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The Rule of Cool

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Steel Accord Steel Accord's picture
The Rule of Cool
I've noticed a common trend with the threads I post. Be it as lofty as challenging the very Powers that Be, or simply making up a piece of equipment. At some point, someone is going to point at the logical reasons why whatever was posted wouldn't work or would suggest a cruel, opportunistic version. A week or so ago, I was introduced to a roleplaying concept called "Black vs. Chrome." Black is where things play like "The Bourne Identity" spy fiction, the lowliest grunt is reasonably smart, paranoia abounds, and morality is something you check at the door. Chrome is more like a James Bond, Indiana Jones, or Firefly, grunts exist to be beaten in various hilarious ways, there are places you can feel safe and call home, and morality may be tested but it's never all together disregarded. I get the feeling most here want to play Eclipse Phase blacker than the space it moves through. Which is fine, of course, play the game how you want. My question is merely why?
Your passion is power. Focus it. Your body is a tool. Hone it. Transhummanity is a pantheon. Exalt it!
MAD Crab MAD Crab's picture
Because it's a horror game.
Steel Accord Steel Accord's picture
DnD
So can DnD be as well. Yet it's by far the ONLY way it's played. So many tools can be used to create scenarios that would not be out of place in a 50's SCIENCE! adventure. It just seems odd so many seem to focus on only one aspect that the game has in it's varied repertoire.
Your passion is power. Focus it. Your body is a tool. Hone it. Transhummanity is a pantheon. Exalt it!
MAD Crab MAD Crab's picture
I don't know what you want to
I don't know what you want to hear, Steel. It's a horror game. Says it right on the book even. It attracts a lot of us who like horror games. The setting as written has a lot of horrific elements. The mechanics echo other horror games, and are designed to kill characters. It is not odd that we generally treat it like a horror game. DnD can be played as horror, but it takes more effort and tends to fail. The heros in DnD are larger than life, super powerful in the setting. The topics and settings vary from odd to insane, and there are almost always the gods smiling down on your hero when they die. You can play the game as you like - hell, I even support doing so, at least sometimes. Play gatecrashing campaigns where you're saving planets of aliens every session (green skin and gender optional) - it's fun! But again, we like horror. So we tend to focus on it, and our comments come from that viewpoint.
Steel Accord Steel Accord's picture
That's all
That's all I needed to hear. Just a more formal explanation other than "it's on the book" so is the word "transhuman" which doesn't have quite as many negative connotations for me. So the elements of the game lend well to the genre and most who play it, prefer that genre. Okay, makes sense to me.
Your passion is power. Focus it. Your body is a tool. Hone it. Transhummanity is a pantheon. Exalt it!
LatwPIAT LatwPIAT's picture
To be blaze about it, because
To be blaze about it, because [URL=http://i128.photobucket.com/albums/p186/EarthScorpion/EclipsePhaseHorror... is not the cover.[/url] It's a game set in a post-apocalypse where everyone has 19 dead friends and family for every survivor, and some 200 million people have lived through or are currently trapped under [url=http://en.wikipedia.org/wiki/Slavery]debt bondage[/url]. Remnant war machines, dormant plagues, mind-viruses and hidden agents lurk, constantly threatening the survivors. The single largest political entity in the setting is a non-democratic state of self-interested corporations with unethical and predatory histories led by some of the most callous and exploitative people to have escaped Earth - kept in check only by its own secret police, and possibly itself controlled by an unaccountable conspiracy with hidden motives and goals. In terms of inspiration, [i]Eclipse Phase[/i] draws heavily from the dystopian futures of cyberpunk literature and the corrupt futures of the post-cyberpunk genre, with prime inspirations coming from the nihilistic [i]Revelation Space[/i]-series, the urban and social hellholes depicted in [i]Altered Carbon[/i] and [i]Saturn's Children[/i], the unforgiving horror of [i]Accelerando[/i], and the cosmic horror of Lovecraft's works as filtered through the [i]Call of Cthulhu[/i] RPG. The kind of person who enjoys [i]Eclipse Phase[/i] is by my holistic understanding very likely to be the kind of person who appreciates British post-modern Space Opera and science-fiction horror. Utopian 1950's dreams and empowerment-fantasies don't really mesh well with neither the intended audience nor the whole "95% of everyone are dead!"-part of the setting. Or any of the other parts of the setting. (Except the Autonomist Alliance, because the AA are badly written.)
