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GM Starting Moxie?

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Mechphisto Mechphisto's picture
GM Starting Moxie?
Sorry if this is somewhere but I just can't find it. Does the GM get starting moxie to use for NPCs? At least the "named" NPCs? Until I find something official, I was thinking 3 plus 1 per player to be used as a moxie pool for all eligible NPCs to share. Or maybe equal to the player with the highest starting moxie, plus 1 per player.
ShadowDragon8685 ShadowDragon8685's picture
No. The GM does not get moxie
No. The GM does not get moxie for himself. An RPG should not, ideally, be "Players vs. GM." That having been said, Named NPCs are important enough to have their own MOX scores, though these should usually be low.
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]
Trappedinwikipedia Trappedinwikipedia's picture
Some NPCs have moxie, its
Some NPCs have moxie, its typically a pretty low number (1-3) though, because generally they don't stick around as long as PCs, so giving them a lot is disproportionately powerful. High moxie NPCs make really strong enemies though, the From Blinding Heights adventures have some Moxie, reliant NPCs in them. That said, there are a lot of games which use GM narrative tokens of one kind of another, like Doom Die and such, so its not unprecedented, nor does in imply GM vs players Shadowdragon. If I were to bring it into EP, I'd give a GM moxie point for every moxie point the players use, but not use much beyond that.
Mechphisto Mechphisto's picture
GM moxie
I agree... NPC moxie doesn't imply GM vs player anymore than NPCs having weapon skills imply GM vs player. To say that players get to have something like moxie without at least major NPCs having it to, is on the flip-side like saying that the purpose of an RPG is for characters have an unfair god-like advantage and run roughshod over everything that would want to stop them. O_o I used to run Spycraft which gives GMs (as well as the players) a moxie-like bennie to use among non-mook NPCs, and I've always been a "we're not against each other, we're working together to create a story!" and it's worked well. Anyway, I found out the NPC FILE 1: PRIME book of NPCs does in fact give NPCs MOX, so, I guess that answers my question. :) (Frankly, I think giving all NPCs 1-3 MOX each instead of the GM having a small pool to use among them all, is technically more fair -- but does in fact seem a bit much.) Thanks for the replies!
DivineWrath DivineWrath's picture
I would advice against
I would advice against feature creep. Each extra house rule you add is one more rule you have to remember and keep track of. Just remember that as a GM, you can fudge the dice, change your mind whats around the corner at the last minute, or make something up. If you need justification, you can make it up. Maybe the guard or system admin missed a coffee break and is fighting exhaustion, or maybe the players were chasing an illusion because their mesh inserts got hacked.
ThatWhichNeverWas ThatWhichNeverWas's picture
GMs have all the moxie they ever need...
It helps to remember it isn't how much moxie the NPC has in general, but how much they have at the point they encounter the PCs. From a storytelling point of view, it makes sense for the PCs to have more moxie because they fill a larger role in the story than other characters - normal NPCs will exist as foils, complications or resource drains for the actions of the protagonists rather than full personas. As such, there's little reason for them to have moxie to use - their skills define the extent of their effect on the protagonists/plot, but the nature of that effect is determined by the GM. In other words, if you're going to use Moxie to make the NPC succeed at a roll, why make the roll at all? Just have them succeed.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
Trappedinwikipedia Trappedinwikipedia's picture
Because Moxie does more than
Because Moxie does more than make you succeed at failed rolls, and is an expendable resource, especially in combat or hacking. The best way to counter a skilled PC hacker is a skilled sysadmin with Moxie, because critical success is super important in a hack. Moxie has the most uses in combat, and ignoring armor, and generally Fray, going first, or making misses into hits are all very strong abilities which NPCs can totally have access to, but shouldn't be able to do them as much as they want. You can ignore NPC moxie, and just let them use Moxie-like cheats every so often, but the lack of moxie is essentially semantic at that point.
ShadowDragon8685 ShadowDragon8685's picture
And those reasons are why
And those reasons are [i]why[/i] NPCs which have moxie should be used [u]very sparingly,[/u] and when NPCs [i]do[/i] have MOX, it should be in very small quantities. Random number generation inevitably disfavors the party that makes the most rolls. As the number of rolls made increases, the odds of a spectacularly poor roll, possibly coinciding with a spectacularly good roll on the part of an otherwise unskilled opponent, increases drastically. PCs make the most rolls, obviously. In every game I've ever played, call it what you will - Edge in Shadowrun, Moxie in Eclipse Phase, Fate in Dark Heresy, Force/Destiny Points in Star Wars, Action Points in D&D - those "Hero Points" are a player's ability to correct the slings and arrows of outrageous number generation, a way for the [u]actual protagonists of the story[/u] to nudge the narrative in their direction. It's a desperately needed nudge, because when dice are being rolled, they have the opportunity to deliver "ha ha no fuck you"s that would be hilarious if they were happening to someone that the people watching them [i]aren't[/i] invested in. Meanwhile, the GM has no need of such things. The GM can [i]always[/i] create another plot, another story, another antagonist. The players' goals are open-ended, they have no endgame, whereas the endgame of the GM-made antagonists will very often be Game Over for transhumanity. So, NPCs should not get much MOX. And by that I mean only Named, Important NPCs should get MOX, and they should [u]never[/u] get more than 2, maybe 3-4 if you're talking about the BBEG. Remember, the bad guys don't need 7-9 MOX to correct random bullshit like botching a stealth or infosec roll that should be, statistically, a dead cert, but which if failed will cause the entire operation to explode violently in their faces. The players kind of do.
