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Dealing with uber soldiers

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savanah savanah's picture
Dealing with uber soldiers
So I'm with a new group, playing Eclipse Phase and during character creation I warned them about not picking only combat skills and trying to find other roles to act besides shooting things. In the next week they bring the character sheets and I have a ninja, a super soldier and a death macchine... Now, any advices in how to deal with these characters without killing them immediately with some nanoplague?
Wyvernjack Wyvernjack's picture
savanah wrote:So I'm with a
savanah wrote:
So I'm with a new group, playing Eclipse Phase and during character creation I warned them about not picking only combat skills and trying to find other roles to act besides shooting things. In the next week they bring the character sheets and I have a ninja, a super soldier and a death macchine... Now, any advices in how to deal with these characters without killing them immediately with some nanoplague?
You could use the power of the DM and tell them it won't work out. Show them the reference that all gunbunnies won't work, such as in Transhuman optimization section. Suggest to the soldier to pick up some hardware and piloting skill, now he can supply the team with vehicles, or saboteur enemy's. The ninja could pick up hacking or savvy skills such as impersonation and deception and networking, and now he's helping the team by supplying blueprints bought with someone else's rep and credits. The death machine is tricky, but persuade him to pick Hardware electronics, knowledge engineering and implant a hive of saboteur nanites and you have a walking anti-machine death machine. If you're more inclined to punish them, emp them so they can't use TacNet or communicate wirelessly. Hack their mesh inserts and ectos and fill their AR with horrific images, imaginary ambushes and false environment. Have someone impersonate them and spend their rep on porn and anime figurines.
UnitOmega UnitOmega's picture
Run a Lunar or Urban Mars
Run a Lunar or Urban Mars campaign. Nobody but the heavily armed cops and mercs have guns, players are relegated to a few less lethals and maybe melee weapons. Any attempts to solve situations with violence will probably result in a messy death and a quick trip to cold storage. Alternatively, you engineer some problems (preferably more personally than related to a greater plot. "You must have X skill to continue" is shitty railroading) that they cannot solve by punching things. Everyday shit like InfoSec, getting information from people, gathering Intel via observation or academic inference. Let their own crippling overspecialization be their downfall. Then tritely read them a quote from Heinlein which ends with "Specialization is for insects".
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DivineWrath DivineWrath's picture
It is clearly stated
It is clearly stated somewhere in the Transhuman book that the PC are most likely to be hired on by Firewall as investigators, not an erasure squad. Their primary goal is to find possible threats to the continued existence of Transhumanity, keep a low profile, and if possible then actually deal with the problem; in that order (or something like that if I recall correctly). As such, their skill set should favor investigation and survival more than being a death machine (dead agents can't tell Firewall what they have learned). Keeping a low profile will likely need hacking and social engineering skills (which helps Firewall avoid trouble). Some combat skills will be favored as fights are likely to occur. It should also be noted that Firewall picks people based upon their skills. They often beam people around and its not uncommon that a team has to deal with a lack of gear, hence the need for skills. Feel free to tell the players that Firewall are the ones who pick who get to join; everyone else has their minds erased. Think the "Men In Black" movie. Early in the movie, they had a bunch of people being tested to figure out who would be agent K's new partner. While most of them had combat ability, the person who would become agent J was perceptive, solved problems, and was discreet.
Lorsa Lorsa's picture
It's certainly possible to
It's certainly possible to play erasure squad or any other form of military/tactical unit in Eclipse Phase. It seems to me that you and your players have different ideas of the game you want to play, so either you will have to adapt to them or they will have to adapt to you. If you can't find common ground, something you will all enjoy, then maybe playing together isn't the thing for you.
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nizkateth nizkateth's picture
400/300
I would think the requirements for where points can be spent on skills in character creation would mean even combat-wombats have non-fighting skills too... 300CP in knowledge skills minimum.
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Wyvernjack Wyvernjack's picture
nizkateth wrote:I would think
nizkateth wrote:
I would think the requirements for where points can be spent on skills in character creation would mean even combat-wombats have non-fighting skills too... 300CP in knowledge skills minimum.
In combination with the three Knowledge 40 your muse has. The problem is not taking the active skills to use that knowledge. Computer science and engineer is useless without Hardware and Infosec.
savanah savanah's picture
The knowledge skill they have
The knowledge skill they have are usually profession (squad tatics), Knowledge (Weapons) and the like... So far I have been trying to show then the need for other skills, making them dependent in other characters for even the simple things like getting new gear or hacking a door and it seems to be working at least in part. I'm trying to offer them plenty of combat opportunities for them to show off their killing skills, but also trying to put other challenges in the mix, I don't want to simply kill them and force the players to create new characters, after all, part of the fun is playing the character you want to play.
sysop sysop's picture
Kill em.