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Noble Pigeon Noble Pigeon's picture
I like my Eclipse Phase with
I like my Eclipse Phase with both Black and Chrome. As has been pointed out, the setting is bleak. most of the human race is dead, and the rest are constantly being threatened with extinction whether they're aware of it or not. Some very despicable people---notably the Nine Lives Cartel---use empowering technology for their own cruel ends. But it's also a setting where playing as an uplifted anarchist gunslinger octopus with an authentic afro teams up with a human who has hands for feet, gills, and also a prehensile tail for no reason other than he likes tails. And the Uplifted pig chemist pregen character in the Transhuman book exists. The Know Evil podcast is basically this: a mix of genuine horror and conspiracy mixed with humor and craziness. Just my two...whatever is less than a credit.
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
Undocking Undocking's picture
'Chrome' on this spectrum is
'Chrome' on this spectrum is like playing a bad FPS or Stealth game. The grunt hears his friend murdered, sees a trail of blood, then shrugs when he doesn't find his body and stumbles back to his post in giddy anticipation of his own dismemberment. This could be played straight somehow and be brilliant. There was one rather unremarkable campaign of EP I played (because it was fun and good, but didn't have any comparatively amazing moments). One player named his character Arthur, weilded an 'Excaliber' assault rifle, and played a straight virtuous character. The rest of the team was a standard grim Firewall team, but Arthur really did make the game feel more heroic. Mind you, we did stop a specific infection before we needed to wipe out an entire hab (which we would have unanimously voted to nuke if Arthur wasn't there) and did some good for Sol system—but there is a sense of scale that seems to be lost on Steel: the macro problems transhumanity faces are beyond the grasps of characters or the factions. ETI, TITANs, The Insurgent Virus, Existential Threats and the drum beat of technovolution are several orders of magnitude beyond a Firewall cell. Earth could never win a fist fight with Sol, and Sol can never stand up against a black hole.
Steel Accord wrote:
So can DnD be as well. Yet it's by far the ONLY way it's played.
D&D's mechanics suck at horror. There are no mental/sanity rules nor a horror meter that looms over the party with an impending doom. As an example of mechanics the game does have that don't support horror look at Hit Points. You have tonnes of them and they scale as the opposition increases. The game is never more difficult, just more complicated. Call of Cthulhu has 1d4 characters dying a round. A challenge for the PCs in 3.5 or 4e wouldn't even knock out a character, much less the entire party. HP, second wind, and forgiving revival rules (no sanity rolls) are anti-horror, but very much pro-heroic.
LatwPIAT wrote:
To be blaze about it, because [URL=http://i128.photobucket.com/albums/p186/EarthScorpion/EclipsePhaseHorror... is not the cover.[/url]
That should be a limited edition cover.
ShadowDragon8685 ShadowDragon8685's picture
Noble Pigeon wrote:Just my
Noble Pigeon wrote:
Just my two...whatever is less than a credit.
