Interface Zero: Upgrade in Progress

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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

I have picked Mob soldier as my occupation at least preliminary. But I am thinking about which kind of organised crime I want to be a part of and I can`t decide. Yakuza is the classic Cyberpunk alternative so that was where I started and it works. But I don`t know if it feels quite right... So I was thinking about alternatives. Cosa nostra Italian mob would be a very cool, slick and sophisticated alternative while Neo-nazi skinheads (well not really Nazi, all humans are ok it is those damn hybrids and skinjobs that we hate!) would be the more rough around the edges choice.

Do you have any ideas? Chances are that the rest of you might have to deal with them to so tell me what you think is cool :)
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Re: Interface Zero: Upgrade in Progress

Inlägg av nDervish »

God45 skrev:I have picked Mob soldier as my occupation at least preliminary. But I am thinking about which kind of organised crime I want to be a part of and I can`t decide. Yakuza is the classic Cyberpunk alternative so that was where I started and it works. But I don`t know if it feels quite right... So I was thinking about alternatives. Cosa nostra Italian mob would be a very cool, slick and sophisticated alternative while Neo-nazi skinheads (well not really Nazi, all humans are ok it is those damn hybrids and skinjobs that we hate!) would be the more rough around the edges choice.
The location is probably also a factor to consider - you're more likely to find mafia in Boston or yakuza/triad/tong in San Francisco.

So, anyone else want to weigh in on that? Willard prefers Boston, God45 seems to think they're both great. I refuse to have an opinion yet because I've only looked at one of the two city books so far.

On another topic, I got lost for a while in the golemmechs playtest document last night. Word on G+ is that it's been thrown out for being too complicated (Designing a new mech requires you to do math! Oh, noes!) and rewritten from the ground up, but I think it looked freaking awesome. It covers everything from lightweight exoskeletons for fire and rescue workers up to Size +6 (call it 15, maybe 20 meters tall) combat mecha bristling with 90mm rocket pods, 120mm anti-armor cannon, and all the other goodies you'd expect on a beast like that.

There's a also a brief mention of determining cost and flaws for "scrap built" mechs, which has me toying with ideas for a one-shot that's largely Bubblegum Crisis-style, except, instead of sleek bodysuits bankrolled by a top-level corporate exec, the team are a bunch of scavengers who have collected junk parts from the San Francisco ruins and pieced them together into (barely) functional mechs.
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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

Oh, and we need to decide morality level for the game. We can play white hats and then I will condename my character Paladin and play accordingly. But if we decide to not go that route I want us to wear hats so black that they qualify as vacuums. :)
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Re: Interface Zero: Upgrade in Progress

Inlägg av Rekreativc »

Well... You know me, I vote for white hats :) But if the group decides to go the other way I guess I'll step out of my comfort zone and play a baddy.

As for occupation, I was thinking: Fireman. It isn't mentioned in the character creation book, but it does mention players & DM's should work together to set up something that works. I think it could be based on a good police officer, as one could argue they share quite a few virtues.

I'm thinking about playing someone who always steps up when the need arises. Think Captain Carrot from Discworld. Always ready to kick ass, as long as the cause is just (in his mind!). Good charisma/people/leadership skills, not too bright but with a firm belief that the things will turn out as they should.

IF we do decide to go black hats, I think I would still like to make that character work - perhaps they brainwashed him a bit too well?

What do you guyz think?
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Re: Interface Zero: Upgrade in Progress

Inlägg av nDervish »

Update on the question of what city to play in: I've taken a closer look at the Boston and San Francisco books. Boston is a much more "conventional" cyberpunk setting, with tons of people; big, shiny buildings everywhere; megacorps bribing politicians; and so forth. San Francisco, on the other hand, is a post-apocalytic ruin with unreliable electricity; poor network connectivity; and a small population (it was down to 1.2 million in 2060, when the last US census was taken; since then, they've been nuked and had a major earthquake which have reduced the population to an estimated 12,000).

