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09-15-2018, 06:57 PM | #1 |
Join Date: Oct 2005
Location: Göttingen, Germany
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Fast forward cyberpunk action game
I'm planning a shadowrun style cyberpunk action game in the next months, currently thinking about the concept...
The plan is to focus on the punk in cyberpunk, so really a fast forward action (cinematic) approach with not much tactical planning, rather more "bang!, like an action movie. I definitely will get into the Action: 2 (Exploits) material again. -- One thing I'm currently wondering about is how to make melee more effective in a cyberpunk setting (e.g. fast street samurai with claws), where there are guns everywhere - having a lot of power and the range advantage. Maybe less weapon damage by firearms? Better armor values...? Some meta rule like the etiquette definition that firearms won't shoot at unarmed opponents...? ;) What do you say? |
09-15-2018, 06:59 PM | #2 |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Fast forward cyberpunk action game
PS: One additional question just came up: What would be a good way to model a melee attack move/option, that gets your character behind his opponent to use him as cover/armor against an imminent gun shot from the opposition? (I'm rather referring to some kind of grappling or so than just stepping to the back hex, as in the latter case the other guy could just step sideways and attack normally).
Any ideas? |
09-15-2018, 07:09 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Fast forward cyberpunk action game
Flash Step which us increased Basic Move limited to Step only is one way, Ghostly movement is another common build for that.
I dont like artificially limiting firearms personally. In many cases you can get by with high move and stealth abilities to more safely close the range. Also use terrain, dont run across an open battlefield, in a cyberpunk setting allies, hallways and such are your friend. Also cops and security may respond quicker to the use of firearms.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
09-15-2018, 07:20 PM | #4 |
Join Date: Aug 2005
Location: Denmark
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Re: Fast forward cyberpunk action game
Some general suggestions and comments:
Its not that difficult to dodge guns (in GURPS). Allow Extra Effort in combat to allow your PCs to spend FP to boost dodge. Also remember acrobatic dodge. Do not give your mooks high gun skill and be strict about penalties such as speed/range and darkness. Do not let mooks take the Aim manoeuvre. Let mooks with high RoF guns take Suppressive Fire action instead of normal - targeted - attacks. Ultra tech has pretty cheap and effective armoured clothing, which has high DR vs guns but low vs impaling and are flexible so you can still hit them. Maybe combine with generous Armour Divisors for melee weapons. |
09-15-2018, 07:43 PM | #5 |
Join Date: Feb 2016
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Re: Fast forward cyberpunk action game
The problem is that, in any 'punk' game, the lethality of guns is going to melee. That being said, there are a few things that can be done. First, reduce the CP cost and monetary cost of ST, HP, DR, Lifting ST, and Striking ST, either natural or artificial, to 1/5 of RAW. Second, increase the maximum bonuses given by bioware and cyberware to ST, HP, DR, Lifting ST, and Striking ST by fivefold. If Muscle Reinforcement with Bone Stimulation gives +5 HP, +30 Striking ST, and +30 Lifting ST, but it only costs 50 CP and $58,000, then you will start to get that Shadowrun feel.
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09-15-2018, 07:56 PM | #6 |
Join Date: Mar 2013
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Re: Fast forward cyberpunk action game
Armour can tend towards bullet proof but not stab proof and melee weapon enhancements can tend towards armour piercing. Make sure weapons need to be concealable to stop PCs routinely carrying military grade rifles around. Reduce ranges in combat as stated above. Rushing to stab/claw can then become a better choice than pistols.
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09-17-2018, 01:36 AM | #7 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Fast forward cyberpunk action game
Quote:
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09-18-2018, 12:32 PM | #8 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Fast forward cyberpunk action game
Litigation? Take the modern highly litigious US society to an extreme that has all of the corporations arming their security with "less lethal" weaponry. We're sort of headed that way in reality.
Tenex and Daigoro are on the right track.
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09-18-2018, 01:04 PM | #9 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Fast forward cyberpunk action game
When I'm discouraging guns, I:
1) don't allow predictive shot 2) allow a bare minimum success to dodge all shots, not one for each margin of success 3) drop the cost of ST to 5 (others are advocating more extreme versions of this) 4) halve the damage of guns and give them a (2) armor divisor.
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09-18-2018, 08:45 PM | #10 |
Join Date: Jan 2011
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Re: Fast forward cyberpunk action game
To me, the obvious answer to "how do I stop guns ruining my game" is not to use guns IN the game unless it's a particularly deadly gang or dangerous encounter. Honestly, they aren't prevalent everywhere, and the GM can determine who has them and who uses them.
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