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Godogma 09-27-2010 11:05 PM

Re: GURPS Shadowrun
 
For an example based on a popular character; take Duncan MacLeod from Highlander definitely a multimillionaire, has millions in artifacts from history and lots of ready cash to spend on whatever he wants.

Lived above an antiques store, above a dojo, and on a perhaps three room barge. Drives an old thunderbird, and not one of the particularly popular ones.

Makes much more sense to give the player a choice on how much his lifestyle costs and a series of tiers for more information. His lifestyle definitely didn't cost 80% of his wealth.

Celjabba 09-27-2010 11:54 PM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054573)

EDIT: The rule for one thing needs context depending on game style, and two it needs a list of "quality levels" for the lifestyle instead of a flat 80% of your character's wealth in order to even be vaguely realistic.

The wealth rules are not 'realistic' , they are generic.

When discussing wealth in Gurps, there are 2 approach:

-You(the GM) don't to set up an economy for your campaign, you use the generic rules in the book.
It is not realistic, but it work.

-You(the GM) want to have a detailled economy in your setting, and you set up income, wealth, % of assets, col, costs, and so on as relevant to your campaign.
It is realistic for your campaign, and will not work in another, different universe.

So, claiming that Gurps generic one-size-fit-all rule break in a specific case is meaningless, they are not specific.

Celjabba

Crakkerjakk 09-28-2010 12:19 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054577)
You just added context and setting information as well as TL information that the rule lacks. There's no specificity to the rule so it can't be applied logically.

For you in that situation it makes sense - without any it doesn't.

I just use the "What Cost of Living Gets You: A modern example" (B266) as a guideline, along with a bit of common sense to extrapolate for other genres. I mean, how do you adjudicate what CoL gets you outside of the modern age with the way you do it? Is it any different?

I'm not even completely sure that it isn't intended that you only get what the CoL lists if you put in your 80% of starting wealth. I mean, a "wanderer" is not going to be having a mansion.

Quote:

Originally Posted by Godogma (Post 1054588)
For an example based on a popular character; take Duncan MacLeod from Highlander definitely a multimillionaire, has millions in artifacts from history and lots of ready cash to spend on whatever he wants.

Lived above an antiques store, above a dojo, and on a perhaps three room barge. Drives an old thunderbird, and not one of the particularly popular ones.

Makes much more sense to give the player a choice on how much his lifestyle costs and a series of tiers for more information. His lifestyle definitely didn't cost 80% of his wealth.

What's the most common PC? The three-room-barge dwelling multimillionaire or the normal multimillionaire?

But really the issue is that usually the stuff you have at hand is determined by Status, rather than Wealth levels. You need certain Wealth levels to maintain certain Status, but Status determines Cost of Living, which is linked to the stuff you have access to without specifically buying it.

Problem is, CoL is fixed, but starting wealth varies with TL. So there's no easy way to say, "Well, monthly CoL is $600 for Status 0, and that's X of your starting wealth, so we'll just multiply your starting wealth divided by $600 to get how much it costs of your starting wealth to have that lifestyle" because the percentage changes by TL.

Godogma 09-28-2010 12:22 AM

Re: GURPS Shadowrun
 
That's why as its written the generic rule that eats 80% of your wealth at the beginning for someone with no status makes no sense to me and for a specific setting its much better to determine just what that setting's lifestyles are like and then make rulings based on that instead of applying that one rule willy nilly and expecting everyone to just eat the costs and accept it.

Crakkerjakk 09-28-2010 12:32 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054609)
That's why as its written the generic rule that eats 80% of your wealth at the beginning for someone with no status makes no sense to me and for a specific setting its much better to determine just what that setting's lifestyles are like and then make rulings based on that instead of applying that one rule willy nilly and expecting everyone to just eat the costs and accept it.

All applying the 20% rule means is that your actual $ to CP conversion rate isn't as good. Well, plus the usual problems that there's three different ways to trade in CP for $ (Wealth, money for CP, and sig gear), all at varying rates of exchange.

Godogma 09-28-2010 12:36 AM

Re: GURPS Shadowrun
 
As I said, this is a dead topic to me. You aren't going to change my mind and I'm not going to change yours so if you want to discuss something about converting Shadowrun to GURPS I'm more than willing to read, consider and reply about it but this hijacking of the thread is over.

Sunrunners_Fire 09-28-2010 12:36 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054609)
That's why as its written the generic rule that eats 80% of your wealth at the beginning for someone with no status makes no sense to me and for a specific setting its much better to determine just what that setting's lifestyles are like and then make rulings based on that instead of applying that one rule willy nilly and expecting everyone to just eat the costs and accept it.

But this holds true for every GURPS rule. The rules describe a generic default setting -- "heroic now" -- and offer variations, switches, options, gear and everything else to help you make that generic implementation specific to your campaign. Using any GURPS rule (except, maybe, the most basic; and sometimes even then) without vetting it against how that specific world works is just, well, silly.

Given this to be true, I'm afraid I don't see the point behind your objection. If you don't customize it, its' generic and not necessarily appropriate. If you do customize it, you aren't talking about the same thing the rest of us are as the forum hivemind discusses RAW unless specified otherwise.

tl;dr -- Playing GURPS straight out of the book is silly. Always customize.

Crakkerjakk 09-28-2010 12:40 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054615)
As I said, this is a dead topic to me. You aren't going to change my mind and I'm not going to change yours so if you want to discuss something about converting Shadowrun to GURPS I'm more than willing to read, consider and reply about it but this hijacking of the thread is over.

You got anything aside from dikote that's giving you difficulty? I got most of a conversion done. Though fair warning, it is based on 4E SR, so there's wireless matrix and unified theory of magic. Though the unified magic was mostly to minimize the work of conversion and balancing rather than any particular love of the concept. If all mages work the same when they cast it's a lot easier than custom rules tweaks for each tradition.

Godogma 09-28-2010 12:42 AM

Re: GURPS Shadowrun
 
Well decking hasn't come up yet but I'd planned on using something from a Pyramid article that I can't remember which one it was... Gurps magic is another issue as its really just Magic 3e with a new title slapped on it and thus I'm not sure how everything is supposed to work now with Deflect being an issue I started another thread about. Evidently it doesn't work as written in the book - just as an example.

Crakkerjakk 09-28-2010 12:50 AM

Re: GURPS Shadowrun
 
Quote:

Originally Posted by Godogma (Post 1054618)
Well decking hasn't come up yet but I'd planned on using something from a Pyramid article that I can't remember which one it was... Gurps magic is another issue as its really just Magic 3e with a new title slapped on it and thus I'm not sure how everything is supposed to work now with Deflect being an issue I started another thread about. Evidently it doesn't work as written in the book - just as an example.

Assuming you're talking about the 4E version, the pyramid article (Found here) should work just fine. I went another route, as mentioned, but the article is a little more traditional and bears some similarities to 3e's Netrunning rules.

As for Magic, I did a direct conversion of all the spells in SR instead of allowing anything the players could find in Magic. Cut down on having to look at every spell in Magic.

How are you doing Drain? What I did was that instead of skill determining FP reduction, your Margin of Success on your casting roll determined your FP reduction. For every 3 you make it by, the spell costs 1 less FP. Oh, and I doubled the FP=>damage trade-in to make spells more competitive with guns, so anytime a spell says "1 energy per dice of damage" I switched it to two dice of damage.

You have racial templates done yet? How are you doing astral sensing and projection?


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