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6th Edition: Will things be different this time around?

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Shinobi Killfist

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« Reply #15 on: <05-11-19/1009:46> »
...my concern is Missions changing to 6E midstream in the Neo Tokyo arc where suddenly all you have available is what is in the core rules and nothing more.

Legitimate concern.  On the gm side of things I’m happy for a reset to core. There was so much crap I was having a hard time planning for things. A lot of you can do what now moments.

Voran

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« Reply #16 on: <05-11-19/2005:12> »
I'm tentative about this.  Inclined me to look up my old Dumpshock account, saw activity was (expectedly) low over there so I hopped over here.  Its been a few years.  But honestly with each edition (since the first!) I ended up spending less money and having less patience in re-filling my library.  I've noticed approaches I like end, and approaches that no one seems to like come in and persist, and its been sort of a back and forth for the 3 decades.

On one hand I can see that economically its probably not as easy to put out nice fluffy location books like before, and my sense was that in the later editions by the time they did...the edition was on its last legs before going to a new one.  I've piecemealed locational stuff across editions as they come, but keeping track of all of it can be rough.  I don't know how things will be, but I'll probably be giving it an initial shot.



...btw am I going to have to do verification on every post or is that just because I'm still new to the board?

Michael Chandra

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« Reply #17 on: <05-11-19/2008:15> »
There have been a few Shadows in Focus books though?

Anyway, it's a Captain Chaos filter where you face verification whenever you aren't 100% optimistic. That or it ends at... 10? posts.
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Voran

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« Reply #18 on: <05-11-19/2030:06> »
I did always like the Shadows in Focus stuff.  tho...yeesh, the last one was what almost 4 years ago...yeeks, Tir was like 7?  I did appreciate that other sourcebooks did some updates of areas, Conspiracy did DC and London, etc but I admit I always found it difficult to get a sense of the state of the world.  Not really sure the best way to address it though.  I imagine we all have our own varying levels of homebrew/etc and then try to reconcile when a book with canon-tier stuff comes up again.

kyoto kid

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« Reply #19 on: <05-11-19/2112:51> »
...my concern is Missions changing to 6E midstream in the Neo Tokyo arc where suddenly all you have available is what is in the core rules and nothing more.

Legitimate concern.  On the gm side of things I’m happy for a reset to core. There was so much crap I was having a hard time planning for things. A lot of you can do what now moments.
...yeah I'm still converting the major NPCs and gear from the various 3E sourcebooks that wasn't redone for 5E (particularly the military hardware presented in the "Soldiers of Fortune" section of SOTA 2063 and spy stuff from the "Games of State" section in SOTA 2064

The the campaign is pretty much set in the timeline from Shadows of Europe and Shadows of Asia (Russia background material) before Crash 2.0 though the Wireless Matrix is already a part of everyday life in the early 2060s as "real life" was beginning to eclipse fiction in some aspects (I had a notebook computer with a slot for an external wireless card back then).

I also kept Dikote and the Ranger-X (didn't like how bows are handled in 5E).
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Singularity

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« Reply #20 on: <05-11-19/2202:03> »
...btw am I going to have to do verification on every post or is that just because I'm still new to the board?

Anyway, it's a Captain Chaos filter where you face verification whenever you aren't 100% optimistic. That or it ends at... 10? posts.

I think it ended at my 6th post.

Voran

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« Reply #21 on: <05-12-19/0208:16> »
I will also say I've always had a fondness for Riggers, and hope there might be some mechanics to help them out a bit.  Example, I recall some of the Artifacts Hunt stuff, which resulted in a lot of travel and checks and kind of moved around a lot.  This ran into the issue of "Ok, what about the rigger?" He'll have to leave most of his gear at home and hope to find substitutes in the place he's at.  Now, to a degree everyone else in the party generally had to as well, at least potentially in terms of weapons/gear.  But the 'big ticket' items of most chars are already connected to them and more easily transported.  The Cybersam has all his stuff attached, even the big ticket cyberdeck for the decker is easier to hide, or even implant in the ruleset.  Technos, adepts and mages are pretty much good to go off a plane.

Then you get things like, ok...lets say you manage to load your rigger vehicle on the transport plane and make it to Chicago, the way the story is otherwise scripted its kind of 'one way' before you generally take the convenient way out to the next locale.  Its also time sensitive so not really set towards 'travel back out of the nuke zone to civilization, then get on a plane with your stuff again'.

To a degree its less an issue if you're a microdrone-primary type rigger that can carry everything with them.  But otherwise its one of those, "sorry you spent money customizing your vehicle, its kinda stuck in your home town.' and then in general more often than not I think its fair to say any campaign involving vehicles, either used or transported on, like big ships, tbirds, passenger zepplins/etc will probably have an 'invasion/hijacking/attack' thing at some point.

Personally, I wouldn't mind if Rigger stuff got a bit handwaved for ease of use regardless of location.  No idea how to 'logically' do it within reason of a setting tho.


