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Beware of Twinking

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Jürgen Hubert Jürgen Hubert's picture
Beware of Twinking
I'm about to start an Eclipse Phase campaign. I've never ran it before other than a two-session one-shot, and I've never played in an Eclipse Phase game, either. Now, I have a player who tends to be... rather good at finding all sorts of rules loopholes to give his characters all sorts of bonuses. So, what kind of stuff should I be on the lookout for so that I don't get unpleasant surprises later on? Please share your own experiences with the game...
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Zen Shooter Zen Shooter's picture
Re: Beware of Twinking
The best thing to do about that is to sit with your player during character creation, so that you know what they're trying to do right from the start. You can even make up house rules in real time to close whatever min/max loophole they're abusing. I also find that twinkers quite often don't read the rules carefully, and wind up with a very "loose interpretation" that benefits them. So make sure to review whatever rule they've decided makes them invincible.
CodeBreaker CodeBreaker's picture
Re: Beware of Twinking
Watch out for your players abusing the Action Economy. Due to the nature of the Ego/Forking and the like it is very easy for a player to simply stack up on Ghostrider Modules and Guardian Angels and essentially have a small army behind them all the time. Try to keep them limited to only managing their own self, I do so by having any Forks of the characters be controlled in combat by me, and having the players issue commands to them in the same way they would a remote controlled AI. It is also very, very easy to get modifiers for many mental actions that essentially make them living gods of their field. Drill into your players that a Skill Rating of 50 is about that someone with professional experience would have in a field. If a player wants to have an Infosec of 80 make them explain how exactly they came to be one of the leading experts in their field (And issue consequences because of it. You do not get to be the best of the best without a lot of people taking note.)
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Arenamontanus Arenamontanus's picture
Re: Beware of Twinking
It is also enjoyable to allow twinks to get what they want, and then let it destroy them. A zillion forks giving them help? Hmm, they are all based on the main character's personality. Would that guy want to play second fiddle to any alpha fork? Astronomical rep? Sure, now everybody in the network knows you, wants to schmooze and come to you for those impossible-to-solve problems you are expected to be able to solve. The invincible armour of +20 protection? Great until somebody hacks the release mechanism and/or attaches some thermite to heat it up. SAV as a dump stat? Oh, here comes the seductress sylph.
Extropian
nezumi.hebereke nezumi.hebereke's picture
Re: Beware of Twinking
IMO, EP is not made with preventing twinking in mind. A quick read of the rules gives you at least three major loopholes you can abuse to make yourself a combat monster. I think the rules were written like this intentionally though, since the focus of the system is on the characters and the setting, but not so much on combat. I would approach this in two ways. 1) Talk with your player like an adult. Explain that this system is easy to abuse. Just ask him to make a character he will enjoy playing, and not to go out of his way to take advantage of the system. In the end, the advantages he squeezes out of the numbers will not make a major change to how effective his character is overall. 2) As a GM, remember that EP is not designed to run like Shadowrun or other games. The focus is on CONSPIRACY and HORROR. Conspiracy means A is blackmailing B into leaving false evidence about C and you've just fallen into the middle of it. Being a giant, unstoppable killing machine doesn't help very much when the Planetary Consortium decides you're a race traitor and vaporizes your ship from .2 AU. Most of the 'horror' aspects don't care all that much about armor and such. The nice thing about EP is there are so many paths for the PCs to follow to their untimely deaths. Your job as GM is to explore all of them. This really is a game designed to let you kill your PCs with extreme prejudice.
Rhyx Rhyx's picture
Re: Beware of Twinking
Quote:
Now, I have a player who tends to be... rather good at finding all sorts of rules loopholes to give his characters all sorts of bonuses.