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UnitOmega UnitOmega's picture
Quote:So, NPCs should not get
Quote:
So, NPCs should not get much MOX. And by that I mean only Named, Important NPCs should get MOX, and they should never get more than 2, maybe 3-4 if you're talking about the BBEG.
The game designers seem to think otherwise. Personally, I see no harm in having NPCs have Moxie or MOX scores (what, NPCs have no luck? Nuts to that) as per stuff like the NPC file. After all, every PC starts with at least one, right? And there's no magic PC halo in this setting, you are no chosen people. An important factor in the GMs control is that you have no requirement to spend Moxie points, nor should you all the time. However, the inherent nature of random numbers means that PCs can do inordinately well. Spending Moxie on notable or skilled NPCs can seen as them pushing harder when things don't go their way. A good example of this "narrative control" aspect is the Bad Luck trait, too, which I believe is the only thing that gives a GM free floating moxie to spend against a player's rolls (or rolls related to them). Another important factor in giving NPCs at least basic Moxie is just because they're non-players doesn't make them antagonists. Patrons, allies, hirelings and partners need to make rolls too, it can easily make sense for them to have that "moxie" quality too. The last thing is that MOX x10 can be a pretty important roll in mechanical terms. Exsurgent stuff goes flying GM might decide to add some random element to that. Pure fiat has it's own problems in this case, and randomness may be more reflective of what the GM is going for. Giving a GM tools to influence the narrative they're trying to convey or the beats they're trying to hit is not antagonism. In fact, I think it's more balanced if the GM must spend limited resources to do so besides just make more shit up.
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ShadowDragon8685 ShadowDragon8685's picture
UnitOmega wrote:Quote:So,
UnitOmega wrote:
Quote:
So, NPCs should not get much MOX. And by that I mean only Named, Important NPCs should get MOX, and they should never get more than 2, maybe 3-4 if you're talking about the BBEG.
The game designers seem to think otherwise.
No, they don't, otherwise random generic mooks would have MOX, which they do not in any mook statblock I've yet seen published for Eclipse Phase.
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Personally, I see no harm in having NPCs have Moxie or MOX scores (what, NPCs have no luck? Nuts to that) as per stuff like the NPC file.
"Luck" is when your players open up with a skill roll of 99 and full auto on a shredder, the NPC defaults to Fray and rolls a 1. MOX is when that NPC just says "nah, it didn't happen that way" and it completely invalidates the player's actions through no action of the dice.
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After all, every PC starts with at least one, right? And there's no magic PC halo in this setting, you are no chosen people.
Except they are, chosen on account of [i]being the player characters.[/i] You know, those guys without whom the game setting does not move, because [u]the whole point of running the game is because of the PCs[/u]. Consequent to that, the PCs are the people who are going to be rolling dice most often - and having dice rolled [i]against[/i] them most often. And the more random die rolls you make, or are made against you, the greater the likelihood of ridiculous, improbable, and asinine dice rolls happening, like when the Infosec guy with an adjusted modifier of over 100 is rolling Infosec to crack into a hypercorporate system, literally can't fail which is good because if he [i]does[/i] fail, the hostile IC will pinpoint his whole team and Reapers will be dispatched, and then he rolls a fucking natural 1 on a d100 roll. [u]That[/u] is what MOX is good for. Meanwhile, your NPCs don't have to deal with that kind of thing. The NPC smugglers dealing in antiquities that may or may not be laced with TITAN nanotech don't have to make mechanics rolls to set up their pressure habitat on the surface of a tiny asteroid, they don't have to make infosec rolls to set up their security systems, they don't have to make tactics rolls to set up their security perimeter: they [u]just do these things,[/u] because you're the GM and you have decided that it is thus. If they make any critical mistakes in set-up that your players can exploit, it is solely because you chose for them to do so, not because they botched a dice roll and didn't have any MOX to correct it with.
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An important factor in the GMs control is that you have no requirement to spend Moxie points, nor should you all the time. However, the inherent nature of random numbers means that PCs can do inordinately well. Spending Moxie on notable or skilled NPCs can seen as them pushing harder when things don't go their way.
You did note that I said, specifically, that Named, Important NPCs can and should have a point or two of MOX, right? Because they aren't Mooks. But they should definitely not have tons of the damn stuff! 1-2 points is good for a named Lieutenant, 3-4 for the boss, maybe, [i]maybe[/i] 5-6 for a Big Boss Evil Guy, the guy at the end of a whole damn campaign.