[b][i]Kill em.[/i][/b] No really. Kill em. Hear me out. Your group has an understanding of the tone of the setting and your game in particular. That understanding is wrong. They're a new group - that tells me you're still sorting each other out. If you're not inclined to change your game, or you want to get them to expand their options so the game will last longer: then show them where the holes are in their current build. [b]As new characters they should all have backup insurance. Let them use it.[/b] They'll still have the same characters when they resleeve, just post teeth-kicked-in. It's one of the powerful advantages of Eclipsephase. Then while they're sitting there going 'wtf happened', show them the carrot that goes with your stick. I have a standing house rule, regardless of system or game for any long campaign: If you need to change up your character during or immediately after the first arc of my game because the numbers don't play like you thought they would or the concept has matured in your head. Then change it - clear the changes past me, of course, but change it. If they're still fighting that after clearly seeing the consequences and getting a free revision offered: Then you want to consider if you're running the game they want to play, and adjust to match.
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thezombiekat thezombiekat's picture
I agree with Lorsa. The type
I agree with Lorsa. The type of character players create sais a lot about the kind of game they want. You should talk to them about this. If you would enjoy running a more combative game you could run a firewall erasure squad game. Or make them freelance mercenaries. They may be interested in a less combat oriented game than they had been thinking of and be willing to redesign their characters, or even start again from scratch. If after a discussion neither you nor your players is going to enjoy a game that has moved from the initial visions then you should not have a game. Trying to force players to play investigatory roles when they are not interested is a good recipe for aggravation all round the table. @ nizkateth 300 CP in knowledge skills doesn’t create an well rounded character. Networking and social skills are active skills. And there are some knowledge skills that actually reinforce the combat archetype. Interests: weapons, profession: mercenary, academics: military history. Also in SR it was not uncommon to put in some useless knowlage skills to round out a characters background (my current SR character has 2 skill points in children’s entertainment, because he has kids). While occasionally such skills come in usefull they lack the broad utility of say profession: forensics
Yaginor Yaginor's picture
Whenever in doubt, talk with your players
Whenever in doubt, talk with your players. The importance of this cannot be overstated. Why exactly you have a problem with their characters, why they won't work for the kind of game you want to run. That sort of thing. Because if you can't reach an agreement at that point in time, the game will never work. Outside of that, talk to them about how skills work and what are the game benefits of Knowledge skills. Maybe even think about it yourself. E.g. "Profession: Mercenary" is less about killing people(that is what "Kinetic Weapons" is for), it's more about knowing who's who, what the going rate for services is, how to get your ass to Mars, etc. Try to get them to pick Knowledge skills that say more about who they are, than what they kill people with. Sure, "Profession: Martian Ninja" might provide synergy to thrown weapons and Infiltration, but it also says you're probably part of a specific quirky subculture, do poetry and small plastic sculptures, and it might even provide synergy when networking with criminals and salarymen.
Baalbamoth Baalbamoth's picture
I'm dealing with the exact same thing
So.. 1.80% of the time their missions are in Habs where their weapons are limited to melee or pistols. So much for ranged skills 2.80% of the time their in microgravity and getting shot with kinetics or being effected by explosives launches them around like pinballs. 3. They may be hawesome but the people they run into are just as well armed (uasually better armed) totally out number them, are nearly as well skilled and use good tactics and the mesh. They learned quickly if their going to pull guns they better only do that with a lot of planning and distraction. The result? First few sessions they were failing a lot, but still cramming points into combat skills thinking with better skills they could do the impossible... They were wrong. Now their spending all cp into investigative or research skills... IE. it worked.
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
thezombiekat thezombiekat's picture
But did they have fun. A lot
But did they have fun. A lot of people I know who play the combat characters would have rage quit the game because they are being picked on and are failing in there aria of greatest expertise. There would have been shouting matches and empty chip packets thrown and friendships strained if not broken. Luckily I don’t have a problem with this now days because my group is not entirely made of combat wombats and the other players keep them in check threw necessary investigations and I do throw them some combat so they get to shine in the way they want. (Thank god I don’t have the kill crazy F*** stick any more, he wouldn’t wait until killing something was appropriate) Also what rate are you giving RP. The book suggests 4-7 RP per adventure at that rate it will take a long time for them to become competent in the range of necessary fields.
Yaginor Yaginor's picture
Actually, consider yourself lucky.
Thinking about OP's problem and my own experience with EP games, I'd say they should consider themselves lucky. All their players picked a similar field of competence! When the group is comprised of different and narrow specialist, things become much, much worse - usually the game runs for only one character at the time, with the rest acting as extras, if at all. E.g. only the combat character matters in combat, only the hacker matters during hacking, only the corporate executive matters during negotiations, only the scummy prospector matters when it comes to geology, digging and hardware... And one recent game literally disintegrated because the GM tried to challenge and punish the specialists in their own field, making the rest of the group even more irrelevant. Now there are people that love the EP setting, and that I'd love to play it with, but that would never touch the rules, ever again. All because the GM ran with the common wisdom of having diverse characters and made the very bad call of trying to challenge the specialists, instead of letting them shine.