Decicred, a unit of currency measure which finds use in the Planetary Consortium the way thousandths of a dollar are used today. IE: Largely by people in a position of irreplacable financial power over you, who use it to bilk you out of more than they're claiming to charge by charging you a non-whole division of the currency and rounding up to the nearest. IE, if they say something is 5.01 credits, well, you round up to 6. Anyway, it is not the "horror" parts of Eclipse Phase that attracted [i]me[/i], it's the "Transhuman technology post-scarcity spacefuture" bits. Rather like Shadowrun. In Shadowrun, you can play the game on a spectrum between "Mirrorshades" and "Pink Mohawk." Mirrorshades is that part of the game where everybody is acting logically, where everyplace worth securing in the slightest has a full suite of wards and milimeter wave radars and non-invasive DNA sampling systems to sample flakes of skin dust blown off everybody who walks through the door. Full Mirrorshades assumes that the companies are fully competent - that they will be using every means at their disposal to find you. This means that [i]you[/i] have to be fully competent and account for every possible shred of forensic evidence, anyone who can finger you, etcetera. If you pull a job on a Renraku Zero-Zone, it's basically the end of your campaign - even if you succeed and get paid, you have to murder all your contacts, get a full gene-wipe treatment to change pretty much everything about you, get your voice permanently changed, etcetera, and then wipe out all the doctors, nurses, etcetera, who worked on you to tie up the loose ends. Basically, it becomes a game of "Gotcha." If the GM can think of a type of forensic evidence you failed to account for, a loose end you didn't tie up quickly enough, whatever, the first time you hear about it is when the GM says "Okay, you're at your doss?" *roll roll roll.* "What are you rolling for?" "Your security versus hostile stealth. Your security failed. The walls disintegrate under APDS machine gun fire, and a Great Form Force 8 Spirit of Fire materializes in your bedroom. You need to resist {more dakka than God}, and roll for initiative." If that sounds like not a lot of fun, it isn't. But it's a realistic interpretation of what happens to Shadowrunners who slip up and leave even the tiniest scrap of evidence or the tightest-seeming loose end and cost a megacorp millions or billions of nuyen. Because that megacorp has more resources than God, and they do, in fact, care enough to track you down and put an end to you costing them money. Almost nobody plays [i]Full[/i] Mirrorshades for just that reason. Now, Pink Mohawk is exactly the opposite. Pink Mohawk is playing the spirit of the game to the hilt - not only does Big Brother have ADHD and information overload, he just doesn't give a damn, and the megacorps have moved on from whatever happened last tuesday, writing it off in their unimaginable ledgers as the cost of doing business, stating that the crooks who did it got away and are not worth pursuing, etcetera. In Full Pink Mohawk, you play like you're playing a combination of Payday and Red Faction Guerilla: drive an armored monster truck through the front doors, shoot everything that moves, detonate all the doors between you and your target except the last because explosives are faster than hacking, smash, grab, and run like hell, because they'll stop chasing you completely the moment they skirt across so much as a corner of an opposing megacorp's property lest they trigger the Great Corp Wars. Very [i]few[/i] people play Full Pink Mohawk, but it is more enjoyable than Full Mirrorshades, if you're looking for "Kick in the door, kill them and loot their stuff" gameplay. Most people play somewhere on the continuum between Full Mirrorshades and Full Mohawk, and it usually tends to lean towards Mohawk, in my experience. How is that applicable to Eclipse Phase? Well, if you play EP perfectly straight, the Shadowrun problem is magnified tenfold, because it's not just the corporate retribution squads looking for you, it's Project Ozma and Oversight, or maybe the Jovians, who have even less restraints than the megacorps in Shadowrun, and even more resources and technology, and the panopticon future makes it essentially utterly impossible to do anything yourself without getting them all over you like white on nanofabricated rice; oh, and they don't have to worry about extraterritoriality, either. In Full Mirrorshades Eclipse Phase, you're basically playing Burn Notice, only with an even more oppressive atmosphere than Micheal Weston faced. Bureaucratic and personal manipulative skills are the only important skills, because the only way you can do anything at all and not get it tracked back to you is to trick some other schlub into doing it and then burn anything that could connect you to him, so that when he gets caught and his stack interrogated, which will happen approximately two hours after he did it, all he's left doing is ranting about people who didn't exist, leaving the opposition to conclude he's a nutter. That's a fun scheme