So, basically, a game set in Boston would be much more Gibson/Ghost in the Shell/Max Headroom/etc., while San Francisco would make it a higher-tech Mad Max.
Rekreativc skrev:As for occupation, I was thinking: Fireman. It isn't mentioned in the character creation book, but it does mention players & DM's should work together to set up something that works. I think it could be based on a good police officer, as one could argue they share quite a few virtues.
Yep, we could definitely do something like that. Do you have any specific suggestion for what you think the occupation should look like?

Off the top of my head, I'd say probably no perks, but no required edges either. Likely skills would be Climbing, Survival (the San Francisco book has a system for scavenging in the ruins which uses Survival rolls to avoid falling through weakened floors, walls falling on you, etc.), Healing, and maybe an appropriate Knowledge (just Fire Fighting would be too narrow; I'm thinking it should be something that also includes hazmat procedures and the like). Probably reduce base pay from 5k to 4k to reflect the lower requirements and lower status of firemen. How's that sound?
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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

Both of the cities sounds so cool! :D I can`t decide.
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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

If we do San Francisco we could set up this "neighbourhood watch" thing where we only take jobs that help people and then we can spend our cash and influence on making the city better. We can mess up gangs, evil corps that want to exploit people and try to get the place re-built.

But if we run Boston we can be elite mercenary's who deal with corporate warfare, espionage, wet works and data retrieval while trying to stay one step ahead of the system, cops and rival teams. We can also use Cyberpunk tropes a lot more.
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Re: Interface Zero: Upgrade in Progress

Inlägg av Rekreativc »

God45 skrev:If we do San Francisco we could set up this "neighbourhood watch" thing where we only take jobs that help people and then we can spend our cash and influence on making the city better. We can mess up gangs, evil corps that want to exploit people and try to get the place re-built.
I really like this idea!!! It speaks to me and I think it works well with the character I have in mind.
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Re: Interface Zero: Upgrade in Progress

Inlägg av nDervish »

DTRPG has their Savage September sale currently running, with IZ1.0 on sale for US$4.99 if anyone wants to buy a copy. We won't be using many (if any) of the rules from that book, but it's still the most extensive source of setting information available.

For those who don't want to buy it, I've attached a pdf of the "Lingo of Interface Zero" section. Some of the terms have evolved a bit since IZ1.0 came out (most notably, "zeek" no longer seems to be derogatory and androids are now distinct from simulacra), but it's still a good reference.
God45 skrev:If we do San Francisco we could set up this "neighbourhood watch" thing where we only take jobs that help people and then we can spend our cash and influence on making the city better. We can mess up gangs, evil corps that want to exploit people and try to get the place re-built.
Frisco would also be a much easier place for an unwired, (presumably) unregistered zeek to hide out, what with it being largely lawless instead of under martial law, plus the So Cal Deadzone as a whole is chock full of hybrids for racist humans to hate.
Bilagor
IZ_Lingo.pdf
The Lingo of Interface Zero
(1.52 MiB) Nerladdad 378 gånger
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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

most notably, "zeek" no longer seems to be derogatory
To bad. I wanted to be a massive hypocrite with "Zeek is our word. YOU will call me a psion!" while being racist to hybrids ;)
Frisco would also be a much easier place for an unwired, (presumably) unregistered zeek to hide out, what with it being largely lawless instead of under martial law, plus the So Cal Deadzone as a whole is chock full of hybrids for racist humans to hate.
Sounds like the place to be :D

Oh, and in the grand tradition of Cyberpunk games I now presents sayings of Cyberpunk mercenary's ;) :

1.Shoot Straight.

2.Conserve Ammo.

3. Watch Your Back.

4: There Is No Overkill, Only 'Keep Firing' And 'I Need To Reload'

5: DGIF. Drones Go In First

6: Geek the Zeek first

7: If it sounds too good to be true, you're being double-crossed.

8: If the Demo man turns and legs it, try to keep up.

9: If you can't tell the close air support from the friendly fire, the Rigger's betrayed you.

10: If violence wasn't your last resort, you failed to resort to enough of it.

11: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.

