implantation, especially move-by-wire implants)
Typically excessive cyberware implants.  Especially move-by-wire implants.  So ... yeah, there is a slight difference between 'higher risk factor' and 'especially this factor'.  You run a typical high risk of heart attack if you take in a lot of cholesterol.  You're especially vulnerable if you squirt some fat globules straight into your veins.

You can avoid TLE-x.  Straight by the rules.  Take the drug, reduce the Power from 5 to 0 every time.  Spend Edge to do so, whatever, and you're cool.  So really, nice try, but ... not as stingingly accurate as you might've liked.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-26-12/2350:20>
The whole point is that it seems that you're trying to convince people into believing that any GM that doesn't just up and make people check for TLE because they have MBW that it automatically makes that GM a "hand holder putting the game on 'easy-mode'). That isn't the case. It is merely a GM who does not wish to stick a player with a debilitating condition such as that without first consulting with the player and getting their cooperation and permission to do so. This is a VERY good thing.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-27-12/0024:01>
Seriously, you read that as my point?

My point is - has always been - to answer the OP that TLE-x is a consequence of MBW.  I said I'd hit them with it without warning - which isn't exactly what I've continued to said, I've said that I realized that MBW doesn't advertise TLE-x as a consequence, and that I'd have The TLE-x Talk with my players before they loaded the 'ware in.  And once it's in - thus they accept the danger - that if the condition comes about (and then I explained how it would come about, which is remarkably more lenient than the way the system actually has it - I gave them 2 years to start with, 100 weeks) that I'd pop them with it at inopportune moments.

I'll have consulted with my player - when they put the MBW in.  I'll have monitored my player's care or lack thereof for the health and welfare of their nervous system.  And if they ignore it for too long, hey, start rolling TLE-x chance then - instead of right away, which is what the 4e rules imply.  So yeah, I already consulted with my player.  My single mistake is presuming that it was Well Known that MBW had TLE-x as a high-frequency-rate side-effect - nausea, vomiting, muscle tremors, and epileptic seizures.  This point is not well-known, but though it's buried in four places, it is there, intact.

I defended my expectation that the player would get hit at a Bad Moment.  Whaddaya know:
Quote from: Augmentation, p.132
When in appropriately stressful circumstances, the gamemaster may call the TLE-x victim to make a Body + Willpower (3) Test. If the test fails, the character suffers a seizure, and the “disease” effects above kick in.

I sure as hell never said 'hand holder putting the game on 'easy-mode'.'  No, I would not dream of asking the street samurai's player 'oh, I'm thinking of hitting you with that disease I warned you about and you completely blew off since you implanted that drek-hot cyberware, is that okay?' - any more than I'd ask the decker, 'hey, you haven't been cleaning up your data trails, and the trace-and-report has sent the Knight-Errant FRT to your door; is it okay if they attacked?'  Move-By-Wire is, and has always been, top-of-the-line slicker than hell cyberware.  It has always had issues for the implantee; didn't used to be you could avoid them, but now you can, and if the player chooses to not clear up their datatrail, or not take steps to avoid a disease, then by god I will nail their asses to the wall with the biggest spikes I can lay my hands on.  In my game, in-character actions lead to in-character consequences - and that's true throughout the game, not just during the firefight, or the conversation with the Johnson.

I have AlSO said at every bloody step of the way that if you want to play that way at your table, FINE - but that TLE-x being a side-effect (dodgeable, avoidable, reduce-5-Power-able) of Move-by-Wire implantation is part of Shadowrun, 4th Edition, 20th Anniversary Revised and Updated canon.  Bitch about me hitting my players with kinder versions of the rules all you like, but you sure as hell can - or rather, no longer have any faint shroud of proof, reasonable or unreasonable, that TLE-x is not a MBW side-effect the way you've claimed it has been.

Bah.  I'm done with you.
Title: Re: Consequences of Move By Wire
Post by: Novocrane on <11-27-12/0103:11>
I have AlSO said at every bloody step of the way that if you want to play that way at your table, FINE - but that TLE-x being a side-effect (dodgeable, avoidable, reduce-5-Power-able) of Move-by-Wire implantation is part of Shadowrun, 4th Edition, 20th Anniversary Revised and Updated canon.  Bitch about me hitting my players with kinder versions of the rules all you like, but you sure as hell can - or rather, no longer have any faint shroud of proof, reasonable or unreasonable, that TLE-x is not a MBW side-effect the way you've claimed it has been.

Bah.  I'm done with you.
Quote from: Augmentation, advanced medtech
Groups are free to use any or all of the advanced rules in this chapter as they see to add further depth to various aspects of medical treatment and implantation.
I believe this is where most have been coming from.
Unfortunately, Novocrane, everything that I posted about the way I would do it ...
You meant this, of course, but it fails to come across most of the time.
Advance to 4e.  There are WHOOOOLLE bucketloads of tech improvements in the last 12 years (M&M: 2061), but the basic way that Move-By-Wire exists has not changed.  More controlled, sure, and there are drugs to help the brain control itself.  From what I can deduce, this is the way you're actually supposed to run this:
If you're playing a game where severe wounds can mangle limbs, destroy essence and otherwise make combat short(er) and filled with nasty(er) after-effects, then there are rules to support MBW being a system that will leave you a physical and mental wreck. It's not the default for SR4, though.
I don't know of any groups who are willing to run with that, but now that it's been brought into the spotlight, I kinda do. Very Verhoeven.
Title: Re: Consequences of Move By Wire
Post by: Mad Hamish on <11-27-12/0107:00>
TLE-x is a _possible_ consequence of MBW. It is not guaranteed in 4th edition.
It is not said that it is a high frequency rate side effect of MBW, just that they are more likely to cause it than other ware.

Sure you can add negative qualities to characters after character generation but it's drawing a long bow to suggest that everyone with MBW will get TLE-x in SR4.

Augmentation Addict, Biosystem Overstress, Buggy Ware, Cyberpsychosis, High Maintenance Implant, Implant Induced Immune Deficiency, Mystery Mod Noise etc could all happen to a character after creation, however they aren't automatically applied.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <11-27-12/0300:04>
What is the power of TLE-x?
TLE-x has a power of 5.
How do you resist that power?
By the standard disease/toxin/pathogen rules, you resist using you Body.

That said, there is some ambiguity in the TLE-x entry and the drug AEXD entry. The drug mentions adding 3 dice to your Body+Willpower test to "resist developing TLE-x." The TLE-x entry only mentions making a Body+Willpower test to avoid a seizure (meaning you already have TLE-x) and states that AEXD only works until onset of the disease.

This gives us a credible reason to allow resistance using Body+Willpower to help reduce the high power of the disease.

I either case (Body or Body+Willpower) a character that is taking his regular doses of AEXD gets a +3 to his resistance test.

How often do you resist that power?
Hazy at best on a first read. The drug must be taken every week. That doesn't necessarily mean that the disease must be resisted every week. The only other time referred to in either entry is "stressful situations" but making a player resist the disease onset in every stressful situation seems heavy handed for a combat aug. Between the two, I think most GMs would go with per week.
How much of that power do you have to resist to not get TLE-x?
As with all diseases, pathogens and toxins, you must resist all five of the power in order to not develop TLE-x. This means that on average you will need 15 dice. With the drug that means you need an average of 6 in both attributes (or 12 in body if your GM doesn't agree with the Body+Willpower ruling) to have an average chance of resisting the disease.
What happens when you don't resist enough of that power?
You gain TLE-x. Congratulations. Whenever you're in a stressful situation and the GM decides it's applicable, you make a Body+Willpower(3) Test to avoid flopping around like a fish.

So where does this leave us?
Quote
TLE-x is a _possible_ consequence of MBW. It is not guaranteed in 4th edition.
Not guaranteed no, but it is a possible and probably consequence of MBW going strictly by the rules.
Quote
It is not said that it is a high frequency rate side effect of MBW, just that they are more likely to cause it than other ware.
"(typically the result of excessive cyberware implantation, especially move-by-wire implants)" TLE-x is typically gained from heavy cybernetic augmentation. It's "especially" gained from MBW. It is heavily implied that MBW is a leading cause of TLE-x. Ignore as you wish, but past fluff and current rules both imply this heavily.
Quote
Augmentation Addict, Biosystem Overstress, Buggy Ware, Cyberpsychosis, High Maintenance Implant, Implant Induced Immune Deficiency, Mystery Mod Noise etc could all happen to a character after creation, however they aren't automatically applied.
TLE-x isn't automatically applied. There is a resistance test. It's a heavy handed and unlikely to succeed at resistance test, but it is there. It's so likely to not be resisted that players should be warned ahead of time that it will, by probability, be developed in a MBW character.
Quote
I don't know of any groups who are willing to run with that, but now that it's been brought into the spotlight, I kinda do. Very Verhoeven.
Quote
I believe this is where most have been coming from.
If the group is not playing with pathogen or disease rules to begin with, then no, there is no chance of developing TLE-x since it uses those rules. The OP wanted to know about the consequences and how they occur. If he's using those rules, that's how it occurs.
Quote
That isn't the case. It is merely a GM who does not wish to stick a player with a debilitating condition such as that without first consulting with the player and getting their cooperation and permission to do so. This is a VERY good thing.
No one has suggested not talking to the player first. I believe he has stated, repeatedly, that talking to the player before implantation would be his method of choice. No one is saying that tossing the pathogen rules out is a horrible thing to do, we've just been pointing out that if they are used, TLE-x is a very probably outcome from MBW implants.
Title: Re: Consequences of Move By Wire
Post by: PeterSmith on <11-27-12/1024:34>
Okay, sorry, Pete.

First off, my name is Peter. Please use that.

You should read and quote - I know I did.

I did. You focused on the disease listing, I looked at both aspects of the condition: the disease and the Negative Quality.

Quote from: Augmentation, p.22
A fortunately rare problem among highly-cybered individuals, temporal lobe epilepsy with complications (TLE-x) is a chronic degenerative condition believed to be caused by neurological stress caused by excessive cyber implantation.

Quote from: Augmentation, p.132
... temporal lobe epilepsy with complications is a chronic and degenerative neurological disorder resulting from extended neurological and metabolic stress (typically the result of excessive cyberware implantation, especially move-by-wire implants)

Typically excessive cyberware implants.  Especially move-by-wire implants.  So ... yeah, there is a slight difference between 'higher risk factor' and 'especially this factor'.