to pull off once in a while, but when it's super-high-stakes, any failure-or-slip means you wind up being tortured for eternity in a Project Ozma information extraction simulspace environment, and it's literally the only way you can operate... It's not fun any more. Frankly, Eclipse Phase has all the ingredients of a high-action thriller. I look at it the way I looked at the Iron Kingdoms RPG. In the IKRPG, they put a Warjack on the front cover of the core rulebook. They put rules for Warjacks in the core rulebook. The game is called "Full Metal Fantasy." I was told, on the IKRPG forums many, many, many winters ago, that such things were too "high powered" for players, and that he tried to go out of his way to prevent them from even having guns. I asked him, what's the bloody point in playing in a setting where all this cool stuff is - and is even [i]on the cover[/i] no less - if they don't get to use it? That's not [i]playing[/i] the setting, that's cohabitating in a setting where cool stuff is exists and cool stuff gets to be done, [i]but not by you[/i]. Eclipse Phase is a game where the core frigging rulebook has stats for plasma cannons and [i]Reapers.[/i] What's the bloody point in playing Eclipse Phase if so much as inquiring as to how to get a plasma cannon or a reaper results in Project Ozma proctologically owning your ass? It's not fun at all. Eclipse Phase can be, but to my way of mind, should not be a game of oppressive horror where you can't even keep your head above water and it's the best you can do to reduce your rate of descent. It should not be a game where making any move at all results in a Project Ozma hit team grabbing you up. Eclipse Phase is a game where sometimes, you should just be able to sleeve a Reaper, sprout some plasma cannons, and soften some goddamn deck plates in peace. So find a nice cozy place on the continuum between "Mirrorshades" and "Mohawk" where your players are having fun but don't feel like they're cakewalking over TITAN warmachines or Project Ozma to the point where they have to ask "why doesn't everybody who isn't us do this?" and roll with it.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
MAD Crab MAD Crab's picture
I don't disagree, exactly.
I don't disagree, exactly. You're right - we cannot hope to cover every possible eventuality as players. The GM can't either, come to that. And there are all these cool toys that we want to play with. But the whole point of an RPG (to me, at least) is narrative. And as we said, this is a horror story. So you get the big guns - and even though you soften the deckplates (or accidentally burn the armour off of your CO...) You still can't beat the big threats. It's not even a question of gameplay, exactly. It's a question of tone. That tone is missing from your description of Shadowrun too, I think. You could play the corps as super competent, or you can play them as ADD, but the tone of shadowrun is "Everything is fucked. You might burn a hundred corp offices, and they'll just shrug. And if you ever manage to get them serious, they'll burn you to the ground, they'll burn your friends to the ground, and then they'll salt the earth. Get yours and get out." That's not a happy tone. But it can still be FUN. Maybe your character refuses to believe the reality of the world. Maybe they're hopeless but still fighting, maybe they're a cold blooded sociopath. Any of these characters can have interesting stories told about them.
Steel Accord Steel Accord's picture
Exactly
I will say, that most of you are right, perhaps I set my goals too high. Understand this comes from a combination of hyperbole and compensation. "If no one else is saying it, it's up to you to say it loudly." Was my flawed logic. I do like what ShadowDragon is saying though, if you take things to the absolute logical extreme in a good many RPGs, then it basically means there is no game at all! One has to find the happy medium between challenge and triumph.
Your passion is power. Focus it. Your body is a tool. Hone it. Transhummanity is a pantheon. Exalt it!
MAD Crab MAD Crab's picture
Steel, don't get me wrong - I
Steel, don't get me wrong - I have nothing against running a happier toned game based on EP. Such a game could be great fun, and there's definitely a case for tooling around the solar system and beyond as transhuman crime fighters or such. I actually was pondering a gatecrashing game that would put the party in a civilization with 20th century tech, but without fabbers or blueprints. There's not an x-threat to be seen, but I think it could make an awesome story. I just don't consider it the default for an EP game. So the discussions here default to a much darker setting.
Steel Accord Steel Accord's picture
Question
As I said earlier, I was merely asking why that stance was the default one and my question was answered. I do appreciate ShadowDragon's word though in that one requires balance for it to remain an enjoyable experience as opposed to breaking down a skyscraper with your head.
Your passion is power. Focus it. Your body is a tool. Hone it. Transhummanity is a pantheon. Exalt it!