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A good example of this "narrative control" aspect is the Bad Luck trait, too, which I believe is the only thing that gives a GM free floating moxie to spend against a player's rolls (or rolls related to them).
That trait could be worth 500 points and I wouldn't fucking take it.
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Another important factor in giving NPCs at least basic Moxie is just because they're non-players doesn't make them antagonists. Patrons, allies, hirelings and partners need to make rolls too, it can easily make sense for them to have that "moxie" quality too.
And if they're Named, Important Allies, then sure, they should have some MOX. Random generic no-names you enlisted, not so much, but your Firewall handlers, the Barsoomian operative you contact all the time, and Magnus Ming should have some MOX. But not piles of the stuff.
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The last thing is that MOX x10 can be a pretty important roll in mechanical terms. Exsurgent stuff goes flying GM might decide to add some random element to that. Pure fiat has it's own problems in this case, and randomness may be more reflective of what the GM is going for.
If that's the problem, then it's better to just pick a number rather than to give all NPCs some MOX to spend on the off-chance they'll be exposed to exsurgency bullshit and need to roll against it. 30 is a good number.
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Giving a GM tools to influence the narrative they're trying to convey or the beats they're trying to hit is not antagonism. In fact, I think it's more balanced if the GM must spend limited resources to do so besides just make more shit up.
The thing is, the GM is always making shit up. The entire story, unless he's runing from a module, is the GM making shit up. NPCs don't have to make Networking rolls, or Programming (Nanofabrication) rolls to acquire rocket launchers and Reapers, if the GM wants them to have them, they just have them. The NPCs don't need to roll for about 80% of the stuff players need to roll for, they just succeed, because the story calls for them to have succeeded in acquiring whatever knowledge or equipment the GM wants for them to have. The only times they [u]do[/u] roll are when they're rolling antagonistically to the players, or, far more rarely, on behalf [i]of[/i] the players. And that's where RNGesus comes in and gives the players the middle finger. And that's where MOX comes in, to grab that middle finger and bend it back until RNGesus cries uncle.
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DivineWrath DivineWrath's picture
ShadowDragon8685 wrote:Quote
ShadowDragon8685 wrote:
Quote:
A good example of this "narrative control" aspect is the Bad Luck trait, too, which I believe is the only thing that gives a GM free floating moxie to spend against a player's rolls (or rolls related to them).
That trait could be worth 500 points and I wouldn't fucking take it.
I agree. I don't think it is a good trait either. It grows in power as the players moxie levels increase which makes raising moxie a bad idea. Moxie is supposed to be good luck or power to control your own destiny, not something that creates equal amount of bad luck. It is a good way to get players to *not use* a game mechanic. Any player who does pick that trait would do well to keep moxie as low as possible. Maybe even go out of their way to get their character hardened as many times as needed so the cap on maximum moxie possible is reduced to 0. At that point, you have 2 penalties cancelling each other out, which should show that the rule system isn't perfect.
Trappedinwikipedia Trappedinwikipedia's picture
Read NPC file 1. Every single
Read NPC file 1. Every single stat block except for the security dog has at least 1 Moxie. Most have 1-2, the most is 6 I think (Immortal Oligarch). Basically every NPC which isn't a ALI or partial uplift should probably have Moxie. As for the Bad Luck trait, it's a 30CP negative trait, in the same category as Subverted Mind. Those one's are never worth taking IMO, unless you want to mess around with some bad stuff. They're basically there as traps I think.
ShadowDragon8685 ShadowDragon8685's picture
Trappedinwikipedia wrote:Read
Trappedinwikipedia wrote:
Read NPC file 1. Every single stat block except for the security dog has at least 1 Moxie. Most have 1-2, the most is 6 I think (Immortal Oligarch). Basically every NPC which isn't a ALI or partial uplift should probably have Moxie.
Wow, really? That's fucking insane. Giving every single mook the ability to say "Nah, your good roll doesn't matter, here have an extra helping of lead?" That's shitty. Super-shitty. So shitty I question whether that's intended or a mistake made by rigorously making these NPCs to PC chargen guidelines.
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As for the Bad Luck trait, it's a 30CP negative trait, in the same category as Subverted Mind. Those one's are never worth taking IMO, unless you want to mess around with some bad stuff. They're basically there as traps I think.
Yeah. Like I said, it could be 500 points and I wouldn't take it.
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ORCACommander ORCACommander's picture
Just because its in the stat
Just because its in the stat block does not mean it needs to be used. Further NPC prime is meant to give you a bunch of templates to use. Nothing is stopping me from the power of handwavium to turn generic npc on page 23 into a named character further iirc there are 3 different ways to use moxie. not just ignore a die roll
ShadowDragon8685 ShadowDragon8685's picture
ORCACommander wrote:Just
ORCACommander wrote:
Just because its in the stat block does not mean it needs to be used. Further NPC prime is meant to give you a bunch of templates to use. Nothing is stopping me from the power of handwavium to turn generic npc on page 23 into a named character.