Baalbamoth Baalbamoth's picture
Hell yes, best campaign Ive ran in years...
they had crap loads of fun, they were expecting the same ole D&D scenerios where one character can take on an army, not the case here, they actually had to use planning, investigation, deception, and lots of forethought before attacking. that and I'm hella awesome ;-)
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
Baalbamoth Baalbamoth's picture
Hell yes, best campaign Ive ran in years...
they had crap loads of fun, they were expecting the same ole D&D scenerios where one character can take on an army, not the case here, they actually had to use planning, investigation, deception, and lots of forethought before attacking. that and I'm hella awesome ;-)
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
nerdnumber1 nerdnumber1's picture
Baalbamoth wrote:they had
Baalbamoth wrote:
they had crap loads of fun, they were expecting the same ole D&D scenerios where one character can take on an army, not the case here, they actually had to use planning, investigation, deception, and lots of forethought before attacking. that and I'm hella awesome ;-)
Eclipse Phase is a pretty diverse setting. While the default Firewall set-up tends to favor sneakier approaches, there can be exceptions if one wants to run a session where the players can play with all the shiny toys. Plus, in Eclipse Phase, one character can BE an army, if he has a good nano-fabber, some key blueprints, sufficient time, a lot of time, and no qualms about mass-forking (maybe with tele-operation, so each infomorph can use at least 3 shells). It isn't the same as the single, unstoppable warrior (though a modified reaper vs. small arm-wielding peons would be close), a single can still wield incredible power should the GM want to give the players a power trip. I still think that the tone of EP goes against this sort of game, but the beauty of ego-casting means that you can, on occasion, give the players all the toys you want and take them away through transportation logistics, preventing the game from being permanently thrown out of balance. It takes a little planning, i.e. making sure that there isn't any reasonable, or unreasonable, way that the players can keep the gear (which shouldn't be much of a problem with something as conspicuous as a reaper when the ports are guarded).
Baalbamoth Baalbamoth's picture
Honestly, I think combats take to long to support it
It's just not made for two highly skilled people both in synths, both with internal and external armor, really high fray skill to fight it out.... It takes forever.... And the scenario you mention above, one guy controlling what... 50+ dragonflies you'd be rolling one round for an hour. Just not worth it...
"what do I want? The usual — hundreds of grandchildren, complete dominion over the known worlds, and the pleasure of hearing that all my enemies have died in highly improbable accidents that cannot be connected to me."
savanah savanah's picture
Well, I'm trying to show the
Well, I'm trying to show the players that there much more to do besides killing stuff, that this is not D&D where you can hack you way through tons of enemies and simply drink a healing potion after that. Right now, the death machine ended in the junkyard and is cursing himself for not having hardware skills to repair itself. The ninja will soon learn that he shouldn't trust anyone and specially shouldn't stab everyone. And the super soldier is paying for the points he gained with "edited memories"
Yaginor Yaginor's picture
savanah wrote:Right now, the
savanah wrote:
Right now, the death machine ended in the junkyard and is cursing himself for not having hardware skills to repair itself.
Why would he need those? Any death-machine worthy of the name is going to regenerate DUR and repair wounds independently of the ego sleeved in it. Not to mention that, just like anything else, if robots break, they do not fix themselves - they go to the doctor/repairman. All the situations you list don't sound like they're going to "teach" your players about making investigation-oriented characters. They sound like old-school dungeon-crawling mishaps, where the GM engineers situations to kill you. Especially the robot and "shouldn't trust anyone" parts seem to teach "next time, be better killers, because you can't trust anyone and have to be completely self-sufficient". Seems counter-productive.
nerdnumber1 nerdnumber1's picture
Baalbamoth wrote:It's just
Baalbamoth wrote:
It's just not made for two highly skilled people both in synths, both with internal and external armor, really high fray skill to fight it out.... It takes forever.... And the scenario you mention above, one guy controlling what... 50+ dragonflies you'd be rolling one round for an hour. Just not worth it...
I was just pointing out that, if you want the occasional power-trip, spectacle fight where a PC gets their hands on serious equipment and blitzes a secure-ish facility, there are ways you can do that. If someone wants to multiply themselves to face a group head on, or at least field the numbers to make one hell of a distraction (likely an off-screen firefight diversion, for the most part), you can. You likely can't do anything like that regularly due to resource limitations, but I am amazed by the variety of scenarios EP allows. I have considered the viability of running a PC erasure-squad party, but I decided that it would likely get old very fast. Maybe for a one-shot when players just want to do a space-hulk-esc suicide mission (for those times when nuking the site just isn't possible).