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Optimisation of characters-do we lose something doing it?

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Crunch

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« Reply #90 on: <11-18-12/0227:24> »
And it works just fine to do the stats first and worry about the background later as well.

I actually couldn't agree more with this. Especially with players who are less familiar with a world, letting them pick a skill set and build to that can be a lot less intimidating than expecting them to have a full back story when they sit down to play.

Katrex

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« Reply #91 on: <11-18-12/1334:55> »
Yes it works to do stats first and worry about background later. I didn't say it didn't work. but what it does is forces you in to certain backgrounds. Or makes you create rather off the wall explanations to justify your character. Therefore it restricts your character. Not necessarily a bad thing because it can lead to interesting things. But its still restrictive where it need not be.

JustADude

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« Reply #92 on: <11-18-12/1510:28> »
Yes it works to do stats first and worry about background later. I didn't say it didn't work. but what it does is forces you in to certain backgrounds. Or makes you create rather off the wall explanations to justify your character. Therefore it restricts your character. Not necessarily a bad thing because it can lead to interesting things. But its still restrictive where it need not be.

You do realize that you can actually do them both at the same time, right?

Nobody's forcing you to have your stats set in stone before you start writing your background. If you come up with something that doesn't quite jive with your sheet, you can go back and tweak your stats.

Conversely, of course, if your background can't justify your character's "core competencies" then you need to go back and change your background so you actually have a playable character... for whatever dice-pool is "playable" at your table.

In short... the stat block and the background are two sides of the same coin. You need both, and neither is more important.
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Crunch

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« Reply #93 on: <11-18-12/1512:52> »
[You need both, and neither is more important.

I'd say rather that the importance of each is determined by the style of your table and GM. I've played in damn good games where the stat block was rarely if ever used. I've also played in damn good games where the characters back story was relatively unimportant and the characters stats and current behavior were all that was important.

All4BigGuns

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« Reply #94 on: <11-18-12/1517:40> »
Yes it works to do stats first and worry about background later. I didn't say it didn't work. but what it does is forces you in to certain backgrounds. Or makes you create rather off the wall explanations to justify your character. Therefore it restricts your character. Not necessarily a bad thing because it can lead to interesting things. But its still restrictive where it need not be.

You do realize that you can actually do them both at the same time, right?

Nobody's forcing you to have your stats set in stone before you start writing your background. If you come up with something that doesn't quite jive with your sheet, you can go back and tweak your stats.

Conversely, of course, if your background can't justify your character's "core competencies" then you need to go back and change your background so you actually have a playable character... for whatever dice-pool is "playable" at your table.

In short... the stat block and the background are two sides of the same coin. You need both, and neither is more important.

There's only one person that CAN force that. Oneself. ;)

I've played in damn good games where the stat block was rarely if ever used.

I question the possibility of such a thing. With no combat (which requires use of mechanics), IMO, a game becomes incredibly dull and boring very rapidly.
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Crunch

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« Reply #95 on: <11-18-12/1527:16> »

I question the possibility of such a thing. With no combat (which requires use of mechanics), IMO, a game becomes incredibly dull and boring very rapidly.

Which is just a way in which all people are not identical.

Good games with little reference to mechanics are easily possible. I've played in sessions that focused on RP or puzzle solving that were incredibly engaging and enjoyable. I've also run sessions in which combat and mechanical interaction were at best side shows that worked very well.

I'm not saying that everyone has to play in such games or want to. Just as people like different books and movies people like different types of games as well.

blackangel

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« Reply #96 on: <11-18-12/1533:56> »
I question the possibility of such a thing. With no combat (which requires use of mechanics), IMO, a game becomes incredibly dull and boring very rapidly.

In fact I used to play Sventh sea RPG and the opposition level is pretty good. You deal brute squad easily with one or two rolls, henchmen in a nearly real fight but supposed to be in your advantage and the true vilains who are on par with you and should be epic.
But throwing dozens of brute in a fight has something of the swashbuckling old movies and is pretty fun.

BA
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All4BigGuns

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« Reply #97 on: <11-18-12/1538:46> »
I question the possibility of such a thing. With no combat (which requires use of mechanics), IMO, a game becomes incredibly dull and boring very rapidly.