The most ancient and time honored way of dealing with this is to say no you're the boss not the book. Then the other guy start pointing at the book and re reading them aloud, because you are obviously too dense to understand their brilliance. Then you say no again. Then he'll go into a rant. You say no again. He pouts. You say no again. Make sure you watch out of the Kübler-Ross model of the 5 stages of grief: 1. Denial: "Yeah but look on page 107 it clearly states..." 2. Anger: "Yeah but why bother having a book if you're not going to play by the rules!" 3. Bargaining: "Okay instead of having +10 because of the smartgun and +10 because of the laser sight, lets just say I get +15.." 4. Depression: Player sits in the corner and pouts 5. Acceptance: The player comes back a gives you another game breaking idea, see set step 1 As you can see I have a little bit of experience with rules lawyer players...
babayaga babayaga's picture
Re: Beware of Twinking
I would take a different route. If the player wants to play an extremely capable character, hey, what's wrong with that? Eclipse Phase does allow you to create extremely capable characters, particularly if they specialize in one relatively narrow field - e.g. combat, hacking, socialization etc. Just talk with your gaming group and discuss the types of characters/roles they want to make (and the type of stories they are interested in!), trying to make sure that everyone gets a niche. Does the twinky player want to create the best non-Titan hacker in the system? Great, indulge him - do not try to "punish" him. If his character's Infosec score is 90, well, do emphasize in your stories how easy it is to break through the most "secure" systems of the Hypercorps; make sure his handle is whispered in awe across the social networks. Do not artificially inflate the Infosec challenges he's facing. Let the player gloat! There's still plenty of space for diplomats, scientists, military/special ops etc. to shine. And it's not as if you cannot create challenging situations: as it was rightly noted, this is a game of conspiracy and horror - and it's actually much more terrifying to be outclassed by some alien intelligence in the one field where you easily outclass every transhuman in the Solar system! That said, I think there's two main mechanical issues one has to be careful about when dealing with Eclipse Phase from the GameMaster point of view. The first is dealing with bonuses from extra time. It's true that you cannot boost your basic ability by more than +60 through any combination of modifiers, but remember that even if you have a ridiculous -100 from various adverse conditions, by taking 9 times longer than the basic timeframe (i.e. adding 16 times 50% of the basic timeframe), you can still turn that -100 into a +60. EDIT: This is really something more general. It's often quite simple to get negate extremely large penalties in Eclipse Phase, either by careful preparation, or by spending a point of moxie. I think this is a great cinematic feature of the game, allowing the heroes to overcome great odds ("Use the Force, Luke!"). The second issue is forking. Forking is cheap (a ghostrider module or an ecto has a cost of low), and extremely effective in many, but not all, circumstances. Even if you are a mediocre shooter, by jamming a small army of 30 small, cheaply armed robots you can be more effective in combat than a single, extremely experienced sharpshooter in a Reaper morph. To a lesser extent, the same goes for hacking, and research. Not so much for most social abilities. Again, this is ok! It's part of what it means being transhuman - one can be legion. Just make sure you plan accordingly.
Rhyx Rhyx's picture
Re: Beware of Twinking
I understand what you mean Babayaga and I agree with the essence of it. The problem comes with what happens when the challenge you mean for the super specialist meets with anyone else in the party. Sometimes you get a great surprise and the non specialist rises to the challenge and those moments are great, but other times the techie with a neotenic body goes splat when it was a challenge meant for the ultimate swordmaster in a remade body that rounds the corner... Then again EP is the kind of game that although classless lends itself to super specialization (reminds me of Shadowrun in that way, the character creation is very open but the PCs end up with a very tight skillset.) And I have to agree with you again about preparation overcoming obstacles that is very much a strenght and in many ways reminds me of taking 20 in D&D 3.0, With enough time you can pretty much overcome most hurdles.
