Re: GURPS Shadowrun
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Re: GURPS Shadowrun
Well, I don't mind Augmented Reality as presented by UT - it seems mainly that my problems are with the assumptions you made in order to make deckers less prone to being worthless (although how they're worthless when they're an integral part of a team in the first place and turn off the security/open the doors/steal the data etc in the first place I have no idea) not sure why but you seem to want to take them out of the niche they were designed for and make them into a character more akin to a technological wizard - and also to allow them the ability to hack EVERYTHING.
Aside from those assumptions I thought the original idea you had for hacking stuff based on ritual magic was a good simplification that I'd be happy to use for the most part. EDIT: I did have to look up Augmented Reality in UT, because I haven't had a character who utilized it before and also none of my TL10 players have shown an interest in it, so I didn't recognize the term, I've only read over that section a couple of times. |
Re: GURPS Shadowrun
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I have a digital camera to take pictures with and a laptop and desktop to play games/browse the web/etc. If I'm outside enjoying nature I don't need some smart phone or whatnot else to alter my perception of reality to do so. Nor do I feel the need to be "jacked in" all the time so to speak. I only used facebook to play games, and haven't even logged into it in six months. I guess it mainly boils down to how you perceive the world I suppose. |
Re: GURPS Shadowrun
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According to this 16% of people don't have a landline anymore, 13% have one but almost never use it, and 82% of people have cell phones. A third of people under thirty only have cell phones, so it's strongly age correlated. I'm guessing it's a trend that will continue. |
Re: GURPS Shadowrun
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However, 65 years from now I'm certain cellphone technology will be a lot better anyway. Popping and cracking and dropouts pretty much describe cell phone use in my current locale in the North GA mountains very well. Hell, from one room in my house to the others you can lose from one bar to all bars of cellphone signal. |
Re: GURPS Shadowrun
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Instead you seem to be trying to set up a world where computers equal deathrays yet are as common as cellphones. This is the central disconnect. This is the thing that snaps my SoD. This doesn't make sense. Indeed, one of the things that made SR3 kind of tight-assed was trying to patch logical holes in the setting. Part of the patch on one of those logical holes was to admit that if you weren't jacked into the Matrix with hot ASiST with all the safety overrides turned off Black Ice couldn't kill you. Legal sane sararimen never interacted with the Matrix at that level of intensity but they weren't in personal danger either. This made much more sense. I also may be the wrong to try and use Transhuman Space as a an argument against. I'm listed as a playtester in all but 2 of every TS book SJGames ever published. I missed one because I had major surgery during the playtest. :) So this means I know that AR is very common in the TS world but not universal, does not require neurosurgery and can't kill you. You didn't even have to participate in AR to reap whatever benefits it grants. You could have your SAI do it for you. I also know that TS is built around a "strong encryption" assumption. Very strong in 4e terms, when the rest of the computing world in TS is about TL 10, encryption would be TL15 and a half. It's the sort of place where there is very very little serious hacking and the net is improbably secure. That's one of the reason ubiquitous computing works in the setting. When I was trying to puzzle my way through SR4 I thought the SAI trick was what I would do in that setting. I'd run a disposably cheap computer as my personal node, set it to go "beep" if it got pinged by the cops and mostly ignore it the rest of the time. AR mostly seems to be an advertising medium in either world and people living in such a world want to find some way to filter out the commercials. There was a good bit in TS about filtering software but that is only one step short of my having the SAI do the whole thing for you. So, no. Augmented Reality and Ubiquitous Computing does not automatically lead to brain-frying computers and the universal acceptance of them. I don't think there's a logical way they could |
Re: GURPS Shadowrun
*claps for Fred's last post*
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Augmented reality I have no problem with, its the various hacking abilities for cyberware and smartguns and whatnot else that gets my goat.
I don't even mind hacking wirelessly dependent on a few other factors if you remove the ability to hack cyberware and smartguns and all that good rot. |
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Everyone I know who uses Linux or any other Unix style system swears by the level of control a command line provides as well as the ability they have to compile their own packages etc... I don't know anyone who uses Linux who doesn't use the command line.