A rare disease is defined as one that affects between 1 in 1500 people and 1 in 2500 people. As we're talking about a disease tied to highly-cybered individuals, that population ratio is taken of that subset of metahumanity rather than all of humanity. I have no arguement that a large number of the people who suffer from TLE-x also have the Move-By-Wire system. However you cannot reverse that statement (a large number of people who have the Move-By-Wire system also suffer from TLE-x) and still have it be true. It's not a transitative statement.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <11-27-12/1055:11>
Quote
A rare disease is defined as one that affects between 1 in 1500 people and 1 in 2500 people. As we're talking about a disease tied to highly-cybered individuals, that population ratio is taken of that subset of metahumanity rather than all of humanity. I have no arguement that a large number of the people who suffer from TLE-x also have the Move-By-Wire system. However you cannot reverse that statement (a large number of people who have the Move-By-Wire system also suffer from TLE-x) and still have it be true. It's not a transitative statement.
Look over it again. It's not saying that a large number of people with TLE-x have Move-by-Wire systems. It's saying that the typical cause is excessive implantation, especially move-by-wire. It doesn't state that's the only way to get it. In fact, by using "typically" it confirms that it can be caused by other means. Anything causing extended neurological and metabolic stress can cause TLE-x.

Also keep in mind, it's never stated to be a rare disease, it says it's a rare problem among highly-cybered individuals. How common are move-by-wire systems? They're cutting edge, expensive, reknown for having "issues", and everything they do can be achieved with other ware. Seems like a move-by-wired individual would be pretty rare to me, and has an augmentation that is specifically called out as the typical cause of TLE-x.

Now let me ask you this, when sitting at the clinic having some new cybernetics put in, who is the street doc most likely to refer AEXD too?

A) The guy getting move-by-wire (known to be a leading cause of TLE-x).
B) The guy getting Wired Reflexes 2
C) The guy getting a datajack and internal commlink

Why?
Title: Re: Consequences of Move By Wire
Post by: Kat9 on <11-27-12/1237:13>
Really guys, can we please avoid another thread getting locked?
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-27-12/1504:14>
Really guys, can we please avoid another thread getting locked?

Probably best for this one to get locked.  And very, very quickly.
Title: Re: Consequences of Move By Wire
Post by: Twitchy D on <11-27-12/1544:10>
It's probably for the best now... This poor thread's gone to the dark side of discussion and debate...

(plays Taps on a trumpet...)
Title: Re: Consequences of Move By Wire
Post by: Darth_DMicus on <11-27-12/1855:31>
So I want to chip in my two cents here....

Basically what I have read for the entire day ( spent about that long during work ) is that one person is pretty darn harsh on his players for one ( possibly more ) particular piece of 'ware versus others. Now I understand the community wanting to defend his players virtue, assume they have any left, and tackle the troll for a lack of a better term. But how he runs his games is how he runs his games. Who cares what rules he fudges, enforces, or beats his players with? If they are ok with it, so be it. If not, flick the GM off on the way out the door.

Personally I have kept up with the game since 2nd Ed and do remember the old 3rd ed Move by Wire systems. That one was much more powerful than this one in SR4, thus the imposed negative quality. But you will note that nothing "requires" you to take a negative quality or have "issues" with and I think the designers did that for game balance. So I can get a Cyber torso plus two cyber arms at 12 strength as a human and all I have to do is pay nuyen and essence? ( I know 12 is too much but the point stands ). All the other Cyber and Bioware allow you do some pretty insane things but this one should screw you since it used to in a older version even though they toned it down? I think Wyrm is just "stuck" on the old point. He probably did not like it then and does not like it now. Sometimes I hit the same rut with my guys. I look at some rules or spells ( we are finishing up a D&D game before we start this groups first  SR4 campaign ) and go HOLY #$%^$ that's too powerful! But since our personalities mesh pretty darn well ( though we all like to be right ) they will argue till they are blue in the face about balance and why it is balanced. This forces me to step back, re-evaluate what they bring to the table and make sure I did not overreact or am biased in some way. None of them force the group to "vote" on descisions but they all weigh in, trusting my judgement in the end.

The trick to the game is to make it fun for all, not just what the GM thinks is right. At least that is what I think.

Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-27-12/1909:34>
]Really guys, can we please avoid another thread getting locked?

Frankly I don't understand that logic. Hey guys stop talking in this thread so it doesn't get locked!

Title: Re: Consequences of Move By Wire
Post by: Kat9 on <11-27-12/1925:40>
]Really guys, can we please avoid another thread getting locked?

Frankly I don't understand that logic. Hey guys stop talking in this thread so it doesn't get locked!

I have no problem explaining at all. Its not "Hey guys stop talking on this thread," its "hey guys, I know you two have two different play styles, we've seen it expressed on several different threads. You two also get a bit heated when you two start posting and counter posting. Eventually it devolves into an argument and the threads get locked."

So I want to chip in my two cents here....

Basically what I have read for the entire day ( spent about that long during work ) is that one person is pretty darn harsh on his players for one ( possibly more ) particular piece of 'ware versus others. Now I understand the community wanting to defend his players virtue, assume they have any left, and tackle the troll for a lack of a better term. But how he runs his games is how he runs his games. Who cares what rules he fudges, enforces, or beats his players with? If they are ok with it, so be it. If not, flick the GM off on the way out the door.


That help explain it a bit better?
Title: Re: Consequences of Move By Wire
Post by: Twitchy D on <11-27-12/1946:47>
So it's more of a "Could you guys stop reminding the rest of us that you don't agree with each other and stop flooding the thread with posts that really won't help your stance in the first place?" post? Because if it's that sort of request, I completely agree with you.

Really, the whole thing boils down to "I think the DM should have control over (certain part of a game) over the player" and the logical reverse. Being repeated for about six or seven days. I really do not think that an arguement over a tabletop game really warrents seven days worth of back and forth debate for a rule that likely was made to be unspecific for the sake of the players needs. It's like having a fall out with a friend over how much Monopoly money you traded for his railroad on a drunken friday night playing boardgames: not really worth fighting over in the long run.
Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-27-12/2239:02>
Twitchy and Kat9, I'm going to bring up the address bar as evidence #1 forums.shadowrun4.com. This is where people are going to come to discuss shadowrun, to a ridiculous level. What discussion you think have merit or how long they have merit for is kind of out of sorts give we are at we are at a place who's reason d'etre is the discussion of things Shadowrun related. If it bugs you my only thought is maybe don't look at the thread? I mean I can disagree with Wyrm or 'Guns or an anyone else on 9 out of 10 issues. Obviously if I'm still participating in the discussion i'm still getting something out of it, even if it's only rhetorical practice. However what I wish for all the world I could banish all this forum meta bullshit all of you guys who don't actually want to discuss things you just want to *eat popcorn* and complain about the way people are discussing or all that other stuff. IF you don't like it, don't read it, ignore the thread. Basically what I ask of you, and I know I won't get it, but I ask this of anyone on a forum I'm on and the ones I've moderated in the past (scary I know). If your not adding anything to the discussion at hand either move it elsewhere or keep it to yourself. Basically if we were having this conversation in real life around a table and chairs at Gencon would you walk up to us and tell us we've been discussing the matter too long? Of course you wouldn't, your sense of decorum, or the round of derision you would receive would probably tell you otherwise.

Back on the discussion at hand I thought I'd just chime in and compliment PeterSmith on stating what I was trying to convey much more eloquently then i did. Move-by-wire is an increased risk factor in the rare case of of someone getting TLE-X. It is not in and of itself a cause of TLEx. It takes a very skewed reading of the fourth edition rules to really decide otherwise.

Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-27-12/2241:33>
Twitchy and Kat9, I'm going to bring up the address bar as evidence #1 forums.shadowrun4.com. This is where people are going to come to discuss shadowrun, to a ridiculous level. What discussion you think have merit or how long they have merit for is kind of out of sorts give we are at we are at a place who's reason d'etre is the discussion of things Shadowrun related. If it bugs you my only thought is maybe don't look at the thread? I mean I can disagree with Wyrm or 'Guns or an anyone else on 9 out of 10 issues. Obviously if I'm still participating in the discussion i'm still getting something out of it, even if it's only rhetorical practice. However what I wish for all the world is all this forum meta bullshit all of you guys who don't actually want to discuss things you just want to *eat popcorn* and complain about the way people are discussng or all that other stuff. IF you don't like it, don't read it, ignore the thread. Basically what I ask of you, and I know I won't get it, but I ask this of anyone on a forum I'm on and the ones I've moderated in the past (scary I know). If your not adding anything to the discussion at hand either move it elsewhere or keep it to yourself. Basically if we were having this conversation in real life around a table and chairs at Gencon would you walk up to us and tell us we've been discussing the matter too long? Of course you wouldn't, your sense of decorum, or the round of derision you would receive would probably tell you otherwise.

Back on the discussion at hand I thought I'd just chime in and compliment PeterSmith on stating what I was trying to convey much more eloquently then i did. Move-by-wire is an increased risk factor in the rare case of of someone getting TLE-X. It is not in and of itself a cause of TLEx. It takes a very skewed reading of the fourth edition rules to really decide otherwise.

Hey, Lurker, I think you and I were actually in agreement for this thread for a change. *blinks* Anyone know where the thermometer measuring Hell's temperature is? I think we need to see if it's frozen...
Title: Re: Consequences of Move By Wire
Post by: Kat9 on <11-27-12/2259:45>
Basically if we were having this conversation in real life around a table and chairs at Gencon would you walk up to us and tell us we've been discussing the matter too long? Of course you wouldn't, your sense of decorum, or the round of derision you would receive would probably tell you otherwise.

Nah, but I'd walk over and tell people if they were being a loud mouthed bag of dicks and disrupting other people's games just so they could enjoy hissing and spitting at each other.

That said, you got your wish boss, leaving the thread.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <11-28-12/0015:39>
Quote
Move-by-wire is an increased risk factor in the rare case of of someone getting TLE-X. It is not in and of itself a cause of TLEx. It takes a very skewed reading of the fourth edition rules to really decide otherwise.
TLE-x "typically results" from excessive cyberware implantation, especially move-by-wire. What causes the TLE-x problem? Excessive neurological and metabolic stress. What causes the excessive neurological and metabolic stress? Typically lots of cyberware, but especially those seizure devices known as MBW. Sure, MBW is not the cause of TLE-x, it's a cause of the conditions that cause TLE-x. Implanting it makes it easier to develop TLE-x. Just like smoking three packs a day makes it easier to get bronchitis and eventually lung cancer.

Call it a risk factor, cause, whatever you want. There are still rules, clearly in SR4, for developing it. Those rules specifically give a shout out to Move-by-Wire. Move-by-Wire is the only cyberware specifically mentioned by those rules. The emphasis seems pretty clear, even when ignoring fluff from past editions.

So it comes down to a matter of whether it fits the given GMs play style. That's it. Each GM makes their own style of play, every player has their own preferred style of play. If they're having fun, it's not wrong. Might be funny, odd, weird, etc. to others who play differently, but still not wrong. By the rules of the game though, MBW does have a connection with TLE-x, which does have rules for enforcing on players after character creation, and does have rules for being resisted and cured.

