![]() Maybe I should word that the other way around? How do you handle a highly traded illegal commodity that comes in various qualities and is vital to both the underground economy, the character's livelihoods and very survival, and the theme of the campaign (IN-GAME / CHARACTERS), when this commodity corresponds to something which (OUT-OF-GAME / PLAYERS-GM) costs 15 points? Basically, how do you handle a 15-point advantage that corresponds to something that's arguably the single-most traded concept in their (lower, illegal, non-corporate and elementary survivalist) end of society? But what if the characters want a cheap one, to get into a low-security area? What if they want one to burn? Maybe a temporary one that they really don't expect to last, but don't need it to (or at least, they don't THINK they need it to). In GURPS, an illegal alternate identity is 15 points. Many are temporary, and many characters need the ability to drop a fake SIN if they think the law is catching up to that fake identity (that's part of the fake identity's point, isn't it, to keep "them" from tracking you?) A lot of this forgery and risk is woven into much of the flavour of the style of campaign. They come in different qualities, with better ones lasting longer and surviving closer scrutiny. There are whole professions based on this trade of fake identities. ![]() Most things can't be accomplished without it. In a typical Shadowrun style game, SINs (fake identities) are traded almost as much as currency. The second two are things we've come across in many genres, including (but not limited to) GURPS Spelljammer-style games (especially the last question for that one). The first and most important one is very Shadowrunnish in nature. I have a few questions that I would love some input on, from developers and gamers alike.īasically, they revolve around the issue of point costs for concepts that can fluctuate wildly in-game if there is to be any sort of realism. ![]() There's a few elements that are key to the style of game, however, that I and my colleagues are really getting stumped on. Pour contents into even bigger pot, stir well and chow down. Mix Cyberpunk, High-Tech and Ultra-Tech in one pot (GURPS did a good move with 3e and 4e, in that for anything that 4e doesn't have yet, 3e is close enough as to be fudgeable) and mix Magic and Technomancer in another pot. In general anyway, I prefer GURPS to any system for anything outside of fantasy roleplaying, leaving that squarely in the realm of D&D (not counting 4e), which is great until you try to do anything OTHER than fantasy medieval. ![]() I've often thought that Shadowrun had a great theme going, if only the system wasn't broken (even the system's pretty cool, it's just got a couple of glitches in key areas that I understand even their developers have admitted to for 4e, but they haven't fixed them yet). OK, so one of my gaming groups has asked me to run a Shadow-run style game in GURPS. ![]()
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