12: If you're not willing to throw grenades close to your friends, you're not willing to win.

13: Don't be afraid to be the first to resort to violence.

14: If the price of collateral damage is high enough, you might be able to get paid for bringing ammo home.

15: The enemy of my enemy is my enemy's enemy. Nothing more, nothing less.

16: A little trust goes a long way. The less you use, the further you'll go.

17: Only cheaters prosper.

18: Trust your team to do their jobs, don't trust them to keep yourself alive--that is your problem.

19: There's no such thing as a fair fight.

20: The Decker Always Dies!

21:If you have more than the gutter for a living space and a bottle for company, you're living above your means.
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Re: Interface Zero: Upgrade in Progress

Inlägg av Willard »

Sounds like we'll be doing Frisco then :) I'll play up the engineering aspect then, rather than the corporate one.

How do augmentations work together with drones? Say I get "cyberears, amplified hearing" and "cybereyes, enhanced vision", can I utilize those through my drones? And Tests of Will, will I have to suffer through a lot of those as drones sustain damage or the like? To not be shaken when they are, etc. How does that work?

In addition to those I'm thinking about a Vehicle Control Interface (assuming drones count as some kind of vehicles) and (possibly Advanced) Enhanced Neural Net.
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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

I have now re-made my character for the 6th time so that I can do some hacking as well as street samuraing and psionics. So I was wondering if we start as deniable assets or at gutter level. Becuse that will determin if I can afford an hacker glove or not. :)
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Re: Interface Zero: Upgrade in Progress

Inlägg av nDervish »

Willard skrev:How do augmentations work together with drones? Say I get "cyberears, amplified hearing" and "cybereyes, enhanced vision", can I utilize those through my drones?
Nope, what you can perceive while piloting a drone is determined by the drone's sensors, not your own capabilities. In general, augments that affect your mind (skills, Smarts/Spirit, edges) will still apply when jacked in to a drone and augments that affect your body (enhanced senses, Agility/Strength/Vigor, toughness) will not.
Willard skrev:And Tests of Will, will I have to suffer through a lot of those as drones sustain damage or the like? To not be shaken when they are, etc. How does that work?
Drones are vehicles, so they don't get Shaken. Instead, a damage roll that beats their Toughness forces the controller (either you if you're actively controlling it or the drone's AI if it's on automatic) to make a Boating/Driving/Piloting roll and, if that roll fails, the vehicle goes out of control and there's a table to roll on for the result.

If the damage roll scores a raise against the vehicle's Toughness then it takes a Wound (one Wound per raise, just like normal combat). If you are actively piloting the drone when it takes a Wound, then you are automatically Shaken.
Willard skrev:In addition to those I'm thinking about a Vehicle Control Interface (assuming drones count as some kind of vehicles) and (possibly Advanced) Enhanced Neural Net.
You definitely want a VCI. If you don't have one, you can only control one drone at a time and you can't actively pilot it, just give orders to the AI and let it do the rest.

In the Drones Playtest Document, VCIs come in three levels (the details of installing them aren't listed, but I'll assume they're 1, 2, and 4 Strain) and allow control of up to four drones per level (some larger or more complex drones count as more than one against this limit), but you can only actively pilot one at a time regardless - when you actively pilot a drone, your brain thinks that the drone is your body, so more than one isn't possible. This close integration is why you're Shaken if the drone is damaged, but, on the upside, it also means that you can use all of your (applicable) skills and edges through the drone and even spend bennies for it.
God45 skrev:So I was wondering if we start as deniable assets or at gutter level. Becuse that will determin if I can afford an hacker glove or not. :)
If people want to be Gutter Punks, we can do that, but I'd say Deniable Assets sounds like a better idea. By the conversions I mentioned earlier, Deniable Assets gives you 55,000 Credits.
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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

Nice :) Okey, how does this look statwise?

Paladin:

Real name: Sylvia Geller

Street name: Paladin

Meta-human type: Baseline human

Occupation: Mob soldier.

Party role: Street samurai.

