03-19-2012, 04:34 PM | #11 | |
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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03-19-2012, 04:48 PM | #12 | |||
Join Date: Dec 2007
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Re: Cyberpunk: Cash vs. Points Implications
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03-20-2012, 08:22 AM | #13 | |
Join Date: Apr 2011
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Re: Cyberpunk: Cash vs. Points Implications
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Example: Melanie buys a Catfall upgrade. This consists of some pretty subtle work: inner-ear changes, some nanosurgical brain upgrades and improved connective tissue and cartilage. It'll take some time for her body to recover from the surgery, and also to internalize her instincts. Catfall costs 10 points. Consider a few options:
There are rumors of a military version, supposedly available in black clinics, that gives you instant Catfall without any post-op treatment or side effects at all! If this were really the case, it would almost certainly come with some major strings attached (Duty, for example). There are other possibilities, of course, but I believe that this approach should be the default in most transhumanist campaigns. It's an improvement both mechanically and thematically. |
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03-20-2012, 08:42 AM | #14 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Cyberpunk: Cash vs. Points Implications
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03-20-2012, 10:05 AM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Cyberpunk: Cash vs. Points Implications
It is a nice approach. Thanks for sharing!
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-20-2012, 11:05 AM | #16 | |
Join Date: Sep 2008
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Re: Cyberpunk: Cash vs. Points Implications
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Added bonus: as GM you can rule that certain disadvantages/limitations permanently come with the territory, giving different methods different flavors. |
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03-20-2012, 11:17 AM | #17 |
Join Date: Mar 2011
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Re: Cyberpunk: Cash vs. Points Implications
Hmm... and then if it gets stolen or damaged you can just rebuy it and start off where you were before?
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03-20-2012, 12:03 PM | #18 |
Join Date: Mar 2012
Location: Colorado
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Re: Cyberpunk: Cash vs. Points Implications
Was desperately looking for a "reputation" or "+1" button to give you credit for this. It's well thought out, and lends the very kind of specificity to the advantages that most generic games avoid, lest they pollute someone else's ideas or prevent creativity. Consider this idea stolen in it's entirety.
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03-20-2012, 12:07 PM | #19 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Cyberpunk: Cash vs. Points Implications
It's also well suited to a cyborg comic book superhero, who doesn't really have cybernetics at all, only superpowers that are called "cybernetics" rather than "mutant" or whatever. The same goes for just about any other technology based superhero.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
03-20-2012, 12:18 PM | #20 |
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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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