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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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
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