Singularity

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« Reply #22 on: <05-12-19/0221:19> »
I will also say I've always had a fondness for Riggers, and hope there might be some mechanics to help them out a bit.  Example, I recall some of the Artifacts Hunt stuff, which resulted in a lot of travel and checks and kind of moved around a lot.  This ran into the issue of "Ok, what about the rigger?" He'll have to leave most of his gear at home and hope to find substitutes in the place he's at.  Now, to a degree everyone else in the party generally had to as well, at least potentially in terms of weapons/gear.  But the 'big ticket' items of most chars are already connected to them and more easily transported.  The Cybersam has all his stuff attached, even the big ticket cyberdeck for the decker is easier to hide, or even implant in the ruleset.  Technos, adepts and mages are pretty much good to go off a plane.

Then you get things like, ok...lets say you manage to load your rigger vehicle on the transport plane and make it to Chicago, the way the story is otherwise scripted its kind of 'one way' before you generally take the convenient way out to the next locale.  Its also time sensitive so not really set towards 'travel back out of the nuke zone to civilization, then get on a plane with your stuff again'.

To a degree its less an issue if you're a microdrone-primary type rigger that can carry everything with them.  But otherwise its one of those, "sorry you spent money customizing your vehicle, its kinda stuck in your home town.' and then in general more often than not I think its fair to say any campaign involving vehicles, either used or transported on, like big ships, tbirds, passenger zepplins/etc will probably have an 'invasion/hijacking/attack' thing at some point.

Personally, I wouldn't mind if Rigger stuff got a bit handwaved for ease of use regardless of location.  No idea how to 'logically' do it within reason of a setting tho.

So if I understand the problem correctly, riggers frequently get caught without what makes them riggers, due to plots in the adventures and/or it not being taken into account what happens with their stuff? What about if, instead of transporting their transport and other big items, they just negotiate the temporary use of similar equipment at the target destination? That way no one has to worry about how it all gets there, or how to get it back if the story makes them leave rapidly.

Michael Chandra

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« Reply #23 on: <05-12-19/0431:50> »
I wouldn't say frequently but it is correct that official adventures often do not keep Riggers in mind. From distance deadlines and carry-on restrictions to ambushes and more, often a run breaks from Rigger involvement and sometimes a Rigger can't do a thing. Enemies set up a bomb if there is no guard? Spydrone caught it. Enemy far away? Drones are fast even in a jungle. They're not kept in mind enough with the possible approaches and that is a flaw for many writers. Why do we even have Coyotes?
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Voran

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« Reply #24 on: <05-12-19/0456:15> »
Yeah, never really going to be an easy fix.  On the flipside if you make it too easy then suddenly the Rigger gets to be rolling with Anti-Vehicle tier weaponry all the time.  "Yeah, and then my walker unleashed with its 30 mm cannon....and well...the fight was over."

With my own builds while I might have made a 'vehicle rigger' in the early days, nowadays its more "think of a Rigger like a Division SHD agent with their drones or turrets/etc that once in awhile gets to drive something."

Michael Chandra

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« Reply #25 on: <05-12-19/0502:36> »
In a short campaign I basically played The Transporter. Focused primarily on my Gladius with its machine-gun. Was fun. I ended up playing him more film-wise than tv-wise though. ;D
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Dangermaus

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« Reply #26 on: <05-12-19/0858:06> »
In a short campaign I basically played The Transporter. Focused primarily on my Gladius with its machine-gun. Was fun. I ended up playing him more film-wise than tv-wise though. ;D
The Statham films are the only way to go when referencing "The Transporter"...

Michael Chandra

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« Reply #27 on: <05-12-19/0902:19> »
In a short campaign I basically played The Transporter. Focused primarily on my Gladius with its machine-gun. Was fun. I ended up playing him more film-wise than tv-wise though. ;D
The Statham films are the only way to go when referencing "The Transporter"...
Eh, tv-series are nice for a more civilised version. But I was definitely not civilised.
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Shinobi Killfist

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« Reply #28 on: <05-12-19/0919:51> »
Not much you can do about large vehicles. But I think they should emphasize drones as more easily modifiable. Like you just snap weapons on and off.  Also they should be able to fold or pack up easy.  It’s as big as a troll deployed but it folds up into a man sized box. Fitting most your drones in cargo then wouldn’t be a issue. Have pretty much all drones have a non combat purpose. That’s not a assault drone with twin mmgs. It’s my mobile trid studio.


Yeah you paid extra for baggage due to weight But that could be negotiated in. And then when you land you have to scrounge up the same thing the other runners need to, namely guns.

I’ve never seen a pure vehicle rigger before. Even the transporter models made sure they were bad asses when not rigging. But if they are in the campaign, fudging it may be a bit more work.

Hobbes

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« Reply #29 on: <05-12-19/1115:50> »
Re: Riggers

Play a car thief rigger with a couple of Drones.  Drive it like you stole it.  Steal something, use it for an hour or a night, ditch it.  Steal another vehicle when needed.

And I don't mean the stupid Change Ownership and sell the thing.  Hack a Vehicle, turn off Wireless, use the Vehicle for whatever you needed it for, leave it shot up and smoking in a pile of Rubble.

A Technomancer with Skinlink does this without really any effort.  Best Rigger ever because it lets the GM shoot the car to H&G without making the Rigger Player cry.