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Consequences of Move By Wire

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Glyph

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« Reply #45 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.

WellsIDidIt

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« Reply #46 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.

Unahim

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« Reply #47 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! ^^

All4BigGuns

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« Reply #48 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.
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lurkeroutthere

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« Reply #49 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.
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Crunch

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« Reply #50 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.

Thrass

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« Reply #51 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.
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JustADude

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« Reply #52 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.

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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.
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The Wyrm Ouroboros

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« Reply #53 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.
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All4BigGuns

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« Reply #54 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.
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Crunch

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« Reply #55 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.

The Wyrm Ouroboros

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« Reply #56 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.
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lurkeroutthere

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« Reply #57 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.
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All4BigGuns

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« Reply #58 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.
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Unahim

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« Reply #59 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?