Contacts: Paragon, doctor and healing zeek for the underworld. Iconoclast, Mob middle management.


Stats:
Race: Human

Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d8

Skills: Psionics (tweek) d12, Intimidation d6 (threats of violence), Fighting d6 (Kick-boxing), Notice d6 (Where is the enemy?), Streetwise d6 (Criminals), Hacking d10, Investigation d6 (on the web), Stealth d6 (Ninja sneaking)

Charisma: –; Pace: 6; Parry: 5; Toughness: 6 Strain: 0, Firewall Rating: 4, Street Cred: 2

Hindrances: Code of honour Bushido (major), Racist (minor), Phobia surgery (minor), Enemy, minor corp (minor)

Edges: Arcane Background (Psionics), Power points.

Power rating: 3

Powers: Armour, Bolt and Burst.

Equipment: Shogun combat armour +4/+6.

Stun glove.

Hyperglove. Hackig bonus: 0. VR armour: +6. Damage 2d12. Range: 6/12/18.

6.750 credits.
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Re: Interface Zero: Upgrade in Progress

Inlägg av nDervish »

God45 skrev: Skills: Psionics (tweek) d12, Intimidation d6 (threats of violence), Fighting d6 (Kick-boxing), Notice d6 (Where is the enemy?), Streetwise d6 (Criminals), Hacking d10, Investigation d6 (on the web), Stealth d6 (Ninja sneaking)
  • You forgot to add a specialization for Hacking. It sounds like the Hacking specialization in IZ2.0 will be individual skills for use in the virtual environment, so, e.g., you would use Hacking (Stealth) to pass unnoticed, Hacking (Investigation) to search for paydata, etc.
  • How is "Ninja sneaking" different from regular sneaking? :D
God45 skrev: Charisma: –; Pace: 6; Parry: 5; Toughness: 6 Strain: 0, Firewall Rating: 4, Street Cred: 2
Also add Reputation: 0. It's not mentioned in the IZ2 character beta, but I like the interaction of the Reputation rules in IZ1 with Street Cred. (Basically, every 10 Rep gets you one extra favor; gain Rep by being stylish and winning, lose it for being lame or failing; and you can gamble your Rep for a bonus on social rolls.)
God45 skrev: Hyperglove. Hackig bonus: 0. VR armour: +6. Damage 2d12. Range: 6/12/18.
I need to reread all three versions of the hacking rules (IZ1, Hacking 2.0, and IZ2 character beta) before I say anything official, but I disliked Hacking 2.0's hypergloves at first sight. I'll probably either say to make it an IDSMC Processor augment (at the same cost and capabilities, plus 1-2 Strain) or to lose the glove entirely.
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Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

You forgot to add a specialization for Hacking. It sounds like the Hacking specialization in IZ2.0 will be individual skills for use in the virtual environment, so, e.g., you would use Hacking (Stealth) to pass unnoticed, Hacking (Investigation) to search for paydata, etc.
Ah, I thought it sounded a little cheap to become a master hacker. I am going to gear myself toward Cyber combat so that I can be the Street Samurai online as well as off-line :) Somebody else will probably make a better primary hacker and then I can be the muscle.
How is "Ninja sneaking" different from regular sneaking?
I wanted to be able to do that thing they do in movies when they hide by hanging on to like the walls up by the celling of a room and stuff. It is not so much hiding in plain sight or in crowds which regular sneaking also covers, this is more like something you would see in Mission impossible. :) Does that work?
Also add Reputation: 0. It's not mentioned in the IZ2 character beta, but I like the interaction of the Reputation rules in IZ1 with Street Cred. (Basically, every 10 Rep gets you one extra favor; gain Rep by being stylish and winning, lose it for being lame or failing; and you can gamble your Rep for a bonus on social rolls.)
Cool :)
I need to reread all three versions of the hacking rules (IZ1, Hacking 2.0, and IZ2 character beta) before I say anything official, but I disliked Hacking 2.0's hypergloves at first sight. I'll probably either say to make it an IDSMC Processor augment (at the same cost and capabilities, plus 1-2 Strain) or to lose the glove entirely.
Nice, because fluff wise I hated the glove! Making it an Implant sounds a lot cooler. Why would you wear something on you hand?