Sure, if that generic NPC becomes a Named Character, somehow, then they should get Moxie, because they're now important. They shouldn't have [i]much[/i], of course, because they're not that special, but they should have some.
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Further iirc there are 3 different ways to use moxie. not just ignore a die roll
No, but my point was that if an antagonistic NPC is using Moxie, it's going to be to the player's detriment nine times out of ten, which I feel is inappropriate given that the players are already taking the risks inherent with far-greater exposure to RNGesus that comes inherent to being a Player Character.
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Trappedinwikipedia Trappedinwikipedia's picture
A little bit of Moxie isn't
A little bit of Moxie isn't that big of a thing, as most conflicts aren't decided by a single die roll. Die manipulation isn't even the best way to use moxie. Upgrading success to critical success and initiative: first are both better in most cases, removing crit failure can be really powerful, but is kind of situational. NPCs are typically effected a whole lot more by RNG, as they make fewer rolls, making the weight of a single one a little stronger. They get screwed over by a bad roll or two much harder than most PCs. I don't really the problem with letting NPCs use it. In a lot of conflicts in EP, you often win well before dice are rolled.
MAD Crab MAD Crab's picture
Dead NPCs
Yeah, Moxie is definitely going to be a thing in my future NPCs. Say what you will about it being anti-player, the fact is players wipe the floor with most enemies. If it can make a battle against a named NPC last an extra round or two and be more dramatic, I'm all for it. Trapped, thank you for reminding me that you can use Moxie to jump in initiative. That's super powerful for the enemy, and players pretty much never do it. Half of combat in EP is getting to go first.
ShadowDragon8685 ShadowDragon8685's picture
Trappedinwikipedia wrote:A
Trappedinwikipedia wrote:
A little bit of Moxie isn't that big of a thing, as most conflicts aren't decided by a single die roll. Die manipulation isn't even the best way to use moxie. Upgrading success to critical success and initiative: first are both better in most cases, removing crit failure can be really powerful, but is kind of situational. NPCs are typically effected a whole lot more by RNG, as they make fewer rolls, making the weight of a single one a little stronger. They get screwed over by a bad roll or two much harder than most PCs. I don't really the problem with letting NPCs use it. In a lot of conflicts in EP, you often win well before dice are rolled.
The difference is that if an NPC gets screwed over by a dice roll, it isn't a plot-explosion of catastrophic proportions. The worst that can happen if the NPCs get screwed over by RNGesus is that a story that was planned to be tough gets easier. The PCs, on the other hand, are exposed to [i]far more rolls.[/i] Any given NPC has far fewer chances for RNGesus to flip them the finger, and the thing is, the NPCs [i]do not matter.[/i] There will always be another NPC, the outcome of an NPC's roll is far easier to adjust for. Whereas if the PCs botch a roll that absolutely must not be botched, that's it, game over, everybody's resleeving, oh, and Mars is now quarantined like Earth is. GG no re.
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MAD Crab MAD Crab's picture
God forbid the game be
God forbid the game be interesting, with actual risk of failure.
ShadowDragon8685 ShadowDragon8685's picture
MAD Crab wrote:God forbid the
MAD Crab wrote:
God forbid the game be interesting, with actual risk of failure.
If there's an actual, [i]statistically reasonable[/i] chance of a major, complete failure on the player's parts, then you, as the GM, have fucked-up royal. Mind you, this is barring outlying possibilities like the players being pants-on-head retarded and, say, negotiating for the TITAN hardware in Glory, leaving the exsurgents free to perform their swan-dive [i]and[/i] lugging a pile of super-infected TITAN bullshit back to Titan, or some other kind of violation of all imaginable sense. In that case, there's nothing to do but let the consequences of those actions play out. But if the [i]dice[/i] screw things over dramatically, then the result is epic bullshit. It's not fun, it's just frustrating, when the dice screw over a roll that shouldn't have failed (because it was statistically a dead cert,) that [i]must not[/i] have failed (because it triggers alarms and scuppers your infiltration before it's even begun and you have no plausible contingency plans for "they spot our hacker at this stage and go on high alert," probably because short of "hit the place with an Erasure Squad," there [i]are[/i] no plausible contingencies,) then it's just epic bullshit. And [u]that[/u] is what MOX is for. It's the player's narrative shield against epic bullshit. Random fucking mooks don't need narrative shield. All giving them MOX does is let them screw over the players, probably forcing the players to spend their own MOX to counteract it, which in turn becomes an arms race for the players to have enough MOX to power through, firstly by pumping up their MOX scores, and then by spinning off more and more alpha forks, all with their own MOX scores. If RNGesus does something ridiculous to the NPCs, then it's easy to roll with. A fight might be easier than expected, or an infiltration goes off absolutely perfectly, or an NPC who should be savvy completely buys a player's cock-and-bull story hook, line, sinker, rod, and copy of [i]Angling Times[/i] without the players needing to present any additional fabricated evidence. At the very worst case, the investigation comes to a rapid end and their handler comments on how lucky they got, making a mention of wishing it could all be that easy. If RNGesus does something ridiculous to the PCs - which is [i]far[/i] more likely, since the PCs are going to be rolling far more than any NPCs, since the only times rolls are nessessary is when they're relevant, directly or indirectly, to the PCs - then everything goes to shit real fast, and the campaign can very quickly burn down in flames. That's Not Fun. That's what Moxie is for. NPC mooks do not need Moxie. Named NPCs only need MOX to serve as a MOX tax on the PCs, to make it harder for them to take him down, and cause him to require them to spend more of their own resources, including but not limited to, their own MOX, to finish it.