OneTrikPony OneTrikPony's picture
Re: Beware of Twinking
Rhyx wrote:
I understand what you mean Babayaga and I agree with the essence of it. The problem comes with what happens when the challenge you mean for the super specialist meets with anyone else in the party. Sometimes you get a great surprise and the non specialist rises to the challenge and those moments are great, but other times the techie with a neotenic body goes splat when it was a challenge meant for the ultimate swordmaster in a remade body that rounds the corner... Then again EP is the kind of game that although classless lends itself to super specialization (reminds me of Shadowrun in that way, the character creation is very open but the PCs end up with a very tight skillset.) And I have to agree with you again about preparation overcoming obstacles that is very much a strenght and in many ways reminds me of taking 20 in D&D 3.0, With enough time you can pretty much overcome most hurdles.
If I'm playing in that party I'm blaming the death of the techie on the ultimate swordmaster for not doing his job, protecting the party, and I'm blaming the face for not doing the leg work and allowing us to be surprised by the opposition. :[ What's the point of having an ultimate swordmaster he can't protect the people who actually get stuff done?
Quote:
Even if you are a mediocre shooter, by jamming a small army of 30 small, cheaply armed robots you can be more effective in combat than a single, extremely experienced sharpshooter in a Reaper morph.
30 armed robots is a shitload of luggage.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

babayaga babayaga's picture
Re: Beware of Twinking
OneTrikPony wrote:
30 armed robots is a shitload of luggage.
This depends on their size and mass. 30 5Kg robots, each armed with a 2.5Kg weapon, is about the same mass of a heavy synth, maybe two.
Arenamontanus Arenamontanus's picture
Re: Beware of Twinking
OneTrikPony wrote:
30 armed robots is a shitload of luggage.
"Welcome to our habitat, sir. We sincerely hope your stay here will be pleasant and profitable. Before you enter the habitat proper, could you please install these security patches on your autonomous equipment? It is for ensuring compliance with local law enforcement, I am sure you understand." There is nothing that destroys the twink more than paranoia. Sure, you have the best equipment possible, but what if it gets hacked and turns against you? What if your meshID is trackable? What if people notice you have turned off your meshID? What if there are surveillance specks riding on your bots? Why are those children sousveilling you as you meticulously try to remove bugs? Meanwhile the local pickpocket steals their wallet.
Extropian
WinstonFullFlavor100 WinstonFullFlavor100's picture
Re: Beware of Twinking
"Now, I have a player who tends to be... rather good at finding all sorts of rules loopholes to give his characters all sorts of bonuses." That is the nicest possible way you could have put it! I have a similar player in my group. The first character he made was an octopus morph, taking the ambidextrous feat 8 times to wield 8 swords (the book has a max of 3d10 per round, I believe, but anyhow)... I support creativity and such, but man... it's like the kid we all may have known growing up who refused to fall down when playing Cowboys and Indians. (I got Body Armor!) So far (5 sessions) it's been much more about investigation and roleplay (think DarkMatter), and the combat we've done has worked nicely; the fluid Fray rolls help keep things immediate, instead of just repeatedly hitting a static armor class. It took me awhile to get good at adding or subtracting 30 to figure MoS and MoF. I agree with the above people to look into the take-the-time rules. I skimmed the Psi rules and saw a lot of prerequisites and such, which may bode well or ill for game balance. The balancing issue is very different for me because it's my first time with a level-less game, but I'm enjoying it a lot. I had some trouble balancing Rep bonuses; it seems I was too free with them in the beginning of the campaign, or I'm missing something in the rules. Definitely worth reading up on. EP emphasizes investigation, skills, and roleplay, which has gotten my twinker away from his fear of his super-character being hurt, and back into collaborative storytelling.