By the way, about the hacking system. Are we going to play with brain hacking and mind control or are we playing without it?
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Re: Interface Zero: Upgrade in Progress

Inlägg av nDervish »

God45 skrev:Ah, I thought it sounded a little cheap to become a master hacker. I am going to gear myself toward Cyber combat so that I can be the Street Samurai online as well as off-line :) Somebody else will probably make a better primary hacker and then I can be the muscle.
Hmm... I guess call that Hacking (Fighting) for the moment, but don't be surprised if I change my mind after rereading the hacking rules. (How about Hacking (Knowledge (Programming (Scripts (Attack))))?)
God45 skrev:
How is "Ninja sneaking" different from regular sneaking?
I wanted to be able to do that thing they do in movies when they hide by hanging on to like the walls up by the celling of a room and stuff. It is not so much hiding in plain sight or in crowds which regular sneaking also covers, this is more like something you would see in Mission impossible. :) Does that work?
Sure! But I can't help noticing that you don't have any Climbing skill...

Or, actually, how about Athletics instead? That seems to be a common house rule - get rid of Climbing, Riding, and Swimming skills and replace them all with a single Agility-based Athletics skill. Also, I'm planning to use the abstract movement/mapping system from https://chezalex.net/documents/jeux/sav ... ds/sam.pdf (with the minor adjustment of counting weapon ranges as 6" per zone instead of 12" per zone) and, in that context, running also becomes an Athletics roll.
God45 skrev:Nice, because fluff wise I hated the glove! Making it an Implant sounds a lot cooler. Why would you wear something on you hand?
I think the purpose of it was to give hackers a reason to drag their bodies in with the rest of the team instead of ghosting along, since it requires them to get within pistol range of a hyper object before they can try to hack it. It's a good goal and all, but I think the IZ1 core already provided enough tools to handle that (volumetric firewalls, free-roaming security programs, and content filters on pipes), even if those tools are only mentioned in fluff and not given explicit mechanical definitions.

Personally, though, aside from the question of what makes the most sense, I also love the way IZ1 core handled ghosting and pipes. Hypergloves just seem like a pointless nerf that doesn't do much other than (effectively) removing digital ghosts from the game. I mean, what's cooler? "I put on my powerglove and shoot a hacking beam at his gun to disable it." or "I find a safe place to stash my meatsack while I ghost out, dial up a pipe to behind the enemy, then step through and reach into his gun's brain to disable it."?
God45 skrev:By the way, about the hacking system. Are we going to play with brain hacking and mind control or are we playing without it?
Have I mentioned liking Ghost in the Shell? :D Brain hacks are definitely in, though not for quite a while - according to IZ2 character beta p.28, brain hacks require a Voodoo Chip, which requires a Legendary edge to get. Or you could do a lower-quality brain hack at Veteran by taking Arcane Background (Deep Hacker) and the Puppet power.
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Re: Interface Zero: Upgrade in Progress

Inlägg av bladerunner_35 »

Alright, here goes nothing. On account of being drunk out of my mind in Oslo I haven't been able to participate in the discussion. If you guys are already set I'll try to roll with it but I feel we're going about this the wrong way.

So far we've got a psionic hacker who works as a mob soldier, a corp exec that's a drone jockey in his spare time and a...fireman! And it seems we'll try to help a major criminal syndicate take over the irradiated ruins of San Fransisco in the middle of nowhere while we fight to the death against mutants for ammo and water......

Sorry guys but there's absolutely no cohesion here. It's just a bunch of zany character concepts. Normally that would work but I really want this to take off into a longer running campaign and it is my firm belief that for that to work we need to sit down and tighten the bolts and screws considerably.

Now, if I am the only player wanting that I'll roll with it for as long as I can and I am sure we'll have fun. If you want something more we need to reign this in a bit. 

We decide character concepts after we decide the base of the campaign. Otherwise our characters might as well all meet in the nearest bar.