In fact I used to play Sventh sea RPG and the opposition level is pretty good. You deal brute squad easily with one or two rolls, henchmen in a nearly real fight but supposed to be in your advantage and the true vilains who are on par with you and should be epic.
But throwing dozens of brute in a fight has something of the swashbuckling old movies and is pretty fun.

BA

I've been in combats using those 'brute squad' mechanics, and it was interesting. GM used them in an L5R game.
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emsquared

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« Reply #98 on: <11-18-12/1619:50> »
... when you're focusing on mechanics you're not focusing on story. Its a cop out to shape your story around the optimized charecter you've built.
Wow, can't do much but just grin and shake my head anymore.

JustADude

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« Reply #99 on: <11-18-12/1714:07> »

I question the possibility of such a thing. With no combat (which requires use of mechanics), IMO, a game becomes incredibly dull and boring very rapidly.

Which is just a way in which all people are not identical.

Good games with little reference to mechanics are easily possible. I've played in sessions that focused on RP or puzzle solving that were incredibly engaging and enjoyable. I've also run sessions in which combat and mechanical interaction were at best side shows that worked very well.

I'm not saying that everyone has to play in such games or want to. Just as people like different books and movies people like different types of games as well.

Good point, there. I can totally agree that dfferent people look for different things from their games.

My personal PoV is that of a long-time MUSH player. If I want diceless, freeform social RP I'll just log on and play over telnet where it's easier to immerse myself in the character. I play "crunchy" games to get my tactical mojo on, and create my characters appropriately.

I can totally see where people who don't get regular "soft RP" fixes would want to make the system less mechanically dominated, though.

... when you're focusing on mechanics you're not focusing on story. Its a cop out to shape your story around the optimized charecter you've built.
Wow, can't do much but just grin and shake my head anymore.

Agreed.

It's a fine demonstration of the universal nature of fanatical extremism, though.
« Last Edit: <11-18-12/1716:42> by JustADude »
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Crunch

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« Reply #100 on: <11-18-12/1758:18> »

Good point, there. I can totally agree that dfferent people look for different things from their games.

My personal PoV is that of a long-time MUSH player. If I want diceless, freeform social RP I'll just log on and play over telnet where it's easier to immerse myself in the character. I play "crunchy" games to get my tactical mojo on, and create my characters appropriately.

I can totally see where people who don't get regular "soft RP" fixes would want to make the system less mechanically dominated, though.


Sure. Mostly if I want to get my tactical mojo fix I play Battletech or one of the half dozen or so board or war games I play. (I'll also give a shout out to the Battletech A Time of War Tactical Addendum which is a very elegant RPG scale war game.)

What I'm looking for in a game like SR is a blending of the hard and the soft. Tactics and acting. Crunch and fluff. Story and action.

But that's just my preference, and I'm, not trying to force it on anyone. What irks me is when players do try to force their play style on others.

As for fanaticism I'd say that neither All4BigGuns opinion that good non combat RPGs are impossible, nor Katrex's opinion that mechanics distract from story are examples of it. I'd just say that its two players with different styles expressing their preference. The fact that Guns got a reasoned response and Katrex got called a fanatic is an example of the behavior I've been objecting to here.

Katrex

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« Reply #101 on: <11-18-12/1845:28> »
Thank you crunch, I was about to comment on that myself. People seem to think im saying that they are mutualy exlusive. Im not saying that at all.

 Im saying when mechanics influence your charecter... well they're influencing your charecter. Its obvious isn't it?

There will be people forced in to the shadows who at the start DONT have their core competancies,

Let's take a corp wageslave that finds out too much and has to go on the run. Saying "oh hes not good enough mechanicly" so he then becomes a gun fanatic who went to the pistol range every other day to get a 6 in pistols

That's viable, and im not saying its wrong. It's created a character with a back story. But it does detract from the fact that at first your idea was this is an ordinary guy who gets mixed up in the wrong business.

I would, Give him in debt and with a basic skillwire, have him perhaps get addicted to combat drugs in play, max his edge even if it isn't optimal, because he is damn lucky hes somehow survived this far, high mental stats even if he isn't a mage or technomancer.

