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PostPosted: Tue Feb 05, 2008 3:22 pm 
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Joined: Fri Jan 25, 2008 5:20 pm
Posts: 175
Location: Worcester, MA
I cut this from Platinum's post because it's completely valid and probably where we need to start. Some are in favor of trying to revise what exists, others want to toss it out and start new, but regardless we're all operating under varying assumptions and coming up with ideas that don't necessarily work under them all. A more fundamental discussion needs to happen first, lets make it happen here. Add to the list as you see fit.

Quote:
now these are up for revision, I am throwing out some ideas.

goals:
1 simplify the rules
2 unify the rules.
3 make decking fun


our like to haves are:
1 AR / wireless rules
2 guidelines for creating decking in an adventure


other considerations:
1 cool tech
2 electronic warefare
3 decking naked
4 otaku



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PostPosted: Tue Feb 05, 2008 3:22 pm 
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Joined: Fri Jan 25, 2008 5:20 pm
Posts: 175
Location: Worcester, MA
I would add a chief personal goal is to make decking quicker in an effort to enable "real-time" decking as we're discussing in the other thread. Personally I would be very satisfied if decking were as simple (in total number of rolls and GM-time required) as firing a gun or casting a spell.

Player 1: I want to cast a fireball at the dude.
GM: ROLL SOME FUCKING DICE.
Player 1: I got 14 successes
GM: ITS DEAD.
Player 2: I want to bypass that security camera
GM: ROLL SOME FUCKING DICE.
Player 2: I got 1 success.
GM: BLACK IC EATS YOUR BRAIN.
Player 2: I'm not getting the fucking pizza this time you asshat.


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PostPosted: Tue Feb 05, 2008 3:57 pm 
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Joined: Tue Jul 17, 2007 11:50 am
Posts: 827
Location: DeeCee
Alright, in regards to my list...

Must have:
Decking must be understandable without too much background knowledge or reading beyond the main books

Like to have:
-Better integration between the decker and the rest of the team, both in regards to risk, duties and time
-Simplify rules as much as is possible without making them less fun
-Make decking more enjoyable, more exciting, and less about waiting
-Keep the rules robust enough to work with new situations (I'd say they are currently, so just a check against too much simplicity)
-AR/wireless rules
-Data search rules in the main book and a reason to use them
-A tally that doesn't result in wait, wait, wait, run, run, log off
-More templates and guidelines for understanding decking
- Cool teach, decking naked
- More decker archetype options


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PostPosted: Tue Feb 05, 2008 3:58 pm 
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Joined: Wed Jul 18, 2007 3:11 am
Posts: 903
Quote:
now these are up for revision, I am throwing out some ideas.

goals:
1 simplify the rules
2 unify the rules.
3 make decking fun

I'd prefer to change 1) to "Clarify the rules." I'm not convinced that the rules really need simplification; no matter how complicated decking is it'll never get as weird as the rigging stuff! :p

Quote:
our like to haves are:
1 AR / wireless rules
2 guidelines for creating decking in an adventure
I'd move that second "like" up to "goals":
Goals:
4 Write/organize rules to give GMs intuition about how to handle deckers/hosts as intuitively as other players/guards.

Quote:
other considerations:
1 cool tech
2 electronic warefare
3 decking naked
4 otaku

5 Advancement paths for deckers (ways for deckert to use karma/cash)
6 Agents
7 Decker Overwatch as a starting character
8 Tally less of an instant death option
9 Eating puppies?


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