Again, street doc is marketing AEXD. Who is he going to hassle most? The move-by-wire patient, wired reflexes guy, or the dude with the datajack and internal link?
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-28-12/0022:29>
Good idea to make damn sure that all the players enjoy being that hard-nosed with that stuff rather than some of them forcing themselves to 'deal with it' because of the lack of groups in the area though. It may not necessarily be wrong, but it is something to be VERY careful about. That's why I said it's best to get explicit cooperation from the player rather than saying to yourself "They took the implant, that's permission enough for me.".
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <11-28-12/0747:47>
Quote
That's why I said it's best to get explicit cooperation from the player rather than saying to yourself "They took the implant, that's permission enough for me.".
If they've been told about the risk and take the implant, that is explicit permission.
Title: Re: Consequences of Move By Wire
Post by: Twitchy D on <11-28-12/1239:10>
Twitchy and Kat9, I'm going to bring up the address bar as evidence #1 forums.shadowrun4.com. This is where people are going to come to discuss shadowrun, to a ridiculous level. What discussion you think have merit or how long they have merit for is kind of out of sorts give we are at we are at a place who's reason d'etre is the discussion of things Shadowrun related. If it bugs you my only thought is maybe don't look at the thread? I mean I can disagree with Wyrm or 'Guns or an anyone else on 9 out of 10 issues. Obviously if I'm still participating in the discussion i'm still getting something out of it, even if it's only rhetorical practice. However what I wish for all the world I could banish all this forum meta bullshit all of you guys who don't actually want to discuss things you just want to *eat popcorn* and complain about the way people are discussing or all that other stuff. IF you don't like it, don't read it, ignore the thread. Basically what I ask of you, and I know I won't get it, but I ask this of anyone on a forum I'm on and the ones I've moderated in the past (scary I know). If your not adding anything to the discussion at hand either move it elsewhere or keep it to yourself. Basically if we were having this conversation in real life around a table and chairs at Gencon would you walk up to us and tell us we've been discussing the matter too long? Of course you wouldn't, your sense of decorum, or the round of derision you would receive would probably tell you otherwise.
Hey, Lurker, I think you and I were actually in agreement for this thread for a change. *blinks* Anyone know where the thermometer measuring Hell's temperature is? I think we need to see if it's frozen...

Well, at least there is some agreement on something, even if it is completely irrelevant from the topic at hand. However, I see less posts involving small agreements about little things, and more posts involving what I like to imagine is a bunch of people sitting across a table screaming "YOU'RE WRONG, I'M RIGHT CAUSE OF BLAH DE BLAH." And the funny thing about these topics are that they enevitably drag everyone into the thread to see who the hell is screaming about whatever. Even if they don't care about the topic in the first place, they might stick around just to see what happens next, like what I'm doing right now, as if it was a horrific car crash. So, yes, I guess you could say I'm a thread vulture. Maybe the thread would be better without my comments and opinions that don't give anything to the topic at hand, particularly right now. But I suppose that I should let you two know this; if my comments about how this thread has become just another gripefest between people who cannot live and let live allows other, quieter, more agreeable posters to get fed up with the fighting, seize this thread and get this topic back into a POSITIVE DIRECTION in order to have people try to reach an agreement in order to not deal with the loud, uncopromising extremes, then I'll be happy to be productive and helpful, or even leave. Generally, I find that it makes for less gripefests all around the board, and allows the new posters a chance to ask questions, rather then get shoved out onto the sidelines or leaving due to fear of accedentally starting a flamewar. Speaking of that, I'm wondering where wildeyes went while this was going on. I hope we didn't scare him off...

Rest assured, lurkeroutthere and All4BigGuns, I will not post on this topic again. I figure I should give you guys that much. I'm still going to watch, because frankly, I feel like looking, and I see no reason to stop. Just keep it in mind.

EDIT: Well, one exeption. A4BG is refering to this paragraph that I had neglected to quote from lurkeroutthere below this edit, wyrm, not on the one at the top of my post. I did not put it in the first time because I thought he was talking about the larger paragraph lurker had provided, a mistake I had made as well. Here is the rest of the post.

Back on the discussion at hand I thought I'd just chime in and compliment PeterSmith on stating what I was trying to convey much more eloquently then i did. Move-by-wire is an increased risk factor in the rare case of of someone getting TLE-X. It is not in and of itself a cause of TLEx. It takes a very skewed reading of the fourth edition rules to really decide otherwise.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-28-12/1250:18>
Twitchy and Kat9, I'm going to bring up the address bar as evidence #1 forums.shadowrun4.com. This is where people are going to come to discuss shadowrun, to a ridiculous level. What discussion you think have merit or how long they have merit for is kind of out of sorts give we are at we are at a place who's reason d'etre is the discussion of things Shadowrun related. If it bugs you my only thought is maybe don't look at the thread? I mean I can disagree with Wyrm or 'Guns or an anyone else on 9 out of 10 issues. Obviously if I'm still participating in the discussion i'm still getting something out of it, even if it's only rhetorical practice. However what I wish for all the world I could banish all this forum meta bullshit all of you guys who don't actually want to discuss things you just want to *eat popcorn* and complain about the way people are discussing or all that other stuff. IF you don't like it, don't read it, ignore the thread. Basically what I ask of you, and I know I won't get it, but I ask this of anyone on a forum I'm on and the ones I've moderated in the past (scary I know). If your not adding anything to the discussion at hand either move it elsewhere or keep it to yourself. Basically if we were having this conversation in real life around a table and chairs at Gencon would you walk up to us and tell us we've been discussing the matter too long? Of course you wouldn't, your sense of decorum, or the round of derision you would receive would probably tell you otherwise.
Hey, Lurker, I think you and I were actually in agreement for this thread for a change. *blinks* Anyone know where the thermometer measuring Hell's temperature is? I think we need to see if it's frozen...

Well, at least there is some agreement on something, even if it is completely irrelevant from the topic at hand. However, I see less posts involving small agreements about little things, and more posts involving what I like to imagine is a bunch of people sitting across a table screaming "YOU'RE WRONG, I'M RIGHT CAUSE OF BLAH DE BLAH." And the funny thing about these topics are that they enevitably drag everyone into the thread to see who the hell is screaming about whatever. Even if they don't care about the topic in the first place, they might stick around just to see what happens next, like what I'm doing right now, as if it was a horrific car crash. So, yes, I guess you could say I'm a thread vulture. Maybe the thread would be better without my comments and opinions that don't give anything to the topic at hand, particularly right now. But I suppose that I should let you two know this; if my comments about how this thread has become just another gripefest between people who cannot live and let live allows other, quieter, more agreeable posters to get fed up with the fighting, seize this thread and get this topic back into a POSITIVE DIRECTION in order to have people try to reach an agreement in order to not deal with the loud, uncopromising extremes, then I'll be happy to be productive and helpful, or even leave. Generally, I find that it makes for less gripefests all around the board, and allows the new posters a chance to ask questions, rather then get shoved out onto the sidelines or leaving due to fear of accedentally starting a flamewar. Speaking of that, I'm wondering where wildeyes went while this was going on. I hope we didn't scare him off...

Rest assured, lurkeroutthere and All4BigGuns, I will not post on this topic again. I figure I should give you guys that much. I'm still going to watch, because frankly, I feel like looking, and I see no reason to stop. Just keep it in mind.

I think you misinterpreted my statement. I was saying that we were in agreement on the actual issue at hand, not this newest little side tangent...
Title: Re: Consequences of Move By Wire
Post by: lurkeroutthere on <11-28-12/1509:43>
Well, at least there is some agreement on something, even if it is completely irrelevant from the topic at hand. However, I see less posts involving small agreements about little things, and more posts involving what I like to imagine is a bunch of people sitting across a table screaming "YOU'RE WRONG, I'M RIGHT CAUSE OF BLAH DE BLAH." And the funny thing about these topics are that they inevitably drag everyone into the thread to see who the hell is screaming about whatever.

So what i'm getting is your lack of impulse control should lead to my censorship? Honestly no matter how good your intentions are that's the way these discussions inevitably go. Our subject matter or our tone, or our language, or any other factor bothers you so we should stop. You want to act like you are a captive audience or it is in pursuit of some higher ideal, that's fine in your head. But it all comes back to you as a poster trying to enforce your will on other posters on what or how they should or should not discuss. I feel that is way beyond your purview.


Quote
Rest assured, lurkeroutthere and All4BigGuns, I will not post on this topic again. I figure I should give you guys that much. I'm still going to watch, because frankly, I feel like looking, and I see no reason to stop. Just keep it in mind.

Look all you want, participate all you want, but don't nominate yourself debate proctor or impromptu moderator.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-28-12/1514:36>

Look all you want, participate all you want, but don't nominate yourself debate proctor or impromptu moderator.

I think it's time to let this little side-tangent drop.

Though for the most part, it might be best to let the whole thing drop off and for the thread to be locked. It's obvious at this point that it's just creating more problems. :/
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <11-28-12/1903:43>
That's why I said it's best to get explicit cooperation from the player rather than saying to yourself "They took the implant, that's permission enough for me.".
If they've been told about the risk and take the implant, that is explicit permission.

I suppose that when you nail it down, I agree with both of these statements - because they're not mutually exclusive.  At my table, MBW has (still has) TLE-x has a highly-likely side-effect, etc. etc..  Any player who wants to take MBW will get told about that side-effect, just like any player who wants to play a hacker running hot is going to be told about Black IC and what it can do to the inside of your head.  They will be asked, "Are you sure?" when they decide to implant (or jack in).  They do so.  When, down the line, they run into TLE-x or Black IC for whatever reason, they will do what they have always done: groan, fight it (if it's Black IC) and, either way, ask how to solve the problem that's cropped up in their lives, i.e. brain damage.  And the solution will be there, as it is.

I don't have a problem - have never had a problem - with either Lurker or A4BG asking the player's permission; that's the way they play it.  When it comes down to it, that's the way I play it, just with some lag time between 'asking permission/giving them the warning' and 'they get the disease'.  My issues have been with their argument that MBW is not the leading cause of TLE-x.  Wells' metaphor of lung cancer and 3 packs a day is a good one for my purposes; your grandmother may not ever actually get lung cancer from her 3-packs smoking, but that's by-god unlikely.

... and yes, Hell has frozen over; I agree with A4BG and Lurker regarding Twitchy-D and Kat9's whinging.  There's been no cussing, no insults, nothing - and they aren't the hall monitor.  That's why we have FastJack, and he hasn't even come around with the megaphone to warn us yet, mostly because we've been debating about the actual books, and not, y'know - insulting each other.  Which would be the metaphor for shouting and cursing and everything.  Sorry, Twitchy, Kat.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <11-28-12/1922:27>
That's why I said it's best to get explicit cooperation from the player rather than saying to yourself "They took the implant, that's permission enough for me.".
If they've been told about the risk and take the implant, that is explicit permission.

I suppose that when you nail it down, I agree with both of these statements - because they're not mutually exclusive.  At my table, MBW has (still has) TLE-x has a highly-likely side-effect, etc. etc..  Any player who wants to take MBW will get told about that side-effect, just like any player who wants to play a hacker running hot is going to be told about Black IC and what it can do to the inside of your head.  They will be asked, "Are you sure?" when they decide to implant (or jack in).  They do so.  When, down the line, they run into TLE-x or Black IC for whatever reason, they will do what they have always done: groan, fight it (if it's Black IC) and, either way, ask how to solve the problem that's cropped up in their lives, i.e. brain damage.  And the solution will be there, as it is.