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R.O.S.S.-128 R.O.S.S.-128's picture
Moxie is a plot device, not a trait
I think they had already mentioned that they were only planning to use it for named NPCs. Which is a pretty common sense convention. Security Drone R01-00C-7380-1290 doesn't need Moxie. There's plenty more where he came from, and using Moxie to fiddle with his dice rolls would just disrupt the flow of play. The Big Bad nemesis on the other hand could use a few points, just to make him that much more of a royal pain in the rear while he cackles and twirls his mustache. Though he might usually use it to make his escape while yelling about how he'll get you next time, if you want him to be a recurring character. Regarding odds of failure in general, the actual odds of a TPK should generally be kept very low regardless of how grim the in-universe odds look. This is because the goal of a pen and paper game is mostly to generate a narrative, and the PCs are Main Characters. The show can't go on without them, and the show must go on, so they must survive. Of course, the definition of a TPK is a little more flexible in Eclipse Phase. As long as they can resleeve and try again it's not technically a wipe. But when you get down to last-chances and the solar system doesn't have time for you to resleeve, you have to start getting a little more cautious about killing PCs off.
End of line.
ORCACommander ORCACommander's picture
indeed part of the thing is
indeed part of the thing is that the only true way to kill a PC is to drive them irreversibly insane and it is very unlikely you can drive them all mad in one go. Every scenario needs a risk of failure to create gravity and drama for the situation. That risk of failure should not hinge on a single die roll but as a GM for this setting you should have to broad outcomes, One for failure and one for success. To do otherwise is to pander to power fantasy. Remember no scenario survives first contact with the PC and that a campaign is a living breathing thing and must be capable of great change and adaptation. Moxie is just one such tool of adaptation for gm and pc alike
jackgraham jackgraham's picture
MOX is also the GM's way of
MOX is also the GM's way of keeping important NPCs alive (which can be hard in EP) — if you want to be that kind of GM. It's a fair point about MOX on the mooks in NPC File, though. That might be something we should revisit on a revision.
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
MAD Crab MAD Crab's picture
ShadowDragon8685 wrote:MAD
ShadowDragon8685 wrote:
MAD Crab wrote:
God forbid the game be interesting, with actual risk of failure.
If there's an actual, [i]statistically reasonable[/i] chance of a major, complete failure on the player's parts, then you, as the GM, have fucked-up royal.
That's an opinion. Not everybody shares it. Besides, as just about everybody has said - failure means you're dead, maybe a planet or hab is dead. Then you're restored from backup and the game continues.
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But if the [i]dice[/i] screw things over dramatically, then the result is epic bullshit. It's not fun, it's just frustrating, when the dice screw over a roll that shouldn't have failed (because it was statistically a dead cert,) that [i]must not[/i] have failed (because it triggers alarms and scuppers your infiltration before it's even begun and you have no plausible contingency plans for "they spot our hacker at this stage and go on high alert," probably because short of "hit the place with an Erasure Squad," there [i]are[/i] no plausible contingencies,) then it's just epic bullshit. etc etc...
Two things: One, if there was supposed to be certainty in outcome, we wouldn't be rolling dice. Two, you seem to be fixated on this GM vs player thing, which I think says a lot more about you than any of us. I can't imagine a GM actually screwing his players over on a critical roll with NPC moxie. Sure, characters get more rolls than enemies - but as a GM, I go through a hell of a lot more NPCs than there are players. And bullshit rolls happen to the bad guys too. What's supposed to be a super competent, plot central bad guy fumbles so badly that he dies to the unarmed neotenic? As the GM I'm getting robbed, and so are the players.
ThatWhichNeverWas ThatWhichNeverWas's picture
Rule Zero is King.
It really boils down to the fact that the NPCs don't use the same rules as the PCs. If an NPC is making an “independent” roll, then you're using the dice to select which of a set of acceptable outcomes occurs. If you use moxie to change the roll then there's only one acceptable outcome, so you don't need to roll. The only time moxie should ever be relevant is when the NPC is rolling in direct opposition to the PCs, which 99% of the tie will be in combat.
ShadowDragon8685 wrote:
And the more random die rolls you make, or are made against you, the greater the likelihood of ridiculous, improbable, and asinine dice rolls happening, like when the Infosec guy with an adjusted modifier of over 100 is rolling Infosec to crack into a hypercorporate system, literally can't fail which is good because if he [i]does[/i] fail, the hostile IC will pinpoint his whole team and Reapers will be dispatched, and then he rolls a fucking natural 1 on a d100 roll.
