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03-19-2012, 11:37 AM | #1 |
Join Date: Feb 2012
Location: Massachusetts
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Cyberpunk: Cash vs. Points Implications
So, I know this question has been addressed - repeatedly - and I know that everyone has a slightly different answer as to how body mods should be bought in cyberpunk games.
My specific concern is one of consequences. What are people's takes on the different consequences of using cash, points, or both to purchase cyberware/bioware/etc? To try to summarize what I see as the implications and raised questions of each: Points Only: 1) Character growth is slower, since points will be divided between both "gear" and all other character developments, unless CP are awarded generously 2) What happens - or SHOULD happen - if something removes a PCs ware? For instance, if the PCs lose a combat, and the bad guys salvage their cyberlimbs rather than kill them, do the characters' point totals just plain drop? If so, is that reasonable and/or fun, in your opinions? Cash Only: 1) Character growth has the potential to outstrip the rate of CP advancement, if characters can get their hands on the requisite cash. Fairly strong reflection of the cyberpunk genre, but has the potential for abuse, and for creating incentives to make less "punk" characters, such as a rich kid who just buys everything in the first game session. (Obviously, can be mitigated by disallowing Increased Wealth) 2) GM doesn't need to worry as much about the balance effects of stolen/damaged ware, since CP totals are fluctuating anyway. 3) Economics of body mod pricing become more sensitive, and a balance must be struck between the laws of supply and demand, and the power/utility of various mods. (This is the one that worries me most) Points AND Cash: 1) Character advancement slowed by need to both save up points (or accept point debt) AND find the money. 2) May strain disbelief if character has one but not other, yet can't use it. 3) Seems to share economic concerns with "Cash Only." I know I'm approaching this the long, in-depth way, but what are people's experiences, comments, and recommendations to a would-be GM new to the challenges of the genre? Thanks! |
03-19-2012, 11:51 AM | #2 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cyberpunk: Cash vs. Points Implications
The general problem for cash vs points is that being able to buy the same thing with two different currencies, where the prices don't work out as identical, distorts character building, and if there's a conversion method (e.g. Wealth), really really distorts character building.
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03-19-2012, 11:53 AM | #3 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Cyberpunk: Cash vs. Points Implications
You've missed option #4: Points or cash. If you provide two ways to get cyberwear, the presence of each mitigates the problems of exclusive use of the other. Got the money? No obstacles to getting the cyberwear you'd expect to be able to get. Got the points? Ditto.
And, yes, if they lose cyberwear, their point total drops, just like it'd drop if they sustained any other permanent crippling injury.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
03-19-2012, 12:10 PM | #4 |
Join Date: Nov 2008
Location: Norrköping, Sweden, Europe, Earth
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Re: Cyberpunk: Cash vs. Points Implications
I'd do what I always do when it comes to actually paying points - what you've paid for, with your points, is plot-protected. If not, someone may very well steal the PCs' cyberware while they sleep if that makes sense plot-wise. However, the character who has paid points will not lose it unless he does something actively stupid and/or heroic, such as giving up his arm to pay for his niece's surgery, for instance.