I don't have a problem - have never had a problem - with either Lurker or A4BG asking the player's permission; that's the way they play it.  When it comes down to it, that's the way I play it, just with some lag time between 'asking permission/giving them the warning' and 'they get the disease'.  My issues have been with their argument that MBW is not the leading cause of TLE-x.  Wells' metaphor of lung cancer and 3 packs a day is a good one for my purposes; your grandmother may not ever actually get lung cancer from her 3-packs smoking, but that's by-god unlikely.

... and yes, Hell has frozen over; I agree with A4BG and Lurker regarding Twitchy-D and Kat9's whinging.  There's been no cussing, no insults, nothing - and they aren't the hall monitor.  That's why we have FastJack, and he hasn't even come around with the megaphone to warn us yet, mostly because we've been debating about the actual books, and not, y'know - insulting each other.  Which would be the metaphor for shouting and cursing and everything.  Sorry, Twitchy, Kat.

Again with the misunderstanding...I wasn't saying they were whining. I was commenting on the fact that I was in agreement with Lurker's side of the argument.
Title: Re: Consequences of Move By Wire
Post by: worloch on <11-29-12/1451:21>
I am a long time RPG player, but new to Shadowrun.  I believe that gives me perhaps a different perspective than some others, as I don't have preconceived notions of what the rules should be - I am only reading what they are.

I have read through all 7 pages of this, and I think as a new player, reading only the 4th edition rulebooks, I would be confused by the interpretation of MBW inflicting TLE-x, by default.

If you're inflicting TLE-x on your players (a consequence with game mechanics behind it) for taking MBW, do you inflict it on them for taking Wired Reflexes and Skillwire?  Do you inflict it on them for other Cyberware?  What is your threshold?  The wording quoted numerous times above doesn't actually give rules for deciding this, just an indication it is a possibility (fluff), and if you choose to go this route as GM, some guidelines on how you might work it.

Again, as a new player, I don't see the rules that say this must happen, so for me it falls directly in the "GM decides how his world works" realm of territory.  So, from my perspective, if you are inflicting TLE-x on players in your game for taking MBW, that is totally up to you, but the base rules don't support it.  As a player, I would be against this ruling, as it seems rather arbitrary in relation to the other mechanical options available (by mechanical I mean in terms of game mechanics;  IE - Not Fluff).


My final comment is simply to echo what others have said before and I think all agree on - Communication is key.  If this were to just suddenly happen to my character, and I as a player had no idea it was a possibility, I think I would have a right to be little miffed.  If the GM tells me upfront that MBW definitely causes TLE-x, I would be against the ruling, but I could choose to just Wired Reflexes + Skillwire + Reaction Enhancers instead, if I really wanted to avoid it.  If the GM tells me that being all Cybered up also has the chance to cause TLE-x, in addition to MBW definitely causes TLE-x, I would wonder what the GM has against Cybered  characters, and choose between playing a non-cybered character (Mage?  Technomancer?  Adept?), playing a character below the GM's pseduo "cyber limit", or not playing at all.  In any case, knowing beforehand is crucial to making informed decisions about how we choose to play this game, which should ultimately be fun for everyone involved, players and GM alike.
Title: Re: Consequences of Move By Wire
Post by: Mara on <12-02-12/2247:08>
Worloch, the reason why when TLE-X mentions "Especially Move by wire" is because of how the system works.
It, essentially, puts you into an epileptic seizure controlled by the ware. Personally, I have always believed the
problem is more issues with the ware that gradually increase over time.  As an epileptic myself, who is aware during
seizures, there is nothing scarier then being aware while you cannot control your body. This is very much how I see
TLE-x caused by Move by Wire to be...

The biggest issue I have seen in this thread is: Is TLE-X caused by Move-by-wire inevitable or is it a Boogeyman of the
ware? Personally, I have always considered it inevitable on older versions(previous editions) of the MBW, but it has
gotten less likely as the ware has refined itself so that, today, MBW does have it as a risk, and it is the LEADING
cause of the problem. However, it is no-where near inevitable. In fact, the odds of a PC getting it are almost
nil because they are PCs, and thus are automatically exceptional. Now, if you take MbW and Unlucky and/or Sensitive Neural
Structure? You are going to get a talking to about the risk of TLE-X, and told I will be making an Body+Edge check every
month for their character. However, if they do not have that sort trait combination with it? It is a fluff risk.
Title: Re: Consequences of Move By Wire
Post by: Falconer on <12-02-12/2326:30>
Mara,  that's why in my view of things... I tend to think they got 'ware and 'bio slightly wrong.

I think the up front costs should have been less but then it should have had a lot more in terms of 'maintenance' costs.   For ware that might reflect some semi-regular cyberdoc visits for tune-ups and maybe some anti-rejection drug subscriptions.    Deckers... the SOTA rules are slightly there... but the costs are so slight as to be a minor inconvenience if viewed as part of the monthly lifestyle cost.

If times get slim and you can't pay for the maintenance then things like this start popping up.   Not necessarily crippling but definitely problematic to the characters.
Title: Re: Consequences of Move By Wire
Post by: worloch on <12-03-12/1712:13>
Worloch, the reason why when TLE-X mentions "Especially Move by wire" is because of how the system works.
It, essentially, puts you into an epileptic seizure controlled by the ware. Personally, I have always believed the
problem is more issues with the ware that gradually increase over time.  As an epileptic myself, who is aware during
seizures, there is nothing scarier then being aware while you cannot control your body. This is very much how I see
TLE-x caused by Move by Wire to be...

The biggest issue I have seen in this thread is: Is TLE-X caused by Move-by-wire inevitable or is it a Boogeyman of the
ware? Personally, I have always considered it inevitable on older versions(previous editions) of the MBW, but it has
gotten less likely as the ware has refined itself so that, today, MBW does have it as a risk, and it is the LEADING
cause of the problem. However, it is no-where near inevitable. In fact, the odds of a PC getting it are almost
nil because they are PCs, and thus are automatically exceptional. Now, if you take MbW and Unlucky and/or Sensitive Neural
Structure? You are going to get a talking to about the risk of TLE-X, and told I will be making an Body+Edge check every
month for their character. However, if they do not have that sort trait combination with it? It is a fluff risk.
Yeah, I can see the "fluff" link - the point I was trying to bring across with my post was more along the lines of, as a new player, I don't have any 'baggage'.  I'm not carrying around several editions worth of fluff and mechanics - what I see is what I see, without a context that may or may not be intended by the writers.

So, in this edition, while I see the fluff link, I don't see the mechanics link.  Again, that is why for me it falls squarely in the realm of GM Fiat, and as such, brings us right back to communication being the most important point.

If, in game, my character attempts to shoot someone at night, and the GM tells me that I take a penalty because its dark, I am unsurprised and unruffled, because that is clearly covered in the rules.

If my character suddenly falls comatose during a run due to TLE-x, without prior knowledge that developing TLE-x from MBW was a mechanical system the GM was imposing, I am going to be pretty upset, because as a player I don't see the mechanics for it in the rules.  If my GM tells me before I ever get MBW that it is mechanically in place, then the choice is back in my hands as a player, and I have little room to become upset when my choice burns me.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <12-04-12/0024:49>
And of course, my point is that though the links are fragmented it is mechanically in place, and that though the PCs may be 'special', they aren't immune, and that TLE-x is more than just a 'fluff' piece that no PC needs to worry about unless he's bored and wants to add a potentially-debilitating anyeurism to his character's life.  Yes, the samurai with delta-grade wired reflexes, skillwires, and whatever other DNI cyberware he can cram into his body is going to run the risk.  This is one reason why I feel that players SHOULD be aware of as many of the rules as possible.  But according to a straight reading of the rules, Move-By-Wire (a rare piece of cyberware) is a, if not the, leading cause of TLE-x (a rare disease/condition).

It's different at each table, I'm certain.
Title: Re: Consequences of Move By Wire
Post by: Mara on <12-04-12/0244:06>
This is one reason why I feel that players SHOULD be aware of as many of the rules as possible.  But according to a straight reading of the rules, Move-By-Wire (a rare piece of cyberware) is a, if not the, leading cause of TLE-x (a rare disease/condition).

It is a risk factor. Sort of like smoking is a risk factor for lung cancer. However, there are people who smoke their whole
lives and never get lung cancer. Personally, the more I think about it, the more I think the reason why Move-by-wire
is singled out is NOT that it is the leading cause...but because it is a ware likely most often put in by StreetDocs and
similarly shadowy figures. This is a complex piece of ware to put in. It is very likely that, outside of Chiba and Beta+
capable Shadowclinics, that there are errors and slips in the installing, and that that is why it is seen the most
often in MbW implantees.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-04-12/0325:54>
Characters can fight off TLE-x their entire lives as well. It's rare, difficult, and improbable given the rules for TLE-x, but is is possible.
Move-by-wire wouldn't have to be the leading cause for it to be a nearly instant guarantee.

Let's take a look at lung cancer and smoking since we've already got that analogy going:
Lung cancer can be caused by smoking. (TLE-X can be caused be Cyberware)
Smoking creates a risk of Lung Cancer. (Excessive Cyberware creates a risk of TLE-x)
Smoking cigars creates a higher risk of Lung Cancer. (Installing MbW creates a higher risk of TLE-x)

Now, most smokers don't smoke cigars, so cigar smoking wouldn't be the leading cause of Lung Cancer, but that doesn't keep cigar smokers from being nearly guaranteed to get it. (Most people with excessive cyberware don't have MbW, so MbW wouldn't be the leading cause of TLE-x, but that doesn't keep them from being nearly guaranteed to get it.)

Now you could say, it's not the MbW, it's how it's implanted, but that's true with just about any DNI ware. TLE-x is caused by overactivity in the brain. MbW is most likely at a higher risk because of it's nature (constant seizure). That said, it is cyberware (less friendly and adapted to the body) and every little mistake would likely cause extreme issues (muscle tremors for instance); so I'd agree that implantation could/would be an additional factor.

Quote
Do you inflict it on them for other Cyberware?  What is your threshold?
I do, at a much slower rate. If they have over 3 essence worth of DNI controlled ware (what I consider to be excessive cyberware based on the everyday norm), I have them check1/year. Every part of a point over adds to the number of times per year i make them roll. So with up to 4 points it would be 2/year (1/6 months) at up to 5 points 3/year (1/4 months) and up to 6 points 4/year (1/3 months). Keep in mind, that's only DNI controlled cyberware.

When I have them check, I have them make an edge test with a threshold equal to the number of times per year they have to check (-1 if they're on AEXD). If they fail, they begin having to fight TLE-x once per month using the normal rules for fighting it.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-04-12/0344:42>
The main point still remains that as debilitating it is to the character, the player should be completely 100% on board with developing it--and no taking the implant despite such a 'warning' is still not giving permission or being on board no matter how much Wyrm wants to think it is.
Title: Re: Consequences of Move By Wire
Post by: Mara on <12-04-12/0506:44>
The main point still remains that as debilitating it is to the character, the player should be completely 100% on board with developing it--and no taking the implant despite such a 'warning' is still not giving permission or being on board no matter how much Wyrm wants to think it is.

