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Antisocial characters

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Leevizer

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« Reply #195 on: <03-03-12/0358:32> »
d20 is good solely for the fact that it doesn't require you to buy 30 dice and keep them at hand to throw a test of picking up a fallen pistol from the floor, as they said in cracked.com. I found that article very funny.


I not once said they wouldn't get a chance to notice the sniper/nabber/spiked drink, or that it would be a the game starts and you wake up in a dark room scenario. That said, smart villains, can provide a challenge that is hard to overcome. One sided challenges are not a bad thing, it reminds players that there are people/organizations bigger than them in the world.

Yes, they are a bad thing. There are ways to show this other than screwing the PCs over.

I also never once said, start the game and have the mob come after the sensitive system player for no reason. I actually mentioned them pissing off the mob boss. I'm also not talking about implanting the character with full blown skillwires and actually "hijacking" them. Losing a point (that you can raise back to this level) is not hijacking.

Perhaps not "directly", but screwing the player over in that manner is still hijacking their character.

So forcing the characters into pissing off the mob boss is not hijacking, or even screwing over. And screwing characters over is not screwing players over? It's supposed to be a roleplaying game. The players are supposed to be the characters, or atleast have a strong bond to them. Otherwise you're just playing with stats. Which is good if you want to play that Other Strategic Silmulation Game (Trademark) but in an RPG that's not how it's done...

Honestly, the gamemaster HAS absolute and total control over everything that happens. So yeah, if your GM is a jerk, he can just state what happens, and the players are powerless, except for the fact that they can walk out the door, although if any of my friends did that, I would be very ashamed of myself for not being able to provide an entertaining game.

The GM is not against the players. Most roleplaying game rulebooks even state that the GM is trying to tell a story in a world he creates with the main characters his player creates. It's not supposed to be a game of GM versus players. This is not PARANOIA, for chrissake. If you want to play against the players, play PARANOIA. It's highly entertaining. Last night in our game, I had seven players, and I killed them for a total of 34 times. And they knew it was unfair, but they also knew that was the point. Or did they? I'm not sure, it's not like I'm letting them read the rulebook, that'd be against the rules.

But to bring this topic back to where it started...

Which is the best way to portray an antisocial character, rule--wise? The roleplaying part is pretty obvious, but what about the rules? Just leave charisma at 1, or take Uncouth, or Incompetent to every social skill except intimidation?

Dracain

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« Reply #196 on: <03-03-12/0547:22> »
If you're cool with the noteriety, than I think incompetence makes more sense.

Dracain

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« Reply #197 on: <03-03-12/0732:47> »
Sounds like a good time.

Crash_00

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« Reply #198 on: <03-03-12/0946:48> »
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Critias, the problem with how social skills work is that they are resisted by the same social skills. In D&D, for example, you would get a Sense Motive check to see if you're being conned, or a Will save to avoid being intimidated. Sure, the fighter might not have either in spades, but it is still better than trying to match his Bluff against the Bard's.