Urthdigger Urthdigger's picture
Honestly, every time I've
Honestly, every time I've played EP it's been more on the chrome side. Granted, two of those were with DMs new to the game, but the fact remains I got to run around the galaxy as a four-armed flying squirrel, earn a babe on each arm, and be an all-around badass. Granted, my method for doing so in each campaign differed. In fact, in the latest campaign I'm in it appears to be going down a path to a dark campaign... but that doesn't mean I have to give up chrome. Just because humanity is fucked and we're likely to die, doesn't mean I can't play a character oblivious to it... or purposely ignoring it just like we all ignore the fact that we'll all die some day. The TITANs and the exsurgent virus may be out there, but in the meantime I'm going to party myself to sleep each night because the future may be scary, but it's also awesome.
Steel Accord Steel Accord's picture
Awesome
Well good to know some have enjoyed the fun aspects. My GM leaned more toward the black. In general, I don't mind things getting darker later, because by then it feels like a natural escalation of intensity.
Your passion is power. Focus it. Your body is a tool. Hone it. Transhummanity is a pantheon. Exalt it!
Lorsa Lorsa's picture
Logic is very deeply
Logic is very deeply ingrained in us, so it's no surprise that people will point out things they find are flaws with a reasoning. Eclipse Phase as written isn't very clear on how you should play it. The rules contradict the fluff and the fluff contradicts itself. But that's alright, it means it's open (even necessary) for you to make your own interpretation of how things should be. I've certainly played with many different approaches. My first time GMing started out with two players and later became one, where they worked for a private security company called Saturn General Security that was located around Saturn and hired by various autonomist habitats (there was also a rumour that SGS had some hypercorp connections but that was surely unfounded...). Most of the game took place on a station I called The Harbor, a large cylinder at the Saturn-Sun L1 point, which I decided was a large unloading/offloading station between Saturn and the rest of the system for ships that didn't want to move into the gravity well or use it for slingshotting. While there were certainly hypercorp presence, I decided it was nowadays autonomist run, with a large scum feel to it. The large market are was called The Wave, and there were the Dark Waters area that was run by criminals which had no surveillance whatsoever (giving new meaning to expressions like "riding The Wave" and "being in too deep"). The very first thing that happened when the PCs got to the station was that they witnessed an ambush on some guy by two "crack-heads", which they helped to fight off (rather easily considering the players had a ghost and a fury). They then realized the guy was in the process of smuggling out some very expensive petals but decided to let him go and got a small g-rep ping for their help. I'd rate that as fairly high up on your Chrome-meter. Lowly grunts that were easily taken out to make the players feel cool. Later the adventure, which was about locating an individual that had "gone missing", took them past a "religious" habitat where an ex-military officer involved in the TITAN project now had started his own reclusive sect where he offered peace and harmony... to women, and eventually learned that the guy they were looking for probably was a hypercorp agent looking for an autistic seed AI-programmer in order to get some nice shiny codes from him (and killing him to provide exclusivity). I'd rate that as more towards the dark side, learning that you're looking to help someone gain access to seed AI technology whose ideology you despise (the players were very autonomist). Eventually they had to make a decision, hand in the stack to their employer to further the goals of the planetary consortium or deliberately fail the mission and suffer the consequences. I never assume my players should leave their morality at the door, but I certainly played it as some other groups having done exactly that. So they made up an elaborate scheme where they could get evidence that unfortunately the agent had been killed and his stack destroyed while making sure they wouldn't be blamed for it. If I recall correctly it invovled some temporary memory-editing psychosurgery. Quite high up the paranoia level so I'd rate it as more towards the dark side. I think most of the campaign proceeded accordingly. The second adventure was a 3-month gig guarding a ship transport from Pandora to Mars. Unfortunately the alien lifetorm on board woke up and started to telepathically take over some of the other guards (very subtly) and it all went haywire from there. In the end the players again had to decide to deliberately fail the mission or put the lifeform to sleep again and take it to Mars. I like it when my players have to make moral choices. So, as the game continued into a solo campaign, with the PC starting to work for Firewall as well (keeping it a secret from SGS), it kept alternating between cool moments and dark paranoia. The PC got hired by a hypercorp representative as a bodyguard for an argonaut meeting and managed to single-handedly take out 6 Ultimates that were trying to steal researchers for themselves. She also defeated a group of 8 hypercorp operatives that had taken over a small tin-can research station and stop a bio-conservative terrorist group targeting The Harbor for their obvious scum crazyness. Unfortunately she later learnt that all of those had been hypercorp set-ups and that she had been placed on the cases to make SGS look very good and became a poster-girl for their campaign to get the autonomists on The Harbor to vote them becoming permanent law-enforcement. The player realized that this was just a hypercorp scheme to take over The Harbor just in the knick of time to mount a resistance, effectively going against her own employer. A rather good mix of dark and chrome on your meter I think. -------- Anyway, short answer. Why do people insist on making EP very dark coming up with logical reasons why something shouldn't work? Well, because we like it when things make sense and is internally consistent. Why do people insist in playing EP very chrome coming up with insane ideas that seem cool but don't really work? Because it's fun. These things don't have to be mutually exclusive though, a good mix of the two usually offer the best experience.