Just like I really do not believe it is guaranteed. Its a fluffed risk. It is not the Borrowed Time negative quality.
One thing one needs to think about is this: We can and must assume that there is some advanced medical
tech involved in cyberware given how, other wise, every street sam would be taking a pill cocktail to avoid
their body rejecting all the ware. They have rules for when the GM decides someone is at risk for TLE-X.
What they don't have is strict rules that say when someone needs to start worrying about the tests.
To me, this means we have a rare condition that is most often seen in a set of individuals.
However, correlation does not equal causality.  Let's try looking at it like this

Let's say we have 2000 people.
Of them, 50 have Move by Wire, 200 have Skillwires and Wired Reflexes. 150 have synaptic booster and skillwires, 400 have
just Wired reflexes, and 1200 are various small wares, like Data jacks, eyes, etc.
Out of these 2000 people, we have 10 people(0.5 percent) with TLE-X. Of those, we have 5 who have Move by Wire, 1 who has
just a minor piece of ware, and 1 with Synaptic Booster and Skillwires, 1 with Wires and Wired Ref, and 2 with just wired reflexes.
This says that TLE-X is "Especially prominent among those with Move by Wire." However, it is STILL rare among them.
Yes, for some reason, MbW puts someone at greater risk of TLE-X, but....that is not enough to say that "You have MBW, you
will get this."
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-04-12/1050:22>
A character with TLE-x is not dead. It can be both resisted and fixed through surgery or genetic treatments.

The fluff may not say it's a guarantee, the rules provided to resist it however make it very very likely that the character will gain the condition the moment a test is called for.

How often that test is called for is up to the GM. Just like how often a test to stave off malaria from mosquito bites would be in an amazonian jungle.

That said, the rule is there and does specifically call out Move by Wire systems.
Quote
taking the implant despite such a 'warning' is still not giving permission or being on board no matter how much Wyrm wants to think it is.
Yes, it is. If you're told that the implant does that, then you accept it when you take the implant. It's no different than being on board with the bonus to IP, Reaction, Dodge or the Skillwires it gives.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-04-12/1126:01>
Again, giving permission would be using the following statement: "I give you permission to do this to my character."

Anything less is not permission, and your players should be walking out on your game.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-04-12/1137:55>
So, every single time your character is in a firefight you have to give the GM permission to shoot at your character?

No, he's given permission because you're playing Shadowrun. It's part of the game.

If you're told that MbW can easily cause TLE-x, you have three choices. A.) Don't Play, B.) Don't take MbW, C.) Take MbW and accept the possibility of getting TLE-x.

Taking the C route is giving permission, because it has been stated to be part of the option. If I tell a player no pixie mages, and he makes a pixie, he's accepting that he won't be making a mage.

If the player is going to get his panties in a twist, he should have taken option A or B, not C.

What you're saying is no different than checking into a hotel and accepting room charges for a minibar, eating/drinking everything in the minibar, then complaining that you didn't say  exactly "I give you permission to charge me" to the person.

When you're told or read about how MbW will work in a game, you're accepting that that's how it works. By playing, you're giving permission for it to work that way in the game. If you take MbW, you're giving permission for it to work that way on your character.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-04-12/1141:39>
So, every single time your character is in a firefight you have to give the GM permission to shoot at your character?

And of course, the most over-exaggerated interpretation of what I said. Is being this transparent the only way you can "prove" your point?

Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-04-12/1156:55>
Seriously, do you have to give the GM permission to hurt your character? Kill your character? Drug your character? Have the Johnson screw your character over? Infect your character? Give your character a different disease?

Are you not giving him permission to use the rules of the game by, i don't know, playing the game? If he tells you how he's running the game, and you still play, are you not agreeing to how he runs the game?

I'll take your lack of a counter point as a simple indication that you don't have one, because there isn't one. Playing, after being told the rules, is giving the GM permission to use the rules. Then again, I guess ignoring the points made is really your only move left.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-04-12/1206:13>
If it involves changing the character then yes explicit permission should be required (and the addition of a quality like that one is a drastic change to the character). I find it extremely funny that you take it to mean permission to attack, or the like.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-04-12/1217:46>
Well when a character is attacked, his pwecious wittle condition boxes change. I mean, sure, they heal up, kind of like you can get surgery to heal up TLE-x. Oh my.

Quote
If it involves changing the character then yes explicit permission should be required (and the addition of a quality like that one is a drastic change to the character).
Which is given, when the player agrees to play the game. Bottom line. That's the entire point of having rules to the game. The GM has no more obligation to ask the player for additional permission than the player has to ask GM for additional permission to use the agreed rules of the game.

You're effectively saying that the rules don't apply to the players unless the players want them to, which is horrible load of crap.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-04-12/1250:01>
That's the thing, it isn't a hard and fast written out rule in the book that you will get the disease from the implant. It was in third, but that is gone now except for a few Grognards who refuse to let it go. The fact of the matter is, if the player was willing to 'explore suffering TLE-x', they would take the quality in character generation, otherwise, it is simply screwing them over just because the GM can, and that is wrong.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-04-12/1258:41>
Or the GM is using the disease rule in the book. I guess the Grognards wrote Augmentation. Disagree with that all you want, but it's there, and saying I'm using this is all the warning a player needs. If the player plays that means the player agrees to play by those rules, permission has been granted.

It has nothing to do with screwing the player, it's a play style choice. You don't like any play style that doesn't coddle the players, we all get that by now, that doesn't make people wrong for using other play styles. The rules are there to be used. If the player isn't willing to explore suffering TLE-x, they shouldn't take excessive cyberware or MbW systems, is a perfectly valid play style as well. Some players like to overcome overwhelming challenge instead of being coddled.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-04-12/1301:29>
Or the GM is using the disease rule in the book. I guess the Grognards wrote Augmentation. Disagree with that all you want, but it's there, and saying I'm using this is all the warning a player needs. If the player plays that means the player agrees to play by those rules, permission has been granted.

It has nothing to do with screwing the player, it's a play style choice. You don't like any play style that doesn't coddle the players, we all get that by now, that doesn't make people wrong for using other play styles. The rules are there to be used. If the player isn't willing to explore suffering TLE-x, they shouldn't take excessive cyberware or MbW systems, is a perfectly valid play style as well. Some players like to overcome overwhelming challenge instead of being coddled.

And how the frak do you get "coddling" from expecting the players to be able to maintain complete control over their characters rather than having to worry about them getting changed on a whim by a piss-poor GM?
Title: Re: Consequences of Move By Wire
Post by: Novocrane on <12-04-12/1312:29>
The advanced medtech rules are there to allow for grittier, more painful games than the standard rules.

If anyone wants to start with TLE-x, or run the possibility of acquiring it mid-game, it's on the GM & the player(s) to agree that this will help everyone enjoy the game.
Title: Re: Consequences of Move By Wire
Post by: Icy on <12-04-12/1317:39>
We can and must assume that there is some advanced medical
tech involved in cyberware given how, other wise, every street sam would be taking a pill cocktail to avoid
their body rejecting all the ware.

The augmentation rejection question... I researched this after playing Deus Ex 3. The whole cyberware rejection thing is a major theme in the game. Here's what I've got:

The weak immune system quality in the Core Book can be caused by immunosupressants from augmentation procedures, so that's a hint.
Augmentation states that the great thing about Type-O Bioware is the fact it integrates without need for long term immunosupressant treatments. You just need a minor treatment in the transition phase and then you can continue without. So bioware seems to be exempt. Transplants from other peoples bodies would of course still cause the immune response, but there are no rules for that.
Cyberware on the other hand does get rejected. There are two sources which I found for that in SR4:
1. Zero (Arsenal) is a immunosupressant for cyberware users.
2. The Adapsin gene treatment in Augmentation is described in how it limits the long term immune response and bio-stress caused by cyberware by fooling the body to believe that the implants are natural. So Adapsin should reduce your needed dose of immunosupressants or even make them redundant.
This was kinda interesting because, as mentioned above, I started this research after plaing Deus Ex 3 and the research for a genetic treatment that would solve the rejection problem is also in this game's story.

Additionally, I found this (unfortunatly in german): http://www.shadowhelix.de/Sandimmun_Plus
It's a quote from a 2nd edtion book about advanced immunosupressant research in 2005 that later made modern cyberware implantation possible.

The thing is: There are no rules for how much drugs you need, but there are hints that you need them at all. I always imagined it like this: According to your grade of augmentations you take a specific amount of drugs each day or week or whatever. You can of course use your auto-injector or your Carcerands (Arsenal) or even the good old Implanon from todays age to do this automatically and not worry about it. You just need to adjust the dose when you get new ware. Excessive augmentation leads to excessive doses and that's when the weak immune system quality can be considered. The drugs should be covered in your lifestyle. Yes, that means that Augmention Joe will get health problems if he cannot pay for his lifestyle and his drugs supplies are depleted.

EDIT: Better graded ware should reduce the needed dose because it integrates much better into the body.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-04-12/1320:16>
Quote
And how the frak do you get "coddling" from expecting the players to be able to maintain complete control over their characters rather than having to worry about them getting changed on a whim by a piss-poor GM?
Asking permission to use already agreed upon rules to affect a character. That's how. Everything in the game is in complete control of the character/player. Don't want to get infected? Don't take the job in ghoul territory. Took the job and got bit? Face infection. Wait...what...GM is supposed to ask permission to impose infection rules on character that got bit after venturing into ghoul territory.
Title: Re: Consequences of Move By Wire
Post by: worloch on <12-04-12/1540:15>
And of course, my point is that though the links are fragmented it is mechanically in place, and that though the PCs may be 'special', they aren't immune, and that TLE-x is more than just a 'fluff' piece that no PC needs to worry about unless he's bored and wants to add a potentially-debilitating anyeurism to his character's life.  Yes, the samurai with delta-grade wired reflexes, skillwires, and whatever other DNI cyberware he can cram into his body is going to run the risk.  This is one reason why I feel that players SHOULD be aware of as many of the rules as possible.  But according to a straight reading of the rules, Move-By-Wire (a rare piece of cyberware) is a, if not the, leading cause of TLE-x (a rare disease/condition).

It's different at each table, I'm certain.
Don't think because I said 'fluff' that I think it is unimportant.  I use that term to distinguish setting materials that are more nebulous in nature versus game mechanics that are more static and discreet - 'crunch'.

My point stands, I think.  Looking at the rules in Augmentation for TLE-x, pg 132, we immediately hit the vagueness in the rules that leads me to call it fluff (fluff being the part of the game that is most up to the GM to interpret).  First, it is presented in a Disease format, while at the same time being acknowledge that it is not a disease.  Fair enough, but already we must acknowledge that we're deviating from the norm.  Second, the first mechanic of the Disease format - Vector - is listed as "Special".  Alright, we know that it is not actually a Disease, so giving it a Disease vector would be confusing, but what does "Special" mean?