root root's picture
Re: Beware of Twinking
root@Beware of Twinking [hr] Oh, yay, my specialty. There are two things I've seen that are what I would consider to be problems if they were in a different game. First is forking, as people have mentioned, which puts your players at three mental actions, and a +30 to every skill they have through fork teamwork. They are also fantastic for getting lots of remote work done, and for managing the inanely complex plans I like to come up with. The second is the protean[protean[protean[...]]] nanite hive and the medical vat. These allow the players to build anything they have the plans and resources for, and spit out new morphs whenever they need one. There is also the usual issues of dump stats, recockulous skills, big social stats, and orbital rail guns. Here is why I don't see this as a problem. Firstly, unlike in Shadowrun, you can keep secrets from your players. Eclipse Phase makes use of hard crypto, so you can just tell them that, no, they can't break this encryption, even if their Infosec is +90 (+30 teamwork, +15 dreckcetera, +1x10[sup]7[/sup]). This is useful as a game master. Second, there is no reason why any transhuman with basic mesh inserts and a few creds shouldn't be running the fork tree to get the +30 to skills from teamwork. Technology is supposed to make us better, its supposed to help us with teamwork, its supposed to help us learn differential equations in an afternoon. Short and skinny, forks will replicate until they fill all of the available space, and they are all going to be fighting it out at all frequencies. This turns out to be more a matter of the setting than an advantage. Third, the protean nanite hive loop is cheap, but that doesn't help much. Cheap feedstock will be mostly carbon and nickle, with other metals sprinkled in. This limits what can be built with the cheap feedstock, and give authorities a choke-point for nanite enforcement by keeping track of any raw materials that can be used for really large nastiness. Also, every other group of any wealth has the same capabilities and better production facilities. None of this is to say that players shouldn't get advantage from these things, but they are more of a way to distinguish mooks from baddies and bosses. If they still manage to break the game: nuke them from orbit. It's the only way to be sure.
[ @-rep +1 | c-rep +1 | g-rep +1 | r-rep +1 ]
Thampsan Thampsan's picture
Re: Beware of Twinking
That is spot on Rhyx, I have one player like that. When things don't go her way she goes through all those stages. But at the end of the day she will stop pouting and get back into the game, because she knows that if she doesn't then she doesn't have a game to go to. As for things that are OP in the EP universe, be aware that armour stacks fast, and it doesn't take much to get to pretty seriously hard to hurt levels. Also remember that critical hits defeat armour (so 1 in 10 times) and that things like scrappers gel or disassembler swarms ruin armour. If you are having a problem in combat, remember that wounds penalties add up and that traumas also penalise dice-rolls like wounds. More importantly combat conditions can give additional penalties - dust, cover, etc. When it comes to hacking, remember that game pacing is important - give the players time limits to accomplish things and more importantly remember that sometimes hacking isn't possible. Read the hacking chapter thoroughly about what you need to be able to hack and make sure that your PCs can actually obtain the relevant information. Cornucopia machines: very vulnerable to abuse, but remember that they need blueprints - and that not all blueprints are created equal. So what if they have the blueprints for military grade enclose exoskeleton. Perhaps the blueprints are a prototype, or a bodgy knock-off, maybe to prevent tampering the original makers put faults in that are only noticeable to the trained eye. For Example: * Brand name weapon blueprints that make the gun complete with DRM. "Please verify your identity to prove legitimate ownership of weapon." * The military exoskeleton that prevents the wearer from moving the arms above their shoulders - design flaw or intentional feature? Most importantly cornucopia machines produce heat. This is a problem in some places, but the more excitable the material you are trying to make (bombs, etc) the more heat waste. In small areas people are going to notice the IR spike and get nosy, you are going to get emails from your neighbours asking you if you are cooking up anything they should be worried about, and if so to GTFO. In larger areas this isn't so much of a problem, still. Something to bear in mind. Good luck with you game though!