Lorsa is a Forum moderator [color=red]Red text is for moderator stuff[/color]
Rallan Rallan's picture
Quote:I get the feeling most
Quote:
I get the feeling most here want to play Eclipse Phase blacker than the space it moves through. Which is fine, of course, play the game how you want. My question is merely why?
Because it's pitched as realistic rather than cinematic. It's hard SF. The only aliens we've met are bafflingly incomprehensible trade envoys offering us bargains we don't understand the value of rather than bug-eyed monsters brandishing kill-o-zap guns. Gangsters (even the heavily armed and dangerous ones) are more likely to be dealing in pirated data than guns or narcotics. Overpaid IT specialists are now a more important part of any assassination attempt than coldblooded killers with sniper rifles. And above all, the PCs [i]aren't[/i] special. They're probably good at what they do (otherwise they wouldn't be gatecrashing or working as Firewall agents or whatever), but they're not the best, and they're working in a field where everyone else is pretty good too. They're talented but totally ordinary people called upon to do extraordinary things, and the strain is gradually going to wear them down. It's not too hard to retool the game and make it cinematic, but the default setting is more like an Alastair Reynolds space opera (right down to the pigs) than a Peter F. Hamilton space opera (well except for the sex). So when people start giving feedback and ideas about how such and such an idea would play out in the setting, they're doing it based on the assumption that this idea is playing out the way it would in a drama, not the way it would play out in a blockbuster.
ShadowDragon8685 ShadowDragon8685's picture
Urthdigger wrote:Honestly,
Urthdigger wrote:
Honestly, every time I've played EP it's been more on the chrome side. Granted, two of those were with DMs new to the game, but the fact remains I got to run around the galaxy as a four-armed flying squirrel, earn a babe on each arm, and be an all-around badass. Granted, my method for doing so in each campaign differed. In fact, in the latest campaign I'm in it appears to be going down a path to a dark campaign... but that doesn't mean I have to give up chrome.
Rocky the Thunderfuck Squirrel is an indispensable part of the group, and a source of [i]endless[/i] bemusement. :)
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
ORCACommander ORCACommander's picture
and hear i thought this was
and hear i thought this was going to be about players getting away with inane shit because its more fun :P
ShadowDragon8685 ShadowDragon8685's picture
ORCACommander wrote:and hear
ORCACommander wrote:
and hear i thought this was going to be about players getting away with inane shit because its more fun :P
Rocky (The Thunderfuck Squirrel) sexually exhausted four pleasure pods into absolute unconsciousness as a prelude to accessing their jacks and siphoning their egoes off the morphs. He's a Scurrier. (Now you know why he's called "The Thunderfuck Squirrel.") He explained that. I just thought about it for a minute, and decided "You know what? Sure. That sounds great. When the operation starts, you stand triumphant atop a pile of insensate Asian girl pleasure pods. What do?" (Also, he can deliver shocks from his eelware with his penis. That might be an alternative explanation for the name Thunderfuck. So far he hasn't tried that, thank ghost.)
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Lorsa Lorsa's picture
Impressive feats indeed!