I wouldn't agree with this either, exactly – if an outcome of a roll would be detrimental to the story, then it simply shouldn't be an option. If the Hacker failing would break the story, then he can't fail, or at least, not in that manner. He may only get a part of the information he wants, or he manage to put a delay on the alarm, or trigger an alarm but conceal his location... failure should mean more difficulties, obstacles or twists down the line, rather than a flat game-over. This also applies if success would be a problem – they get something useful or an obstacle goes away, but the game keeps running. What the PCs can and can't do is always subject to GM fiat.
MAD Crab wrote:
God forbid the game be interesting, with actual risk of failure.
ORCACommander wrote:
Every scenario needs a risk of failure to create gravity and drama for the situation. That risk of failure should not hinge on a single die roll but as a GM for this setting you should have to broad outcomes, One for failure and one for success. To do otherwise is to pander to power fantasy.
The possibility of failure should always be present, but that failure needs to be dramatically appropriate. The characters always get to the end of the story – it's the nature of that end which is in question.
MAD Crab wrote:
What's supposed to be a super competent, plot central bad guy fumbles so badly that he dies to the unarmed neotenic? As the GM I'm getting robbed, and so are the players.
This should never, [i]ever[/i] be a possibility. If your BBEG needs to survive, then he survives. Giving him Moxie means he will have a greater effect on the PCs, or sticks around longer, but ultimately he will either win or retreat to fight another day.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
MAD Crab MAD Crab's picture
Quote:The possibility of
Quote:
The possibility of failure should always be present, but that failure needs to be dramatically appropriate. The characters always get to the end of the story – it's the nature of that end which is in question.
Absolutely. I'm a big believer in failing forward.
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This should never, ever be a possibility. If your BBEG needs to survive, then he survives. Giving him Moxie means he will have a greater effect on the PCs, or sticks around longer, but ultimately he will either win or retreat to fight another day.
Both having greater effect and sticking around longer are my point. If nothing else, when the dice fall and I say "Hmm, nope. He's gonna moxie that" all the players are going to pay a lot more attention to him. On the other side, I hate saving bad guys with pure GM fiat. Sure, I can just say that he escapes and the players have to accept it, but frankly the kinds of people who like playing EP are going to resent that a little. Moxie is part of the game, they know it and accept it. It also still leaves an element of chance in, which is fine. I don't need to save every bad guy, I just want to reduce the frequency of players burning through them in one round.
Trappedinwikipedia Trappedinwikipedia's picture
Quote:The possibility of
Quote:
The possibility of failure should always be present, but that failure needs to be dramatically appropriate. The characters always get to the end of the story – it's the nature of that end which is in question.
This is a pretty meaningless statement. The end of the story can be "the firewall team got compromised and killed by reapers" now you've got to deal with the fallout of whatever you were trying to stop, likely from backup. If you're carefully curating how the game can end, and what bad things are allowed to happen by what you deem "dramatically appropriate" you should write a book, as the players are being robbed of agency. They aren't allowed to fail, unless you say so. You're basically reading them a story and letting them roll dice every so often at that point, and once they cotton on to how safe they are, they game will be a lot less interesting for them. Additionally, I think people are seriously overestimating the power of Moxie. It isn't a "you auto pass this roll" resource. If you needed a 60, and roll a 67, you *can't pass that check*, as flipping it to a 76 won't help. There's always a decent range of unavoidable failure in the failure range, which means that moxie for roll flipping is generally worse than bonus stacking, which is the primary guard against failure. So in this example of the hacker who needs to penetrate a system or the mission ends, here's what he should really do. Lets say he has Infosec 70, and 6 Moxie which is pretty high. You could just YOLO it and roll, hoping Moxie can save you from a bad roll, but if you fail the mission is over. Now there's a decent set of rolls where you can unavoidably fail (77, 78, 79, 87, 88, 89, 97, 98, 99), and because this is an opposed roll, there's a number of failures which if swapped give you a really low roll, likely meaning failure anyway. (71, 80, 81, 90, 91) Then there's the natural range where you pass, but roll low, and that makes you lose the roll anyway (00-~20) Moxie can't really help you with all of that. So what you really want to do is take time or get help (which is better depends on how much time you have, and who can help you) to get your Infosec to at least 100. With 70 Infosec you can stack enough bonuses to hit 100 while going for admin access. You also probably want to invest in some signal stealthing/bouncing so if you fail the Reapers will need more time to hunt you down. The rest of the group should be focussing on other methods to break in like stealing credentials or whatever. Now that you have a stupid high skill, you can't actually fail this roll, which is about a gorillion times better than spending Moxie on it. It's basically a roll off. You have a couple of options from here. You can roll, and upgrade success to critical success, making