The question about location is good and very much set the mood and a lot of the framework of the campaign. 
once one of the largest sprawls on the West coast, San francisco was ravaged by war and natural disaster. now, some twenty years after a major earthquake levelled the city, San francisco is home to a wide range of hybrids and humans who eke out a meager existence in this harsh, post-apocalyptic ruin.

Take care though, traveler, because as much as the people of San francisco can't stand each other, they hate outsid-ers even more. These cats'll gladly gut you and leave ya naked and bleeding out on the broken concrete if you so much as look at them the wrong way, tomo. So, if you stumble into the wrong zone or for-get to pack extra ammo when scavenging in the ruins, well...
San Fransisco seems very well defined and narrow in scope. There won't be a whole lot of hacking going on there for instance...

I say we leave it as a cool place to visit as part of an adventure. I do not want to play a campaign where my main concern is having enough food to eat and ammo to kill said food.

I cannot come up with any other well described area so that leaves Boston.
One of the hottest Hot spots of north America, boston was saved from the encroaching seas by a massive civic undertaking, and declared the capital of Atlantica. now, in the face of riots and acts of terrorism, the American ‘Cradle of Liberty' reels under martial law as dissidents protest unpopular decisions in an effort to stoke the flames of rebellion. With soldiers patrolling the streets and violence a way of life, boston stands poised to either blossom into something greater or be wiped off the map and into oblivion.
It's a big city with enough stuff going on that many character concepts can be made to work. 

One of the things that I find most interesting is the clandestine struggle between The North American Coalition wanting to carve enough territory and resources from out of the rest of the ol' US and all the other independents, The Great Lake Unions, Texas and Atlantica.

This leads into the question of morality. I prefer the colour grey to black and white and a secret shadow war leaves a lot of room open for personal convictions, moral struggles and trying to stay clean while commiting atrocities in the face of extinction.

For me more important than anything is for the campaign to have a focus, a theme. Wether that is the one I have suggested or simply "criminals trying to advance through the ranks of a syndicate" as Sebastian suggested, or something else. I think we could even combine the two, starting as criminals and only slowly realise they are being drawn into another war, no less lethal but with much higher stakes. Being the GM and taking a lot of the burden to plan the game I expect Dave to have a lot to say on the matter. 

I guess that would also mean we're deniable assets (still with those 10 extra exp?). 

Like I said earlier I want my games gritty. I've rarely seen epic becoming something more than more mooks to kill in rapid succession which removes a lot of tactics and becomes boring quickly. I want to stand against smart opponents that uses hunter-seeker missiles, anti-personel mines and small unit tactics.

I guess my main point is that I would prefer some restraint. We've played through a couple of crazy sessions and it was fun but now I want something more. 
God45 skrev:
nDervish skrev:How is "Ninja sneaking" different from regular sneaking?
I wanted to be able to do that thing they do in movies when they hide by hanging on to like the walls up by the celling of a room and stuff. It is not so much hiding in plain sight or in crowds which regular sneaking also covers, this is more like something you would see in Mission impossible. :) Does that work?
As far as I can see Stealth as no specialisations.

As for all the house rules I always prefer to play as-is out-of-the-box until proven otherwise through actual play but it's not that big a deal. 

That was a long post. I do not mean to lay down the law. I just think the campaign will be that much better if we take the time to get on the same page from the start. If you don't like my suggestions that's totally cool but then I am going to need a little (a lot) more to go on before commiting to a character.
"There is nothing else. Existence is random, has no pattern save what we imagine after staring at it to long."