Rapier Rapier's picture
Re: Beware of Twinking
An alternative way of dealing with forks (although probably not with twinking players) is to emphasise exactly what's involved in creating forks - alpha forks are essentially you, and you're essentially murdering them every few hours - Beta and Delta forks are limited versions of you that you murder every few hours. Those Beta and Delta forks also know that they are horribly limited pruned versions. And all of those forks remember what you did a few hours ago when you made some forks, you know when you murdered them for living too long and made more? Obviously whether you think of it as murder or not is one of the features of a character in this game and gets to the core of one of the philosophical elements of Eclipse Phase, however you should remind any judicious Forkers about the potential moral implications and challenge there characters with it. Another thing to do with Forks of course, especially alpha forks is, "would this character (as it's been played so far) really get on with the idea of being the clone?" Most Twink characters end up being incredibly good in a field (say combat). Would your master swordsmen clone just lie down and accept being re-merged? I doubt mine would, all that skill and martial pride, surely they'd fight to see who gets to live, or just go off and put there new skills to use and Woe-betide the master hacker that choose to alpha fork - you'll never know which of them out hacked the other to live. I do feel that the time rules might actually need looking at in EP - given enough time you can essentially suceed at anything, as a result challenges only really occur when time is an issue (like socialising or combat, which have no tack backs). This is unlike other rpg's where it can just be the case you can't do something because you're not good enough yet. (Go level up!), this is confounded by the cornucopia machines. - On the other hand most of these issues are actually balancing - if you're all in the Jovian Republic, no one has cornucopia access. If you're all in the far reaches, everyone does so the value of having them is levelled off.
And her beauty was all the more perfect and serene, preserved forever within that great glacier of ice.
Decivre Decivre's picture
Re: Beware of Twinking
I think nizumi has the best recommendation about dealing with Twinking in this game: it's not a big issue considering the genre. When you are agents of an apocalypse-stopping organization that operates in secrecy, which has to balance discretion with the means to combat horrors beyond imagining, having an indestructible armor shell doesn't come off particularly game-breaking. Nano-swarms, TITAN superweapons, hackers and even the front door security of your standard habitat will be an ample threat to your well-being, despite your combat capabilities. Your armored body will be the ultimate threat against your standard soldier... but how often will they face one of those, and how often will that be the only thing they face? Furthermore, they will be at a loss in a multitude of situations. How does the combat player in his souped-up reaper morph get into ANY habitat with a restriction against the morph? How does he do anything stealthy when necessary? It's a sacrifice of versatility for the sake of being madly efficient at a single type of task. No punishment is really necessary.
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twntysdr twntysdr's picture
Re: Beware of Twinking
"Anything you can do I can do better." This is the quote that I as the GM apply to all games and it keeps twinking in check. Period. In the end, the twink player only controls his character and I have a limitless stream of NPCs that can use the same loophole he does. I have taught my players that twinking only raises the level of difficulty. When they want to break the game, I eagerly right down the loophole they found and that use it with more people than they have. If you shoot with a +10, then you engage a group of enemies that shoot with a +10. If you shoot with a +1,000,000, then you engage a group of enemies that shoot with a +1,000,000. This does two important things: 1. Resistance is futile. As a player, you will never get over by twinking. You will always struggle no matter how good you are. Being awesome is all well in good, but the quality of a character is measured by the strength of his enemies and my challenges rise to your level of play. If you are a street cop, you fight street thugs. If you are Batman, you fight the Joker. If you are Superman, you fight.... well... the best the universe has to offer. If you are the Silver Surfer, I will bring Galactus. Why bother breaking the rules if it doesn't give you anything? 2. I learned this one in the military: I am not the bad guy here. As a twinking player, your fellow party is the real threat. Peer pressure is an irresistable force. Your fellow party members will limit you for me. Since I raise the difficulty based on your twinking, I am not punishing you, I am punishing your group because of you. If you are more awesome than everyone else, YOU are the reason that their beloved characters die every session. Once they learn this, you will stop your endless twinking... because you have to sit at the table with a room full of people who hate your style of play as much as I do. If you refuse to cooperate and play as a team, you might get kicked out of the group by THEM not ME. Then where did all that twinking get you? Alone on a Tuesday night. In the end, every power gamer is a pragmatist. He only does this because he has to win. Take away the victory by making it a defeat and he will learn better playing habits.
"Any mental activity is easy if it need not take reality into account." -Marcel Proust "Two things are infinite: the universe and human stupidity... and I'm not sure about the the universe." -Albert Einstien