you win the opposed check unless the system's guardian has Moxie and matches you. The downside is that you can only spend one Moxie per roll, and if you didn't get exceptional success you won't get the coveted Hidden status. The upside is that if the system's guardian has Moxie, if you upgrade to critical success, they're matching you, while if you opt to flip, and the succeed and upgrade (less guaranteed than you, but it's not hard to get a really high defensive Infosec either) than you auto lose. Once in, the hacker's first move should probably to get whatever they were there for, if they had good enough access, or plant a backdoor if they didn't so they can try again. From a GM's standpoint the Moxie isn't all that important. The physical response time, signal tracing capabilities. and whether the defender has assistance (say from a team of Security ALI) matter a lot more. Of course, the mission should probably not come down to a "win the opposed test or fail everything forever" kind of thing, but that's why the rest of the party is looking at physically sneaking into the server, or finding a sysadmin and spoofing/social engineering/beating with a wrench them. In this case, both the Attacker and Defender in the hack had access to success ranges so high that it's literally a D100 version of war. Whoever rolls higher wins. In an intrusion attempt specifically, if both succeed, the hacker gets in at Spotted status. They'll probably attempt to upgrade status to Covert though, which is a straight opposed test and requires excellent success from the hacker. (further weakening the roll flipping role of Moxie) This is the real straight up roll off. Without Moxie, the defender is very likely to lose: Outcomes: Hacker rolls <30, Defender rolls worse, but passes. A flip might make the hacker win, and might not help. If the defender has Moxie they can upgrade success to crit success, winning the attempt, should the hacker opt to flip. Hacker rolls >30, Defender rolls worse. Hacker wins. If the defender has Moxie they can upgrade success to critical to win, but so can the attacker, gaining Exceptional Critical Success. The defender rolling higher than the hacker has essentially the same outcome options for each. The hacker has more trouble winning this, but the defender likely loses the entire intrusion struggle if they fail. If the defender lacks Moxie, and the attacker has some, they'll lose almost every time. (This is a check which can be attempted multiple times after all) If the hacker has access to multiple complex actions (mental speed/multitasking) they can attempt this while trying to do other stuff though. This can be a useful side strategy to get the defender to expend Moxie of tests which the defender must pass, but the hacker doesn't absolutely have to. My point being, that in cases where both sides have super high skill ratings, NPC Moxie gives the game something more interesting the D100 War to be based on, with some reasonably complex game theory decision making involved. I think that makes the game much more interesting to play, and this is even before Motivations get involved. A hacker with relevant motivations can spend Moxie with great abandon, likely getting Moxie back every few rolls. Something like +Cracking systems or +Outwitting The Man or something can carry a hacker *really* far in this kind of protracted contested hack. Moxie can also make combat more interesting. So, for a TLDR-y conclusion, I think that NPC moxie makes the game much more mechanically interesting in cases where both sides have good or very good chances of success, and provide a way to keep extremely skilled PC's in check without simple GM fiat "You just can't do that" kind of thing. It's definitely worth keeping around, as another layer of play. Moxie is one of the weaker ways to influence success, but no one says that NPCs shouldn't be allowed to take cover or aim actions which help them more.
ShadowDragon8685 ShadowDragon8685's picture
jackgraham wrote:MOX is also
jackgraham wrote:
MOX is also the GM's way of keeping important NPCs alive (which can be hard in EP) — if you want to be that kind of GM.
Oh, absolutely! Although, to be fair, this is Eclipse Phase - bad guys can resleeve at least as easily as players can. But it is extra frustrating when they make a physical escape with their morphs, which can be fun. It makes the players want to chase them down so much more.
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It's a fair point about MOX on the mooks in NPC File, though. That might be something we should revisit on a revision.
Perhaps add a note in the forward of it, saying something like "The NPCs in this file have been generated with Moxie scores. If the NPC is being used as an unimportant, unnamed or 'mook' type NPC, their MOX score should only be used in the eventuality that they are exposed to a roll which keys off their MOX score, such as the Exsurgent Virus, but they should not be allowed to use their Moxie scores for other purposes. If, however, the NPC in question is important to the story, they may use their Moxie scores as any player would."
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ShadowDragon8685 ShadowDragon8685's picture
MAD Crab wrote:Two things:
MAD Crab wrote:
Two things: One, if there was supposed to be certainty in outcome, we wouldn't be rolling dice. Two, you seem to be fixated on this GM vs player thing, which I think says a lot more about you than any of us. I can't imagine a GM actually screwing his players over on a critical roll with NPC moxie. Sure, characters get more rolls than enemies - but as a GM, I go through a hell of a lot more NPCs than there are players. And bullshit rolls happen to the bad guys too. What's supposed to be a super competent, plot central bad guy fumbles so badly that he dies to the unarmed neotenic? As the GM I'm getting robbed, and so are the players.
