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
Quote:
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
Quote:
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, 03:05 PM | #9 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Cyberpunk: Cash vs. Points Implications
With skills, it has never hurt my campaigns – which rarely involve truly discretionary points – simply to say things like, "You each get 2 points to invest in existing skills used on this adventure, may move up to 2 more points from skills not used in a few adventures into ones you did use, and finally get 2 points in any new skill you could justify brushing up on during your week off." I don't enforce training times . . . well-written PCs have backgrounds, and its fairly easy for me to believe that some long-forgotten background skill could emerge after a few nights of practice to knock the rust off. Beyond that, even when I do subscribe to training times, I tend to think that they're just suggestions. I have little difficulty accepting that some DX 13, IQ 13 fantasy hero or secret agent with 150 points in skills could learn a new skill quickly.
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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, 03:16 PM | #10 |
Join Date: Nov 2009
Location: Oregon
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Re: Cyberpunk: Cash vs. Points Implications
Hmm, good point about "new" skills potentially being old ones that have been re-learned; my main issue was when characters suddenly acquired a skill in the middle of a multi-session adventure (long dungeon crawl, for instance) but in that context it could make sense.
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cash, cyberpunk, design, money, points |
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