Reading the text, we're not given a mechanical definition of "Special", such as "Essence < 1" or "Has 10 discreet pieces of Cyberware" or "Has Move-By-Wire cyberware".  Nothing we can count, calculate or read off our character sheet - the crunchy bits.  Instead, we are left with the fluffy bit, quoted already in this thread but I'll throw it in here for ease of reference - ...resulting from extended neurological and metabolic stress (typically the result of excessive cyberware impantation. especially move-by-wire implants)...

So the GM interprets the fluffy bits, such as "extended neurological and metabolic stress" and "excessive cyberware implantation", makes a call on how it will manifest in their game, and most importantly, lets their players know how it is going to play at the table.

Quote
Do you inflict it on them for other Cyberware?  What is your threshold?
I do, at a much slower rate. If they have over 3 essence worth of DNI controlled ware (what I consider to be excessive cyberware based on the everyday norm), I have them check1/year. Every part of a point over adds to the number of times per year i make them roll. So with up to 4 points it would be 2/year (1/6 months) at up to 5 points 3/year (1/4 months) and up to 6 points 4/year (1/3 months). Keep in mind, that's only DNI controlled cyberware.

When I have them check, I have them make an edge test with a threshold equal to the number of times per year they have to check (-1 if they're on AEXD). If they fail, they begin having to fight TLE-x once per month using the normal rules for fighting it.
And thank you to Wells, whom I have quoted here responding to me, stating basically exactly what I pointed out above.  He has interpreted the fluffy bits "excessive cyberwear" as being ">3 essence worth of DNI ware", and put together a system that works for him based on the rules, and hopefully, has communicated this to his players, as there is absolutely no way they would know this from just reading the books - This has to come from communication from the GM.


At the end of the day, everyone can vote with their feet.  Compromise is going to be required.  A GM who won't run the game his players want to play is not going to have any players, and that doesn't make them much of a GM.  Players who won't accept their GM's rulings aren't going to have a GM for very long, and that doesn't give you much of a game.
Title: Re: Consequences of Move By Wire
Post by: JustADude on <12-04-12/2206:48>
Okay, I think I actually have a slightly different take to look at this with:

Cyberpsychosis is another specific threat to those with extremely low Essence, which correlates in 99.999% of all cases to those who have lots of Cyberware. Cyberpsychosis has a listed a threshold for when you become vulnerable for it (Ess =< 1), and an optional system in place (Aug, p21) for tests to see if a player develops it in play, should the GM wants to go that route.

There is no actual listed threshold, in terms of Essence or # of Implants, for TLE-x, and there is not even a suggestion of the proper time-frame, since "chronic and degenerative" can mean anything from hours to decades. Thus, there is no guideline for the "risk factor" other than making a roll, the frequency and context of which is entirely at the GM's discretion, to see if you suffer an attack and have, therefore, "caught" the disorder.

Thus, Cyberpsychosis resulting from Low Essence is a mechanical "thing," while Excessive Cyberware resulting in TLE-x is GM Fiat.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-05-12/0028:05>
It's not GM Fiat any more than determining how often they get bitten by malaria infected mosquitoes, how often they are shot at by local gangers, or anything else that's up to the GM to decide frequency of.
Title: Re: Consequences of Move By Wire
Post by: Falconer on <12-05-12/0032:28>
We need ghoul mosquito's!   End it all right away... look a street sam with less than one essence... send the swarm!
Title: Re: Consequences of Move By Wire
Post by: Mirikon on <12-05-12/0816:51>
It's simple, really. If the GM decides they want to put some mechanic in place that makes MBW definitively cause TLE-x, then they should be up front and warn players of this before they take the ware, and give them a chance to change their concept or ware. The same goes for a GM who thinks that a berserk Bear shaman does not get to roll defense. Tell people up front, instead of springing it on them in the middle of the game, and give them a chance to change things. If they agree, then all's good. If they change it or walk, all's still good. If you're going to put things in place that may massively screw a player's character, then giving them knowledge beforehand is simply good gaming etiquette.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <12-05-12/1805:36>
I agree completely, Mirikon, and that's my policy.  Unfortunately, All4BigGuns especially believes that not only should they be warned before they take the totem/cyberwear/whatever, but that explicit permission should be obtained by the Game Master to inflict a condition he's already warned about just before he inflicts it.  And, in fact, he'd walk away from a table where that wasn't taking place, and apparently is astonished that other players wouldn't as well, and claims that they should.

*shrugs*  At this point, well - ludicrous speed has been reached.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-05-12/1813:51>
I agree completely, Mirikon, and that's my policy.  Unfortunately, All4BigGuns especially believes that not only should they be warned before they take the totem/cyberwear/whatever, but that explicit permission should be obtained by the Game Master to inflict a condition he's already warned about just before he inflicts it.  And, in fact, he'd walk away from a table where that wasn't taking place, and apparently is astonished that other players wouldn't as well, and claims that they should.

*shrugs*  At this point, well - ludicrous speed has been reached.

If the GM is wanting to take control of my character like that, hells yeah, I'll walk away from that game (that's not to say I won't go for another game later though). The whole point is that the player should have total control over their character, and a GM deciding to put the risk in to arbitrarily add a Negative Quality the player did not choose which has no mechanics to determine when to make checks or how often to make checks other than GM decision is little more than a barely veiled attempt at a power trip and say "Dance my little puppets! Dance!".
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <12-05-12/1857:39>
If the GM is wanting to take control of my character like that, hells yeah, I'll walk away from that game (that's not to say I won't go for another game later though). The whole point is that the player should have total control over their character, and a GM deciding to put the risk in to arbitrarily add a Negative Quality the player did not choose which has no mechanics to determine when to make checks or how often to make checks other than GM decision is little more than a barely veiled attempt at a power trip and say "Dance my little puppets! Dance!".

I'm sorry you think that way, A4BG, but you thinking that way doesn't make it so.

First, that isn't taking control of your character.  If I warn you, 'there's a bunch of guards in that room, you're probably gonna get shot' and you charge in, I'm not taking control of your character if you get shot; you decided to charge in.  If I warn you, 'there's a pretty serious mosquito-borne malaria outbreak down there right now', and you don't bring the Deep Woods OFF!, I'm not taking control of your character if you contract malaria; you decided not to bring the bug spray.  If I warn you, "TLE-x is a really likely condition with that piece of cyberware, though you can stave it off if you take drugs," and you both implant the cyberware and not take the drugs, I'm not taking control of your character if you develop TLE-x; you implanted the 'ware and didn't take the drugs.

The fact that each of those three examples has a different time frame for 'onset' doesn't change the fact that a) you were warned and b) you chose to ignore the warning.

We've already been over the fact that developing TLE-x by the game rules has an 'onset' time of 'GM decision' and a roll to resist developing the condition.  If your GM (or you as GM) doesn't ever want that to be in there, ignore it.  If your GM has warned you, take the fragging drugs and ignore it.  If your GM has warned you and you haven't taken the drugs, be ready to make the rolls to resist developing the condition when the GM's decision tells you that it's time to roll.  That STILL isn't taking control of your character.

We've ALSO been over the fact that developing TLE-x is not the same as having the Negative Quality.  You're adamant about ignoring that fact, but ignoring it doesn't make it go away.  To get rid of TLE-x that's developed in-game, have the surgery done; you pay your money, and Dr. Feelgood cuts out the part of your brain that's going 'blooie!' all the time.  To avoid it in the future, remove the cyberware; keeping the 'ware keeps you exposed to the trigger condition for developing the condition.  If you had the Negative Quality you would ALSO have to pay the karma to remove the Quality as well; TLE-x developed in-game is just like any other disease: you do what it says to get rid of it, and then you're bloomin' fine unless you go back and do whatever made you get it in the first place.

If you want to view all that - you know, the cybernetic version of 'you've been bitten by mosquitos for the past week, I think it's time for you to make a resistance check against getting malaria' - as being 'muahaha, dance my little puppets, dance', and you're going to walk away from the table, I'm pretty sure that you'd never sit at that table again.  You sure wouldn't sit at mine for walking away because of that.  You know why?

Because players do not, and never have, had total control over their characters.

Players have total control over what risks their characters take.  They do not have total control over the risks to which their characters succumb.  Risk getting shot.  Risk getting malaria.  Risk getting squashed by the huge pendulum.  Risk falling into the pit.  Risk getting possessed by a spirit.  Risk getting stabbed by a ganger.  Risk being shot by a sniper when the Johnson double-crosses you at the hand-off.  Risk developing TLE-x.

Maybe you get shot; there's a roll to avoid that, and to resist that if you don't avoid it.  Maybe you get malaria; there's a roll to resist that, if you don't take precautions.  Maybe you get squashed; there's a roll to avoid that, and to resist it if you don't avoid it.  Maybe you fall into the pit; there's a roll to avoid it, and to resist it if you don't avoid it.  Maybe you get possessed by ...

Everything in that list - with the possible exception of the shot by the sniper when the Johnson double-crosses you - has a way to avoid it, and a way to resist it, and a way to get rid of it.  The ONLY two things that have sure-fire ways OF avoiding it in the first place are the two diseases, malaria and TLE-x.  And yet you still think that somehow being made to roll to resist developing a disease the GM (me, in this case) warned you was likely (not certain) to develop, and who told you how to put off developing it functionally for forever, is 'taking control of your character'.

You'd hear this: "I'm sorry, you HAD control of your character.  You GAVE UP control of your character when BOTH implanted the cyberware AND didn't take the drugs necessary to stave off the condition.  Roll your unmodified Body to resist developing the disease.   You've had your chance; developing TLE-x at this point is what I already told you could happen, and now it is.  It isn't the Negative Quality; if you develop it, you won't need to spend Karma to get rid of it, so I don't know where the hell you got that idea from, but it's flat-out wrong.  Now roll."

And walking away would mean you're walking away from the group.  You want back in?  Roll your Body to resist developing TLE-x.  You want to play AD&D with us tomorrow?  Roll your Body to resist developing TLE-x.  You were warned, you took the risk, you refused to do what would have avoided it.  Roll.

Every single player I have ever played with, whether in a home game or at a convention, would support me.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-05-12/1920:55>
I find it more than a little ridiculous how you and your few, but very vocal, supporters seem to equate not wanting something that is covered by a quality added to a character without consent with saying that the claim is permission is needed to be shot at or catching the diseases printed that have clear and printed mechanical onset times and roll intervals. The point is that there is a quality for TLE-x and no clearly laid out onset time or roll interval for it, thus as JAD stated, it's all in GM Fiat as to when. This is repugnant. I am merely saying that for that specific case it should simply be take the quality and have it, don't take it and don't worry about it.
Title: Re: Consequences of Move By Wire
Post by: JustADude on <12-05-12/2031:54>
Now, let me clarify, I'm not against GM Fiat if, as Wyrm has stated he does, the players are given notice of said GMF world decisions far enough in advance to adjust their game-plans to deal with the situation in a non-catastrophic manner... such skipping MBW in favor of Synaptic Boosters.