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I have no idea on percentages, I like the convenience of a GUI but I still often use Dosbox and other emulators to run older systems (I play old games and use some old programs) I also use the command line frequently when I use my dual boot box to run Linux.
Granted, its probably fairly uncommon but I wouldn't say its rare. Especially not among the Linux using community. *shrug* |
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While hardware doesn't need to be replaced nearly as frequently as it often is, at least if it isn't designed with a short usable lifespan, the kind of person who'd want a neural interface is probably also the kind who would want otherwise cutting-edge gear.
One approach would be to only implant the interface. That way you can upgrade your personal computing system easily. And peripherals don't go obsolete nearly as fast as computers do...a more than 10 year old monitor, mouse, or keyboard could be perfectly serviceable today. |
Re: GURPS Shadowrun
Decided to resurrect this thread, as I've recently gone back into Shadowrun as a setting, and naturally as a GURPS fanboy, conversion to GURPS rules is a common thought about every RPG I see.
I'm on the fence about the Hacking/Netrunning rules, but I do like the Pyramid 3.21 Hacking rules, so I'd recommend using those. Interestingly, I'd say GURPS' Spell Magic system is perfect for representing Shadowrunner Mages, although I'd ban most of the College of Technology spells, as Tech and Magic don't exactly link up. Conjuration, the art of calling, binding and banishing Spirits, can be represented through Ritual Magic, limited to the Spirit college. Essence Loss related to Cyberware is a more complicated matter, although piling up disadvantages would represent the loss of Humanity, while Magery-capable characters would habe "Taboo Trait: cannot get Cybered". |
Re: GURPS Shadowrun
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- For standard magic in SR it is very important you have to see the target, through your own eyes or any direct optical device. Compensations with high skill - the default in GURPS Magic - should not be allowed for that aspect. - Reach: AFAIK mages in SR don't get range penalties for spells. There is only the differentiation between touch-range and visible range - and for things out of sight, there are rituals etc. (e.g. using the blood of a distant victim) - Loss of fatigue and mental stun damage makes it harder to cast a new spell (penalties). Basically any physical wound would have this effect, too, but I'd say this can be ignored as GURPS deals with damage in a different way than SR and leaving it out should be balanced for mages and mundane characters in comparison. Quote:
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Re: GURPS Shadowrun
I think I already mentioned this in this thread, but a nifty way to mimic the variable drain from casting in SR is to allow fatigue reductions based on margin of success instead of absolute skill levels. Thus it's variable, but encourages high skill levels. You can start it at 1 FP/5 MoS, and vary the ratio to make magic more on par with guns. For my games I found the sweet spot to be about 1 FP/3 MoS.
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Re: GURPS Shadowrun
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In my Shadowrun conversion, specifically, to represent physical drain, what I did is that one-half of the energy cost, rounded down, is paid for with HP instead of FP (or energy reserve). On a successful roll that reduces the energy cost, it's the HP cost that is reduced first. For example: You have a spell that normally costs 5 energy to cast and 3 energy to maintain. In my conversion, it therefore costs 2 HP and 3 FP to cast, and then another 1 HP and 2 FP to maintain each minute. If you succeed your skill roll by 2, this reduces the cost to 1 HP and 3 FP to cast, and 2 FP to maintain. A margin of success of 4 reduces it to 3 FP to cast and 1 FP to maintain. A margin of 6 makes it 2 FP to cast and no cost to maintain. etc. Although I didn't use this particular rule all that long as I only had a single "Shadowrun" adventure in my campaign (it was a world/dimension-hopping adventure from my normal primary campaign setting; I ruled the HP cost for casting spells to be a setting effect), for the time it was there, it seemed to work rather well. My spellcasters certainly weren't throwing spells around at will unless they knew it at a really high skill to ensure no damage was taken while casting. |
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