The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt.
nDervish
Custos Castrorum - Nyckelbärare
Custos Castrorum - Nyckelbärare
Inlägg: 367
Blev medlem: tis 04 dec 2012, 11:50
Namn: Dave Sherohman
Ort: Lund

Re: Interface Zero: Upgrade in Progress

Inlägg av nDervish »

TL;DR: I agree with you pretty much across the board, despite not having been drunk out of my mind.
bladerunner_35 skrev: Sorry guys but there's absolutely no cohesion here. It's just a bunch of zany character concepts.
The original plan for tomorrow night was to focus on character creation and I was hoping to come up with something at that time which would help to pull things into a more cohesive shape while doing group character creation.
bladerunner_35 skrev: Normally that would work but I really want this to take off into a longer running campaign
I absolutely agree with that goal. While short campaigns, such as the hunt for Gorm, are fun, too, I strongly prefer longer ones.
bladerunner_35 skrev: I say we leave [San Francisco] as a cool place to visit as part of an adventure. I do not want to play a campaign where my main concern is having enough food to eat and ammo to kill said food.
...
[Boston is] a big city with enough stuff going on that many character concepts can be made to work.
Honestly, when I gave my descriptions of "Boston = chrome, Frisco = Mad Max", I was expecting everyone to say, "Boston, please!" Savage Marches and Hellfrost were both "trying to rebuild (or preserve) civilization in a depopulated post-apocalyptic wasteland", so I was rather surprised when people said they wanted to start up a neighborhood watch to rebuild civilization in the depopulated post-apocalyptic wasteland of San Francisco.
bladerunner_35 skrev: I guess that would also mean we're deniable assets (still with those 10 extra exp?).
Let's revisit the question of location and find a theme first, then we can decide on Deniable Assets/Corporators/Elite Operatives.

As for the 10 extra XP, I'd prefer to drop it, but it's not a big deal to me either way. Or maybe start at 6 XP, since that's where the previous batch of characters had gotten to?
bladerunner_35 skrev: Like I said earlier I want my games gritty. I've rarely seen epic becoming something more than more mooks to kill in rapid succession which removes a lot of tactics and becomes boring quickly. I want to stand against smart opponents that uses hunter-seeker missiles, anti-personel mines and small unit tactics.
Agreed!
bladerunner_35 skrev: As far as I can see Stealth as no specialisations.
There aren't any listed on SWD 95, no, but that's a list of "some example specializations". My impression from what's been said in the G+ community is that IZ2.0 will require specialization for all skills, so that's what I'm trying to go with (even though it means making up specializations for some skills, since official lists haven't been published yet).
bladerunner_35 skrev: As for all the house rules I always prefer to play as-is out-of-the-box until proven otherwise through actual play but it's not that big a deal.
Anything specific as a point of concern? They're all open to discussion, but it's inevitable that we'll need to have some house rules if we're going to try to mash up IZ1.0, plus a handful of supplements which rewrite major sections of the original rules, plus playtest and beta documents for the not-yet-released IZ2.0. Unless we want to ignore IZ2.0 and play IZ1.0 straight, we can't even come close to a straight RAW game because there is no cohesive RAW available to us yet. (And even then, there are some things, like drones, which were never really addressed fully until the IZ2.0 playtest documents...)

So, then, bottom line:

Should we cancel tomorrow night and do character creation next week instead (when everyone can be there to do it as a group)? That would also give us another week to talk setting, themes, etc. here so that we'll have a better sense of where things are at when we actually decide on character concepts.
I post in English, but can read Swedish. When replying to me, either language works.
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God45
Auxilia - Tvångsrekryterad
Auxilia - Tvångsrekryterad
Inlägg: 323
Blev medlem: mån 30 jan 2012, 13:42
Namn: Sebastian Lindeberg

Re: Interface Zero: Upgrade in Progress

Inlägg av God45 »

Should we cancel tomorrow night and do character creation next week instead (when everyone can be there to do it as a group)? That would also give us another week to talk setting, themes, etc. here so that we'll have a better sense of where things are at when we actually decide on character concepts.
This seems to be the only proper way to do it so I say we move it up one week so that everybody can be there. Then we can talk it out properly so that we all are on the same page and we get the best results :)

BUT! For those of us who were able to be there tomorrow there is no reason to waste a opportunity to game. So what do you guys say about me running an one-shot tomorrow? :D
“You’d be surprised how often you have to stuff a motherfucker in a big burlap sack.”
-Spoony
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