I was merely clarifying that onset of TLE-x is much more... murky... than the other major "dramatic ailment" of Sammies and, thus, the commonality of the disorder and the threshold for "appropriately stressful" among those afflicted by it are both very much up to the personal whim of the GM.

Since Wyrm has clarified that the players will be told of what's going down well in advance, I find his stance much more acceptable than how I originally understood it. My interpretation of his early posts on the subject was incorrect, in that I believed he was planning it as more of a "surprise kick in the balls" situation.

I don't generally use it, both because I don't like "murky" and because I do use the Cyberpsychosis rules. Both just feels like too much of a screw-job to the augmented types.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-05-12/2242:31>
Quote
I find it more than a little ridiculous how you and your few, but very vocal, supporters seem to equate not wanting something that is covered by a quality added to a character without consent with saying that the claim is permission is needed to be shot at or catching the diseases printed that have clear and printed mechanical onset times and roll intervals. The point is that there is a quality for TLE-x and no clearly laid out onset time or roll interval for it, thus as JAD stated, it's all in GM Fiat as to when. This is repugnant. I am merely saying that for that specific case it should simply be take the quality and have it, don't take it and don't worry about it.
Please point out where in the books it gives you the time interval for A) how often a character gets shot, and B) how often a character gets exposed to malaria.

The only thing I can find is mechanical rules on how to handle the situation when the character gets shot or exposed, not how often they should/do get shot/exposed.

Let's go into another example, how often are addiction tests called for? Should they not exist? Isn't addiction a Negative Quality? Doesn't Missions enforce the Addiction rules?
Title: Re: Consequences of Move By Wire
Post by: Kat9 on <12-05-12/2249:40>
Ha.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-05-12/2311:23>
Basically, what it comes down to is that I feel that the GM should be held to an even more stringent standard of following the rules as written than even the players. And before you ask, yes I do in fact hold myself to that standard whenever I run. If the players can't do something (example: just "ruling" that such-and-such happens) then neither can I as GM. It's only fair.

And do keep in mind, I said Rules as written, not Fluff as written.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <12-06-12/0030:57>
I find it more than a little ridiculous how you and your few, but very vocal, supporters seem to equate not wanting something that is covered by a quality added to a character without consent with saying that the claim is permission is needed to be shot at or catching the diseases printed that have clear and printed mechanical onset times and roll intervals. The point is that there is a quality for TLE-x and no clearly laid out onset time or roll interval for it, thus as JAD stated, it's all in GM Fiat as to when. This is repugnant. I am merely saying that for that specific case it should simply be take the quality and have it, don't take it and don't worry about it.

Again with the Quality thing.

Do you understand the difference between something taken by way of a Quality - whether it be TLE-x, Scorched, Amnesia, Bad Rep, Bi-Polar, Distinctive Style, or whatever - and one gained in-game due to decisions made, either at game-start or in-game?  Gaining it in-game means it may take money, time, roleplay, or several runs to get rid of, but it isn't going to take karma.  Getting rid of a Quality means it's going to take all those and karma.  You obstinately equate 'I have (condition) at Game Start which I'll need get fixed AND buy off with karma' with 'I've gained (condition) which I'm just going to need to get fixed.'  Just because someone hasn't taken a Quality doesn't mean they can't have those effects applied to them at some point.  That's what game play is about. 

And actually, I have pretty much everyone behind me on this one, because I've explained myself, people realize that 'hey, he isn't just slapping people out of the blue, and y'know, this isn't something I'd need to spend karma on to get rid of because it's not a Quality.'  You can't grasp that fact.  Gaining it in-game does not equate to getting hit with the Negative Quality.  Even if, with the Negative Quality, you got it fixed AND took out all your cyberware, unless you bought it off with karma, you would still have the condition until you did.  And getting hit with the disease in-game, you can just spend your money, go through surgery, and have it fixed up so that you can start taking your drugs again, because you don't have the Negative Quality.

Basically, what it comes down to is that I feel that the GM should be held to an even more stringent standard of following the rules as written than even the players. And before you ask, yes I do in fact hold myself to that standard whenever I run. If the players can't do something (example: just "ruling" that such-and-such happens) then neither can I as GM. It's only fair.

I find this claim to be unfortunately self-deluded.

I notice you added to your post 'Rules as written, not Fluff as written.'  FLUFF is in-character commentary.  A RULE is something that is NOT in-character commentary.  Fastjack talking about something is Fluff.  TLE-x is a rule; the way it's applied (i.e. when the GM sees you having implanted a ton of cyberware, especially move-by-wire) is not fluff; it is a Rule.

Yes, the players are not supposed to just rule that such-and-such happens; they aren't the rest of the world that the GM is meant to control.  "I want such-and-such to happen," they are supposed to say, and the Game Master (remember, that's what those two letters mean) tells them how to go about it.  Like, oh, 'I want Move-By-Wire, but not TLE-x' to which the GM replies, 'Take your medication.'  This doesn't mean that the GM can (or rather, should) blithely say, "Okay, so you wake up and you're dead.  What do you want to play next?"  The GM is the world, and in order to do his job - which is to, y'know, create a good story - he can say anything from, 'someone's just set fire to your doss' to 'roll Perception and Body' to 'because you didn't take your medication, you're now subject to TLE-x'.

The GM, in running the game, in part defines the rules-as-written all the time, because half of them say, 'this happens when the GM says it does'.  It doesn't say, 'this happens when the GM gets permission from the player to have this happen to his character'.  It rains because they're playing in Seattle, and the GM says it rains 300 days of the year in Seattle, and if the character doesn't get that 'chemical treatment' (rating 0) applied to his overcoat, the acid rain is going to slowly eat away at it until it's gone.  The player's doss is on fire, because the player pissed off a ganger three runs ago, and the GM has decided, by GM fiat, that it's time for the ganger to get his revenge and try to burn up all the runner's stuff as well as the runner himself.  Or the GM has decided by fiat that with the characters made but no alarms going off, one of the security guards is going to use his optics to shoot the character a) from cover, b) by surprise, c) without warning, and d) with a Damn Big Gun.

All4BigGuns, the GM is there to run the world and help the players tell a good story.  The rules as written, accompanied by any house rules he or she has laid down, is how he does it.  He applies the rules, including those that say 'when the GM decides', as they're necessary.  A bad GM sticks slavishly to the rules and does not deviate from them - or if he does, he does so only in manners that negatively impact his players' characters.  He can (and will) ruthlessly kill the PCs via the rules if that's the way it happens; he will not fudge his dice rolls; he will let the players run rampant over the world; he will fail to give them a real challenge because they are creative and he is not; he will railroad them down his pipeline and whatever happens, happens.  I won't play UNDER a bad GM once I've identified him, though I CAN make him a good player, given enough play time.  A good GM will run with most of the rules, will on occasion hem and haw over some of them, and will toss some of them out the window; he knows he's there for the players to tell great and fun stories, so he'll fudge his dice rolls, and sometimes play fast and loose with the rules.  A great GM will know the rules, know when to use them, know when to throw them out the window but not let the player know he's done so - because he knows that not only is he there to help the players tell great and fun stories, he knows that sometimes those stories are meant to be tragedies, and he'll know which players can handle having those tragedies happen to their characters.  And his players will love him for it.

TLE-x is not a goddamn tragedy; it's a 15,000 nuyen, 1-week corrective gene therapy treatment.

Not meaning to offend, but stating this from my analysis of the many, many GMs I have had, and going off your above statement, it sounds like you'd fit into my 'bad GM' range.  Going by what you've said about getting up and walking away from the table, it sounds like you'd fit into my 'bad player' range.  Considering how obsessively you focus on one section of the rules which actually does not say what you think it says - gaining TLE-x in-game does not equal gaining the Negative Quality any more than any of the other issues you can come down with means you gain their associated Negative Qualities either - I'd have to say you fit into the 'bad logician' and the 'bad debater' ranges to boot.

I have never once said that a GM who doesn't want to play with this is a Bad GM.  I've said that you who argue that TLE-x being a likely consequence of MBW not being supported in the rules are wrong.  It's supported; it's in there.  That doesn't make it a Negative Quality, any more than catching any other disease or getting hit with certain psychotropic Black IC and getting a bad effect (like turning you into a blabbermouth or a traitor) will give you a Negative Quality.  It's your obsession that's saying it will.  You clearly need to re-read WTF it means to have - or not have - a Quality.  Otherwise, well - you're caught in a logical loop, and at this stage of the debate, I think it's blatantly clear to pretty much everyone that you equate "coming down with a disease you were warned about" being equal to "forced to take the Negative Quality (without any corresponding advantage)" - which again is something that I've never said, and something that the RAW doesn't support.

So really, your claim to follow the rules stringently?  Clearly not true, and not in the 'good/great GM' way.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-06-12/0044:51>
Whatever.  I will only say ONE final thing. It is supported by FLUFF not by RULES. Point to a place where it definitively states onset times and intervals for rolls against for that disease. Oh! You can't, because as someone pointed out already, it only lists "Special" with no explanation as to what special is, so no it is not supported by Rules.
Title: Re: Consequences of Move By Wire
Post by: Mara on <12-06-12/0159:19>
Whatever.  I will only say ONE final thing. It is supported by FLUFF not by RULES. Point to a place where it definitively states onset times and intervals for rolls against for that disease. Oh! You can't, because as someone pointed out already, it only lists "Special" with no explanation as to what special is, so no it is not supported by Rules.

Which means the GM looks at the fluff of it and decides how, at his table, it will be handled.
Myself: I consider that it needs some other factor applied then just the 'ware mentioned. However, what that
other factor is will vary by character story. It is something that, frankly, I will rarely even make the player have
to roll for, because it would rarely show up at my table. However, I do consider MbW to be an increased risk
factor for it. Not that MbW causes it. But that it is an increased risk factor.

Personally, though, All4BigGuns, I think your issue is not that there is something that is not spelled out explicitly
how often rolls need to be made. I think it is because you have had experiences with Bad GMs who delight in
torturing the PCs and players, rather then looking at things from the perspective of "what makes a good story?"
You are PARTIALLY right that a GM *SHOULD* discuss something like that with the player. It is one of those things
that touches on matters that can be personal for a player. I know, for example, that I never put MbW on a character
I plan to play....because the concept of the ware weirds me out as an epileptic myself.  However, if a GM told me
that I was going to contract TLE-X in game, I would work with him on developing the trigger list. Why? Because I am
here for the story of my character, and having a believable trigger list a) helps the GM and b) helps me keep the story
straight.  At the same time, I fully understand that not every player can handle the same things I can. As a GM, it is
my job to be able to know where a player's limits are and NOT cross that line. As a player, my job is to work WITH the
GM to tell a better story. As a player and GM, I must fully acknowledge and accept that In-Character Decisions have
In-Character Consequences. If you insult or mock your fixer, then the GM does NOT need your permission to have the
Fixer screw you over. If you take wares and the GM warns you at chargen that you are putting yourself at risk for TLE-X,
and you choose to take no actions to minimize your risk, then the GM does not need to get your permission to give you
TLE-X. HOWEVER, the GM has the responsibility to measure up if you could deal with having that, and working with you
on the onset, triggers, and methods of suppressing the triggering.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-06-12/0203:06>
Which means the GM looks at the fluff of it and decides how, at his table, it will be handled.
Myself: I consider that it needs some other factor applied then just the 'ware mentioned. However, what that
other factor is will vary by character story. It is something that, frankly, I will rarely even make the player have
to roll for, because it would rarely show up at my table. However, I do consider MbW to be an increased risk
factor for it. Not that MbW causes it. But that it is an increased risk factor.