You get a will save vs. being intimidated in SR too. You roll Intimidate+Willpower for resistance. The only difference is that you aren't required to pick up points in intimidate, where as in D&D you are forced to pick up Base Save points in Will. Likewise, Etiquette is opposed by Perception+Charisma, Leadership is opposed by Leadership+Willpower, and Con can be resisted with Con or Negotiate. The only social skill that is dead on the same for use and resistance is Negotiation.
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Changing it so Intimidate is resisted by Composure would be the easiest fix.
Changing to a Composure check doesn't actually fix the main issue (which isn't how the skills are resisted) because it changes to two stats for resistance neither of which is too easy raise for all occasions. The real issue is, as was already suggested, the ease at which social characters can reach insane dice pools while their are relatively few bonuses possible for resisting social skills. Unfortunately, most people don't like the flavor of the easiest bonus included (emotitoys).
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So forcing the characters into pissing off the mob boss is not hijacking, or even screwing over.
Please point out where I mentioned forcing them to piss off the mob. All I've mentioned is taking what they've done themselves and applying it with their flaws in mind. If the characters piss off the mob on their own, then no, that is not hijacking. Unless you want to make the absurd claim that it's hijacking to involve the mob in the game in the first place.
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And screwing characters over is not screwing players over? It's supposed to be a roleplaying game. The players are supposed to be the characters, or atleast have a strong bond to them. Otherwise you're just playing with stats. Which is good if you want to play that Other Strategic Silmulation Game (Trademark) but in an RPG that's not how it's done...
When an NPC in the game has reason to screw the character over, then no it's not screwing the player over. Yes there is a bond between the two, that doesn't mean they are the same. The players act in the role of their characters. Johnny Depp is not Jack Sparrow no matter how good of a time he has playing the role. Differentiating between in game NPCs having it out for you character and the GM having it our for you is vital to roleplaying. If players can't do that, they really don't need to be playing.
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The GM is not against the players. Most roleplaying game rulebooks even state that the GM is trying to tell a story in a world he creates with the main characters his player creates. It's not supposed to be a game of GM versus players.
I have yet to put forth a GM vs. Players situation. I've offered in game support for every single situation I put forth. If you'd like to point out a GM vs. player situation, I would love to see it. This has nothing to do with either discussion at hand though.
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You seem to have ignored the "often" in there, that connotes that not all qualities are intended to be those which come up in play. If all qualities were meant to come up in play, the word always would be used instead of often.
No I did not. I have not once said that every flaw should come up in every stressful situation. If it weren't meant to be for all qualities, the sentence would read that most are intangible characteristics that often come up. It does not say most.

CanRay

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« Reply #199 on: <03-03-12/0947:13> »
d20 is good solely for the fact that it doesn't require you to buy 30 dice and keep them at hand to throw a test of picking up a fallen pistol from the floor, as they said in cracked.com. I found that article very funny.
But I like my massive amounts of dice...   :'(
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ArkangelWinter

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« Reply #200 on: <03-03-12/0955:55> »
d20 is good solely for the fact that it doesn't require you to buy 30 dice and keep them at hand to throw a test of picking up a fallen pistol from the floor, as they said in cracked.com. I found that article very funny.
But I like my massive amounts of dice...   :'(
When the zombie apocalypse begins, SR and White Wolf players will have hundreds of caltrops already at hand

Crash_00

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« Reply #201 on: <03-03-12/0958:50> »
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But I like my massive amounts of dice...

There is always something fun about having to snag extra dice because your 36 cube just isn't enough.

CanRay

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« Reply #202 on: <03-03-12/1000:21> »
Maybe it's because I can relate with my dice better than other people...

Hey, look, back on topic!  ;D
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Crash_00

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« Reply #203 on: <03-03-12/1017:44> »
Ya, but sometimes my dice say 1 and 2 to me. I don't know what it means, but I'm uncouth so I'm pretty sure they're making fun of me. Time to go cry.

CanRay

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« Reply #204 on: <03-03-12/1200:31> »
Ya, but sometimes my dice say 1 and 2 to me. I don't know what it means, but I'm uncouth so I'm pretty sure they're making fun of me. Time to go cry.
Nah, don't cry.

GET MAD!
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Crash_00

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« Reply #205 on: <03-03-12/1207:27> »
But...but if i get mad they'll just say 1 forever.

CanRay

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« Reply #206 on: <03-03-12/1209:20> »
But...but if i get mad they'll just say 1 forever.
Not if you put them in the blender.  *Slasher Smile*
« Last Edit: <03-03-12/1214:57> by CanRay »
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All4BigGuns

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« Reply #207 on: <03-03-12/1229:42> »
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Critias, the problem with how social skills work is that they are resisted by the same social skills. In D&D, for example, you would get a Sense Motive check to see if you're being conned, or a Will save to avoid being intimidated. Sure, the fighter might not have either in spades, but it is still better than trying to match his Bluff against the Bard's.