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"Your reality, sir, is lies and balderdash and I'm proud to say I have no grasp of it whatsoever." - Baron von Münchausen |
03-19-2012, 12:35 PM | #5 | |
Join Date: Feb 2012
Location: Massachusetts
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Re: Cyberpunk: Cash vs. Points Implications
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If you allow Points OR Cash for enhancements acquired in-game, how would you, as a GM, justify the different methods of acquisition? What precisely is a character *doing* if s/he lacks the cash for a Reflex Booster implant for Enhanced Dodge +1, but puts up the required CP between sessions anyway? Would you simply assume that s/he found a way to pay for it? Would you require a temporary subplot dealing with incurred debt? Even more problematic, what if a character DOES have the money to buy a body mod, but chooses to use only CP instead? For the sake of the narrative and the setting, what the hell just happened to allow that character to get a "free" piece of hardware, economically speaking? |
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03-19-2012, 12:45 PM | #6 | ||
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Cyberpunk: Cash vs. Points Implications
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Require? No. But I might throw something in if I can think of something interesting. Quote:
They're not getting it for free. They're getting it in exchange for character points. Those points are a pure game construct, so it's up to the GM and the players to decide what, if anything, they represent beyond narrative convenience and privilege which players earn to customize their characters, but it seems to me that that's a determination which needs to be made at the time, and by its very nature more or less requires retcons.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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03-19-2012, 02:33 PM | #7 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Cyberpunk: Cash vs. Points Implications
FWIW, I ran a minicampaign years ago where this came up during character creation, and then a world-jumping campaign where it arose in the course of play. My general solution was this:
Note as well that while cybertech always raises point value, points cannot buy cybertech in play. Or to be precise, they can't buy it at advantage prices. It's legitimate to trade points for cash, as the usual rates and with the usual excuses (lottery winnings, investments, whatever), and then use that like any other money. All of which is a way of saying that in any kind of transhuman or posthuman setting, the notion of rigid character-point accounting and point-level parity among PCs has to go out the window. Fluidity is more realistic and truer to the source fiction. People gambling a lot of money on implants can get very powerful very quickly, but there are social ramifications (if only missed opportunities while sat in the clinic, and the need to keep up one's payments) and there's always the chance of being stuck with obsolete gear or zapped with a weapon that fries your machine parts. People who prefer to avoid that circus are giving up a quick path to power, but may well end up saving more money in the long run, and certainly won't be at the mercy of skeevy surgeons and dodgy parts.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-19-2012, 02:43 PM | #8 | |
Join Date: Nov 2009
Location: Oregon
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Re: Cyberpunk: Cash vs. Points Implications
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03-19-2012, 04:34 PM | #9 | |
Join Date: Apr 2011
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Re: Cyberpunk: Cash vs. Points Implications
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It's a two-part system. Upgrades that come from technology have to be bought with money (or social currency like favors). You use that to get the plot point lined up: allocate hardware/bioware, technicians, buy consumables like nanobots/pharmaceuticals, etc. However, you also have to pay in points. When you first get the implant, you buy related disadvantages and limitations equal to the cost of the implant. Then, you buy off those disadvantages with points. Certain disadvantages (e.g. Temporary Disadvantage: electrical, for cyberware) can never be bought off. But most reflect temporary, post-operative advantages that with treatment eventually go away. Addiction, Dependency and Maintenance are good examples. Psychological disadvantages like bloodthirsty or confused might reflect neurological imbalances that eventually get resolved. Limitations on the advantages are nice because they reflect gradually acquiring an ability that you eventually internalize. There's no end of options here. Of course, the costs might be social instead (Debt if your treatment required financing, Duty if it cost favors to get). This has several beneficial effects on the game.
Of course, it means you have to feed players points at a rate commensurate with smooth operation of the game. But it does keep things even, and players who load up on too many disadvantages have an in-game rationale for why they can't buy more until they've paid down some of what they've already acquired (your metabolism is overloaded with all the tinkering you've done!) My one recommendation here is to write out the Advantage and the commensurate limitations/disadvantages as a single power. Have a low initial point cost, and then show precisely what each installment of points buys you. Do this in advance. You don't want arguments later. And you, the GM should have final say on the structure of the power's levels. What you want are limitations and disadvantages that the player has a strong incentive to buy off. "Desirable disadvantages" need not apply, except perhaps as permanent features of the power. |
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03-20-2012, 12:18 PM | #10 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Cyberpunk: Cash vs. Points Implications
I generally do things just like you said, but wanted to emphasize this point. Justification should be, IMO, completely separate from points. Just like if you start with a bunch of points in Karate, you're free to say that you've trained since childhood, or you survived the intense training of the cult of the Barehanded Death, or you've been bestowed with the skill by the spirit of a 16th century Tibetan monk, or had the training downloaded directly to your brain, or whatever.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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cash, cyberpunk, design, money, points |
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