Impressive feats indeed! Whatever did he want with the egos though? Considering there are any number of easier ways he could have accomplished the same thing, I don't see any reason not to allow it either.
Lorsa is a Forum moderator [color=red]Red text is for moderator stuff[/color]
Urthdigger Urthdigger's picture
Well, I should probably
Well, I should probably explain a few things. First, in order to get into position to reach the black kettle on the top floor when the rest of the team makes a distraction and takes over security on the ground level, I used some credits and my criminal contacts to rent a room on an upper floor of the brothel. Even if I wasn't +Hedonism, it would have been suspicious for me to rent a room and not sample their wares. That I used my medical talents to help other customers (I have a reputation as a discreet physician for those who'd rather not deal with hospital security. Is how I got my g-rep) and had the hotel pay me in booze, blow, and babes was just icing on the cake. As for the egos, we had a side mission of our own to rescue the indentures. Moving the ego was easier than playing escort mission with the morphs. Oh, and when I described that morning, I assumed pleasure pods slept, and used passed out to mean they were still asleep. I was then informed these pods should be capable of running for days on no rest, so we went for another explanation. I'm an alien squirrel with a fast metabolism, go figure I have some feats of stamina.
ShadowDragon8685 ShadowDragon8685's picture
Lorsa wrote:Impressive feats
Lorsa wrote:
Impressive feats indeed! Whatever did he want with the egos though?
Sent them off to live free with the Scum.
Quote:
Considering there are any number of easier ways he could have accomplished the same thing, I don't see any reason not to allow it either.
He's getting a Reputation for that sort of thing. On the circle-@ list. He's also going to have inspired "The Tingler," a bioware implant which functions for normal transhumanity the way his malfunctioning eelware has side effects for him.
Urthdigger wrote:
Well, I should probably explain a few things. First, in order to get into position to reach the black kettle on the top floor when the rest of the team makes a distraction and takes over security on the ground level, I used some credits and my criminal contacts to rent a room on an upper floor of the brothel. Even if I wasn't +Hedonism, it would have been suspicious for me to rent a room and not sample their wares. That I used my medical talents to help other customers (I have a reputation as a discreet physician for those who'd rather not deal with hospital security. Is how I got my g-rep) and had the hotel pay me in booze, blow, and babes was just icing on the cake. As for the egos, we had a side mission of our own to rescue the indentures. Moving the ego was easier than playing escort mission with the morphs. Oh, and when I described that morning, I assumed pleasure pods slept, and used passed out to mean they were still asleep. I was then informed these pods should be capable of running for days on no rest, so we went for another explanation. I'm an alien squirrel with a fast metabolism, go figure I have some feats of stamina.
"Passed out from being sexually exhausted" is a far funnier excuse, too.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Chernoborg Chernoborg's picture
Rocky ( the Thunderfuck
Rocky ( the Thunderfuck Squirrel) mad, bad, and dangerous to know -in the biblical sense!
Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
Shadow Shadow's picture
I've been fascinated by
I've been fascinated by Eclipse Phase for a while, but beyond the fact I can only very rarely assemble a group to play tabletop with, I would like to play a black-type game, which seems even harder. The game's mechanics are quite simple, but playing a campaign properly and in a blacker tone requires not only the GM but also the players to know the lore almost inside out. Even more so than you'd need to play a rich Shadowrun game. My impression is that there's a million avenues to do anything, to accomplish a mission, to deal with problems and to escape from retribution. And there's just as many ways your opponents can be prepared for intrusion and/or fuck you over afterwards. And everyone needs to be familiar with all of that if they are to approach tasks creatively against a GM who knows his stuff. Lack of familiarity by the GM results in generic adventures, and lack of familiarity by the players means plain actions and simple, boring problem-solving, forcing even a knowledgeable GM to dumb things down so that unenlightened players can manage. In none of those situations does EP shine. It's easy to default to Rule of Cool when you don't know what you're doing or, really, when you don't know about all the awesome stuff you [i]can[/i] do. So it's a bit overwhelming for me, since if I were to play a tabletop RPG, I'd have to GM for my friends. And in Eclipse Phase's case, they would have to be savvy with the game as well. Sounds like a very improbable proposition for me. :( I apologize if this is only tangentially related to the main topic. I suppose I'm fishing for tips to approach EP and still manage to pull off an enjoyable black campaign without everyone necessarily being wildly experienced with the setting.