You get a will save vs. being intimidated in SR too. You roll Intimidate+Willpower for resistance. The only difference is that you aren't required to pick up points in intimidate, where as in D&D you are forced to pick up Base Save points in Will. Likewise, Etiquette is opposed by Perception+Charisma, Leadership is opposed by Leadership+Willpower, and Con can be resisted with Con or Negotiate. The only social skill that is dead on the same for use and resistance is Negotiation.
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Changing it so Intimidate is resisted by Composure would be the easiest fix.
Changing to a Composure check doesn't actually fix the main issue (which isn't how the skills are resisted) because it changes to two stats for resistance neither of which is too easy raise for all occasions. The real issue is, as was already suggested, the ease at which social characters can reach insane dice pools while their are relatively few bonuses possible for resisting social skills. Unfortunately, most people don't like the flavor of the easiest bonus included (emotitoys).
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So forcing the characters into pissing off the mob boss is not hijacking, or even screwing over.
Please point out where I mentioned forcing them to piss off the mob. All I've mentioned is taking what they've done themselves and applying it with their flaws in mind. If the characters piss off the mob on their own, then no, that is not hijacking. Unless you want to make the absurd claim that it's hijacking to involve the mob in the game in the first place.
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And screwing characters over is not screwing players over? It's supposed to be a roleplaying game. The players are supposed to be the characters, or atleast have a strong bond to them. Otherwise you're just playing with stats. Which is good if you want to play that Other Strategic Silmulation Game (Trademark) but in an RPG that's not how it's done...
When an NPC in the game has reason to screw the character over, then no it's not screwing the player over. Yes there is a bond between the two, that doesn't mean they are the same. The players act in the role of their characters. Johnny Depp is not Jack Sparrow no matter how good of a time he has playing the role. Differentiating between in game NPCs having it out for you character and the GM having it our for you is vital to roleplaying. If players can't do that, they really don't need to be playing.
Quote
The GM is not against the players. Most roleplaying game rulebooks even state that the GM is trying to tell a story in a world he creates with the main characters his player creates. It's not supposed to be a game of GM versus players.
I have yet to put forth a GM vs. Players situation. I've offered in game support for every single situation I put forth. If you'd like to point out a GM vs. player situation, I would love to see it. This has nothing to do with either discussion at hand though.
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You seem to have ignored the "often" in there, that connotes that not all qualities are intended to be those which come up in play. If all qualities were meant to come up in play, the word always would be used instead of often.
No I did not. I have not once said that every flaw should come up in every stressful situation. If it weren't meant to be for all qualities, the sentence would read that most are intangible characteristics that often come up. It does not say most.

I just have this one last thing to say. Don't expect players to get any real attachment to their characters in your games. From reading your running style, it would appear that any real attachment to a character will lead to nothing but disappointment.
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Crash_00

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« Reply #208 on: <03-03-12/1243:01> »
Sorry you feel that way. I get begged to run games, and rarely do players have to make backup characters. Then again, most of the people that have played under me aren't that caught up in being 100% super optimized to the max over the story. Likewise, I don't really know any of them to plan out their character's development in advance like a lot of people here suggest.

Shadowrun is actually the easiest system to fix bad things that have happened to a character that I've played. Cloned limb replacements and cheap available cybernetics make for few lasting "scars" on a character.

If your character attachment is threatened by not being 100% optimized, then I suggest not playing under anyone that states their a hard or rough GM.

All4BigGuns

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« Reply #209 on: <03-03-12/1258:38> »
Sorry you feel that way. I get begged to run games, and rarely do players have to make backup characters. Then again, most of the people that have played under me aren't that caught up in being 100% super optimized to the max over the story. Likewise, I don't really know any of them to plan out their character's development in advance like a lot of people here suggest.

Shadowrun is actually the easiest system to fix bad things that have happened to a character that I've played. Cloned limb replacements and cheap available cybernetics make for few lasting "scars" on a character.

If your character attachment is threatened by not being 100% optimized, then I suggest not playing under anyone that states their a hard or rough GM.

100% optimized is not something that most people care about, but you need to remember that just because someone wants their character to be very good at what the character is focused around does not make them a poor RPer nor does it make them automatically a "munchkinizing power player".

As to negative qualities coming into play, a good rule of thumb to follow is that if a particular negative quality is one dealing with physiology the character is born with (Sensitive System and Sensitive Neural Structure as the main examples here), it should be considered background and not be pulled out to screw with the character. Paraplegic and Quadriplegic are also negatives which by their nature are always on, and to actively do more with them is unnecessarily antagonistic.

Caring more about the feelings of the players does not, as you have put it several times, turn the game into "RainbowRun", and your constantly pulling out this particular argument has done little more than piss me (and I'm sure others) off to no end.
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