He wont be as optimised but for me anyway trying to roleplay how he would deal with the horrors of the shadoworld, is much more interesting than, the guy in the same situation who was a corporate experiment whos auged up to the teeth and spent his childhood hunting animals and is therfore no stranger to death.

I hope you understand the distinction Im making. And im not always doing it, i also often do it yourway. But i think this way does create more interesting characters to roleplay, Although granted it can be as if you're playing on hard mode.

emsquared

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« Reply #102 on: <11-18-12/1958:58> »
Im saying when mechanics influence your charecter... well they're influencing your charecter. Its obvious isn't it?

There will be people forced in to the shadows who at the start DONT have their core competancies,

Let's take a corp wageslave that finds out too much and has to go on the run. Saying "oh hes not good enough mechanicly" so he then becomes a gun fanatic who went to the pistol range every other day to get a 6 in pistols

That's viable, and im not saying its wrong. It's created a character with a back story. But it does detract from the fact that at first your idea was this is an ordinary guy who gets mixed up in the wrong business.

I would, Give him in debt and with a basic skillwire, have him perhaps get addicted to combat drugs in play, max his edge even if it isn't optimal, because he is damn lucky hes somehow survived this far, high mental stats even if he isn't a mage or technomancer.
See but all you're saying is that what interests you, rp-wise, is an everyman being thrown into the world of runners. This build is no less focused on mechanics than the spec ops sniper, just the mechanical focus is being ill-fitted for the shoes he's wearing. The mechanics are guiding your character creation here no less than my ex-corporate confidence man who's an augmented adept.

Neither is made in a vacuum, whether you're saying "I build around my story", you still know what it's gonna mean mechanically. And when I say, "my group needs a face, I'll make a good face", I already have in my mind how a top notch face would get into the world of running.

If you are building a character like the above for Missions, I'm sorry but those guys who sit down at that Con table and run circles around your ex-wageslave are not bad-rpers, you just made a dumb choice for a Missions character. If you're making that kind of character, I have to assume everyone is on the same page (making mooks), if not - and your GM just said, "bring SR characters next week", you cannot blame other players for building what they enjoy, if their was no dialogue. If you are consistently under powered or one guy is consistently over-powered, someone might just needs to find a new group. If someone isn't interested in rping, then they definitely need to find a new group, but you can't tell that just from their build.

JustADude

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« Reply #103 on: <11-18-12/2014:27> »
As for fanaticism I'd say that neither All4BigGuns opinion that good non combat RPGs are impossible, nor Katrex's opinion that mechanics distract from story are examples of it. I'd just say that its two players with different styles expressing their preference. The fact that Guns got a reasoned response and Katrex got called a fanatic is an example of the behavior I've been objecting to here.

Really? Because the way I read it, Katrex just outright dismissed any possibility that a background, no matter how detailed or well-characterized, after you start on your sheet might create a "genuine" character, and declared that the One True Way to build a character is to write your background then, and only then, once the background is set in stone, fill in your sheet.

Probably just an unintended implication of the word-choice, but it's the same style of dismissal I hear from certain religious types when they foo-foo scientific knowledge that contradicts their religious dogma.

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Now, as for Katrex's own commentary...

There will be people forced in to the shadows who at the start DONT have their core competancies,

Problem is, 400 BP characters aren't "noobs". They're right at the start of their career, sure, but they're supposed to be developed enough to actually get booked for "real" work by a Fixer. These people aren't charities and, as said before, your teammates aren't there to baby-sit you. If you can't do your job, why are you being hired instead of one of the guys who can?

And don't get me wrong, there's a world of difference between "the best of the best" and "good enough." I think that message may get a little lost in the shuffle, some times.

You've got to start somewhere, and people aren't going to be paying the money the Big Dogs demand to do jobs like a simple grab'n'go theft or low-security extraction, but there's a point where you have to ask yourself why they're bothering with you when the out-of-the-book Gangers are just as good, and will probably work for cheaper.

Let's take a corp wageslave that finds out too much and has to go on the run. Saying "oh hes not good enough mechanicly" so he then becomes a gun fanatic who went to the pistol range every other day to get a 6 in pistols

That's viable, and im not saying its wrong. It's created a character with a back story. But it does detract from the fact that at first your idea was this is an ordinary guy who gets mixed up in the wrong business.