Personally, though, All4BigGuns, I think your issue is not that there is something that is not spelled out explicitly
how often rolls need to be made. I think it is because you have had experiences with Bad GMs who delight in
torturing the PCs and players, rather then looking at things from the perspective of "what makes a good story?"
You are PARTIALLY right that a GM *SHOULD* discuss something like that with the player. It is one of those things
that touches on matters that can be personal for a player. I know, for example, that I never put MbW on a character
I plan to play....because the concept of the ware weirds me out as an epileptic myself.  However, if a GM told me
that I was going to contract TLE-X in game, I would work with him on developing the trigger list. Why? Because I am
here for the story of my character, and having a believable trigger list a) helps the GM and b) helps me keep the story
straight.  At the same time, I fully understand that not every player can handle the same things I can. As a GM, it is
my job to be able to know where a player's limits are and NOT cross that line. As a player, my job is to work WITH the
GM to tell a better story. As a player and GM, I must fully acknowledge and accept that In-Character Decisions have
In-Character Consequences. If you insult or mock your fixer, then the GM does NOT need your permission to have the
Fixer screw you over. If you take wares and the GM warns you at chargen that you are putting yourself at risk for TLE-X,
and you choose to take no actions to minimize your risk, then the GM does not need to get your permission to give you
TLE-X. HOWEVER, the GM has the responsibility to measure up if you could deal with having that, and working with you
on the onset, triggers, and methods of suppressing the triggering.

Okay, with what you're saying that's fine (with the caveat of not crossing that line with a player that isn't comfortable with such things). My problem was that Wyrm was seemingly saying that it should be done to everyone without hesitation or consideration for the player's comfort level.
Title: Re: Consequences of Move By Wire
Post by: Mara on <12-06-12/0228:28>
Okay, with what you're saying that's fine (with the caveat of not crossing that line with a player that isn't comfortable with such things). My problem was that Wyrm was seemingly saying that it should be done to everyone without hesitation or consideration for the player's comfort level.

That is because Wyrm has been arguing from a mechanics based approach. When something's basic mechanic is "GM says so,"
it is a much trickier situation, that must be worked out for each GM's table. I am curious, All4BigGuns: when you GM, how do
you handle things that the rules for are GM Fiat? Do you just not use them? Or do you discuss things in depth with your group
beforehand?

It has always been my belief that the biggest arguments always seem to be an instance where both people involved are right,
but they are looking at things from a different perspective. Wyrm is looking at things from the perspective of "Already talked this
over, everyone at the table knows what page I'm on, and how I am handling things." You are approaching things from the "We
are still in the hammering things out as a group" stage.
Title: Re: Consequences of Move By Wire
Post by: All4BigGuns on <12-06-12/0241:35>
Hasn't really come up.

In the case of MBW, I'm really the only one in the group that'll use it. (One likes playing adepts without implants or unaugmented mundanes, and another sees it as a waste with augmented maximums as they are and the high premium of a cost on it.)
Title: Re: Consequences of Move By Wire
Post by: Kat9 on <12-06-12/0929:24>
[Words]
And actually, I have pretty much everyone behind me on this one, because I've explained myself, people realize that 'hey, he isn't just slapping people out of the blue, and y'know, this isn't something I'd need to spend karma on to get rid of because it's not a Quality.'
[A lot more words]

Four more years, four more years. You got my vote sir, and a +1.
Title: Re: Consequences of Move By Wire
Post by: WellsIDidIt on <12-06-12/1406:18>
Quote
Whatever.  I will only say ONE final thing. It is supported by FLUFF not by RULES. Point to a place where it definitively states onset times and intervals for rolls against for that disease. Oh! You can't, because as someone pointed out already, it only lists "Special" with no explanation as to what special is, so no it is not supported by Rules.
Quote
If a character develops TLE-x, she does not manifest symptoms immediately; instead, she becomes subject to acute epileptic
seizures in stressful situations. When in appropriately stressful circumstances, the gamemaster may call the TLE-x victim to make
a Body + Willpower (3) Test. If the test fails, the character suffers a seizure, and the “disease” effects above kick in.
There is no onset or interval. You fail your test, you develop TLE-x and are then subject to the effects anytime you have to resist seizures and fail that roll as well.

You seem to be trying to assert that:
Quote
Speed
A pathogen’s Speed represents the incubation period between initial exposure and the  first Disease Resistance Test. It also represents its period of effect—how long before the effects kick in again, and another Disease Resistance Test must be made.
The number in parentheses is the minimum number of Disease Resistance Tests the character must make. Even if a previous
test reduces the Power to 0, the character remains infected and must make another test to resist the effects again after Speed
duration has passed, until the minimum number of tests have been made.
applies to TLE-x despite:
Quote
Technically not a pathogen
and
Quote
follows much the same rules

TLE-x is not a pathogen and does not follow all the same rules. What are we given? We're given when the effects kick in after the character has gotten TLE-x.

Speed is not how often the character is exposed to the disease, it's how often the character has to resist after exposure. How often you are exposed to TLE-x is no different than how often you are exposed to malaria in a mosquito infested swamp, GM decision.


Title: Re: Consequences of Move By Wire
Post by: carmachu on <12-06-12/2218:52>
Currently, there are a plethora of qualities to represent neural damage, buggy 'ware, or people whose systems have been thown out of whack, one way or another, by their extensive augmentations.  If a character does not take one of those qualities, then I would not apply any of those penalties.  Unless your game has the optional rules for buggy second-hand 'ware, cyberware damage, and so on.  If so, I hope you also use the optional rules for things like magic loss and acquiring geasa during play, to keep it fair for everyone.

This. A thousand times this. I'm so tired of cyber getting dumped on at times while bioware and magic seeming to get a pass.
Title: Re: Consequences of Move By Wire
Post by: The Wyrm Ouroboros on <12-06-12/2335:32>
Currently, there are a plethora of qualities to represent neural damage, buggy 'ware, or people whose systems have been thown out of whack, one way or another, by their extensive augmentations.  If a character does not take one of those qualities, then I would not apply any of those penalties.  Unless your game has the optional rules for buggy second-hand 'ware, cyberware damage, and so on.  If so, I hope you also use the optional rules for things like magic loss and acquiring geasa during play, to keep it fair for everyone.

This. A thousand times this. I'm so tired of cyber getting dumped on at times while bioware and magic seeming to get a pass.
And if, in-game, you implant something second-hand or buggy, you believe you shouldn't get the penalty?  Yes, I play with magic loss and geasa; that's also part and parcel of the big SR world, and has been since I started playing 1e1p.  I actually do not usually play out how much damage accrues to cybernetics due to combat, etc.; the specific issue with MBW is (and has been) so significant that it does get highlighted and used as being the downside to this incredibly fash piece of 'ware.

That said, again, a Negative Quality is something you take so you can get points to buy up your Firearms skill at game start, or get another couple of contacts, or whatever.  To remove the Quality, you have to not only replace it in-game, you have to pay back the Karma you received for it.  If you implant something buggy in-game, you may get the negative effects that are described by that Negative Quality, but to get rid of it, just get better gear - or undergo surgery - or go through psychological therapy.  You didn't get karma for it, so you don't have to PAY karma to get rid of it.  This is the difference between an in-game effect taking place which uses the rules provided by the Quality, and taking the Quality itself.

A4BG - that statement really does make it sound like you're arguing against TLE-x because you're the main (or only) one it'd affect in this game, and maybe your GM is listening in on the discussion.  I don't know; maybe it's just me.

Mara, I really am not arguing from a mechanics-based standpoint.  I've stated that I tell my players when they consider the MBW cyberware that they are really likely to come down with TLE-x (and tell them what TLE-x is, duh), and that they can avoid it by taking medication.  That's my 'social contract' part.  A4BG states that not only am I wrong in regards to the 'MBW causes TLE-x' portion (which is where all my rules laying-out  'crunchy bits' debate comes from), but that I'm wrong and a bad GM for applying the pre-warned disadvantages to the PC if they drop their end by a) implanting as well as b) not medicating.  He says that even though he's not taken the medication, unless I talk it over with him and get his approval for it at the time that I decide he's dropped the ball long enough (which, again, is not 'it's a slow day, I'll screw with A4BG today 'cause he has MBW and I'm being a prick'), then I'm a bad GM and he'd walk away from the table.

He wants on-the-spot confirmation, and says that anything else is me taking control of his character.  I say 'you had your chance to control the character, and you let it go; you were warned about this, and now it's coming to pass.'  That's the social contractx.

Move-by-Wire is the leading cause of TLE-x, and the odds of you coming down with TLE-x if you have Move-By-Wire implanted are not small.  That is crunchy bits.  It has an onset of 'when the GM thinks it's been screwing with your head long enough, and you haven't taken your medicine', sure, but that's not fluff; that's a GM-defined crunchy bit, as compared to a Catalyst-defined crunchy bit.

Saying otherwise gets into 'At My Table'.  And at this point, everything that All4BigGuns is saying is 'at my table' - and it's kind of starting to look like he's defending his right as a player to ignore the above social contract, and also claiming that doing so shouldn't mean he's affected by the crunchy bits - that that's GM Fiat (even though he innately agrees to 'GM-defined crunchy bit' when he implants the MBW) and only a bad GM would make him be affected by the negative effects of him not fulfilling his side of the bargain.  *shrugs*  Whatever.
Title: Re: Consequences of Move By Wire
Post by: Mithlas on <12-07-12/1843:41>
even though he innately agrees to 'GM-defined crunchy bit' when he implants the MBW
I think a lot of this goes into "your table may vary", and most of us have already acknowledged this, especially with an acknowledgement of the necessity of communication and the general assumption of Shadowrun (even most RPGs in general) being cooperative experiences between all the players and GM. Here specifically I think that you're putting words into other people's mouths. You've said that the way you GM it is that TLE-x is part and parcel of your game - if it's your table, your call, that in and of itself is fine. It's not necessity for all tables to use that stance; flexibility of the system is an intelligent part of any RPG system which allows a variety of styles and stories to be told.

Move by wire is something that is powerful, but costs a lot on several levels (nuyen, essence, possibly availability and contacts, etc).

At this point, I think that all that can be said (constructively) about the topic has been said, and I think it's time for a thread lock.