MAD Crab MAD Crab's picture
I think one thing to remember
I think one thing to remember is that in EP a tpk is not the end of the campaign. As a GM you certainly need to know the lore. I cannot imagine a single game where that is not true. But if your players do something stupid (aka "this is a plan where you lose your hat,") let them die in a loretastic way. They learn some background and that they need to be creative. They learn that the universe is not as forgiving as they expected. And you get to murder some players.
Urthdigger Urthdigger's picture
Probably the best way is to
Probably the best way is to take the approach Morrowind did, and give the players a scenario where they learn as they go. Tell them the basics to start: The Fall happened due to TITANS, humanity lives in space now, the government of where the campaign takes place, and the social statuses attached to infomorphs, synthmorphs, pods, and biomorphs. Past that, they can learn about the exsurgent virus, factors, politics of other habitats, and Firewall when they run into them. This can also likely result in a campaign that starts off Chrome, but gets darker and darker as the veil is pulled away, revealing the future utopia that mankind enjoys to be merely a think veneer over the oily pulsating black heartof the universe. Space does indeed have a terrible secret.
jackgraham jackgraham's picture
In the books we go with a
In the books we go with a super doomy voice because we need to be consistent. And as posters have pointed out, the reasons for the doominess are right there in the setting background. But when I've played the game with my fellow writers, it's definitely true that different GMs find different things they want to zoom in on. And this often leads to a change in tone from the default doom-saying of the game as written. The transhuman people of the future have to have figured out how to keep living, after all, right? And possibly as well, to find some happiness, even. No one survives hopelessness. So there's room in EP for an optimistic approach. Me, though, I'll stick to slowly driving sentinels insane before grey goo devours them.
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
Lilith Lilith's picture
I've always felt...
...that a good EP campaign tends to oscillate between [i]Futurama[/i] and [i]Event Horizon[/i] in terms of tone. Often multiple times in a single session.
obsidian razor obsidian razor's picture
Quote:I've always felt...
Quote:
I've always felt... ...that a good EP campaign tends to oscillate between Futurama and Event Horizon in terms of tone.
So much this. In one adventure my sentinels were trying to stop a smuggler from unwittingly releasing a horrible exurgent nanoplage in a TITAN artifact. The tone was dark and time was of the essence. But then the neo-hominid had to wrestle with the smuggler in a slytheroid morph to recover the artifact and my players suddenly found themselves laughing till their stomachs ached because of the silliness of a giant ape wrestling with a snake man. Also, the tone of the game seems to be dark and bleak, but the quote on the cover seems to imply that there is a fighting chance and that you can make a difference. After all... Extinction is coming... Fight it!
Smokeskin Smokeskin's picture
I like the feeling of the Die
I like the feeling of the Die Hard movies. The bad guys are smart and competent. A lot of the time, it looks seriously bleak - the protagonist is isolated, outgunned, badly hurt, and they're holding his loved ones hostage. But the protagonist also gets to pull of some seriously cool and devious stuff to overcome the challenges, and there's some humor too.
Shadow Shadow's picture
Thanks for the tips, guys!
Thanks for the tips, guys! I suppose it really does help a lot that characters can die without meaning game over or re-rolling. And I would try to emphasize to players, as the Transhuman book does, to pay a lot more attention to ego development over material stuff which might be lost or otherwise unavailable at any moment. As for the tone, gradual introduction to the game's many concepts should work. Hopefully my friends will be able to catch on before long. They haven't roleplayed in years, but here's to optimism. :P
nezumi.hebereke nezumi.hebereke's picture
I tend to vary style based on
I tend to vary style based on the adventure and the group, in order to support the story. Glory, being horror, I run black. Ego Hunter I usually run more chrome. Squid Pro Quo I run pink mohawk.