If he's a trigger-man, then he dang well better have some shooting skills at the start. Otherwise, again, why did he get hired as a trigger-man?

If he's not a trigger-man, shooting isn't one of his "core competencies" anyway, so it doesn't matter if he can't shoot. Sure, it's a good idea to be able to handle a gun, given the line of work, but it's not the Face/Hacker/Whatever's job to sling lead, so it's not a huge deal if they can barely hit the broad side of a barn.

I would, Give him in debt and with a basic skillwire, have him perhaps get addicted to combat drugs in play, max his edge even if it isn't optimal, because he is damn lucky hes somehow survived this far, high mental stats even if he isn't a mage or technomancer.

He wont be as optimised but for me anyway trying to roleplay how he would deal with the horrors of the shadoworld, is much more interesting than, the guy in the same situation who was a corporate experiment whos auged up to the teeth and spent his childhood hunting animals and is therfore no stranger to death.

That's a bit of a straw man, there, Katrex. You don't need to be some freakish, SURGEd vat-job to be "competent." Just take all the common and customary steps that anyone would reasonably take to be good at their high-risk-high-reward profession. Stuff like a trigger-man having Muscle Toner 2, an Agility of at least 4(6), and a Shooting Skill of at least 4.

10 dice before modifiers isn't too high a bar, is it?

As for roleplaying horrors... how about a kid that grew up half-starved in the Barrens and learned how to fight because it was that or keep getting the shit kicked out of him by bigger kids who wanted what little he had and, eventually, got noticed by one of the bigger gangs and got some more skills and access to some 'ware (probably Second-Hand, of course), and is finally "graduating" to being a Shadowrunner?

The very fact that the kid sees those horrors as "the way things are" has its own potential for gritty, GrimDark nastiness if you play up the "hardened" attitude, rather than simply dismissing it... especially if there's a sheltered Wageslave type in the party as well to get freaked out over it. ;)

I hope you understand the distinction Im making. And im not always doing it, i also often do it yourway. But i think this way does create more interesting characters to roleplay, Although granted it can be as if you're playing on hard mode.

I wouldn't call them "more interesting" as much as simply "less professional."

That's not a bad thing, mind you, but it's not everyone's cup of tea. It really depends on what you want from the game, and how you, as a player, are going to interact with your character on a meta level.

For example, I enjoy social RP, especially if it's random stuff happening during "slow points" in a job when we have to wait for something, but I don't want to spend 3 sessions on down-time chit-chatting with family and friends. I get enough "just folks" RP on the MUSHs I play on.

I also take pleasure in designing, planning, constructing, and generally "scheming" type activities. That means that 1) optimizing a character while preserving their uniqueness as an individual entity is an enjoyable challenge in its own right, and 2) I need to play a character that can reasonably do the same things... because, otherwise, it's just no fun for me. I hate not being able to actually act on the tactical insights I might have because it's not the "in character" thing to do.
« Last Edit: <11-18-12/2033:38> by JustADude »
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Katrex

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« Reply #104 on: <11-18-12/2045:37> »
Just a dude I think Instead of trying to be "Right" you should try to instead understand and communicate. If you think im dismising something out of hand just ask

"Are you implying that theres never possibility that a background, no matter how detailed or well-characterized, after you start on your sheet might create a "genuine" character,"

And I would have said, "No" thats not what im saying, The characters can still be genuine, anything can happen in shadowrun and not all of it is rediculous :P  but for me personally they miss something, and ive been trying to explain how.

Thats what the Op was asking. Does optimisation miss something, For me the answer is "Sometimes, yes"

Now if you don't understand my perspective fair enough.

"Sorry I don't understand katrex, I've never felt limited by mechanics", or" Ive always enjoyed creating a backstory within the framework of my character" Or whatever other reasons you might have.

"Sometimes I enjoy that too, But characters for me feel most real when I build them before opening the books. Maybe its because I used to be such a min maxer than I cant help mechanics influence my charecter, but for me anyway my characters lose something no matter how hard I try when I optimize.I hope our posts have been informative to the OP"