Re: Certainty in outcome. Then why do people gamble at casinos? If they have a brain in their head, they know damn well the odds are stacked against them and the house always wins. They play because they're chasing the illusion - the statistical improbability that the payouts that slip through the house's fingers will fall on [i]them[/i], not the guy next to them. They play because it's fun. Players do not, generally speaking, want to play a "realistic" game where they fuck-up their spycraft because they are not, in fact, 22nd-century spies, attracting the attention of enemy agents, who then leverage the full force of fully-fledged spy agencies to the inevitable conclusion that leads to the player's character's real lives being compromised, all of them being grabbed, thoroughly interrogated, and then their Firewall handler just burns their backups rather than resleeving them because it's cheaper for the conspiracy to do that than to actually carry through on their promises. Nor do they want to play a game wherein they arrive to investigate $HYPERCORP_BADSTUFF, only to find that $HYPERCORP_BADSTUFF has been fully-rigorous with their security measures and that penetration is impossible short of sending a literal army to shoot their way through all the corpsec, and that even if they did that, said literal army would be delayed long enough for $HYPERCORP_BADSTUFF to erase all the incriminating files and incinerate all the evidence. So, yes. As the GM, your job is to set up the story such that the players can - and, barring retardation on their part, [i]should[/i] - win. Defining "winning" as "achieving their objectives," and you might set things up such that, mid-way through, they may realize that the situation is so FUBAR that they need to revise their objectives to "escape alive and warn Firewall," but the players should never face the "realistic" situation of going up against an enemy who has and is intelligently leveraging massively more information, resources, and capabilities than they can possibly hope to succeed against, who have made no critical blunders that allow the players to find a chink in their armor - because they have mnogo redundant people whose whole jobs it is to find and plug such blunders - etc. Otherwise, it's not much of a game, is it? There's not much story to be had, and reporting back to Firewall to say "it's outright impossible, you're either going to have to send an Erasure team to level the place on a hunch, or sit back and wait for the apocalypse to happen and hope they aren't, in fact, playing with TITAN tech in there," isn't very fun. =-=-=-=-=
ThatWhichNeverWas wrote:
It really boils down to the fact that the NPCs don't use the same rules as the PCs.
There's a problem with this - if the NPCs are [i]obviously[/i] using different rules, then the game breaks down and players start not-having-fun, because the Rules as Written aren't being followed; suddenly the illusion falls apart, and they realize they're just animating semi-autonomous actors in the GM's play.
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If an NPC is making an “independent” roll, then you're using the dice to select which of a set of acceptable outcomes occurs. If you use moxie to change the roll then there's only one acceptable outcome, so you don't need to roll. The only time moxie should ever be relevant is when the NPC is rolling in direct opposition to the PCs, which 99% of the tie will be in combat.
Right. I agree with this statement entirely.
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ShadowDragon8685 wrote:
And the more random die rolls you make, or are made against you, the greater the likelihood of ridiculous, improbable, and asinine dice rolls happening, like when the Infosec guy with an adjusted modifier of over 100 is rolling Infosec to crack into a hypercorporate system, literally can't fail which is good because if he [i]does[/i] fail, the hostile IC will pinpoint his whole team and Reapers will be dispatched, and then he rolls a fucking natural 1 on a d100 roll.
I wouldn't agree with this either, exactly – if an outcome of a roll would be detrimental to the story, then it simply shouldn't be an option.
Except that the rules say you have to roll, and if the GM is going to ignore the results of the roll as interpreted by the rules as written, then you're no longer playing Eclipse Phase, you're on the GM's story-rails, and few players are willing to tolerate that.
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If the Hacker failing would break the story, then he can't fail, or at least, not in that manner. He may only get a part of the information he wants, or he manage to put a delay on the alarm, or trigger an alarm but conceal his location... failure should mean more difficulties, obstacles or twists down the line, rather than a flat game-over. This also applies if success would be a problem – they get something useful or an obstacle goes away, but the game keeps running. What the PCs can and can't do is always subject to GM fiat.
Nothing would make me quit a game faster than the GM exercising overt fiat like that, especially in my disfavor, by saying "Eh, I'm not going to follow the rules as written because that wouldn't suit my story." At that point, I'm like "okay, go fuck yourself, I'm not wasting my time on these rails." Even if the GM is obviously bending the rules in my [b]favor[/b], I'd say that, because it's bullshit, fiat, and not following the Rules As Written. That's what MOX/Fate/Destiny/Force/Action/Edge points are for: to write "the dice gave us a shit result, I'm going to change them using my heroic narrative prerogative." That's why it's okay for named, important NPCs to have MOX/Fate/Destiny/Force/Action/Edge points; because they have a villainous heroic (in the Greek sense) narrative, one which has some ability to force it's way. But when that NPC's MOX is exhausted, they need to go down like a little bitch. Juuust like players do, which is why I always like to pump up those points.
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MAD Crab wrote:
God forbid the game be interesting, with actual risk of failure.
ORCACommander wrote:
Every scenario needs a risk of failure to create gravity and drama for the situation. That risk of failure should not hinge on a single die roll but as a GM for this setting you should have to broad outcomes, One for failure and one for success. To do otherwise is to pander to power fantasy.
The possibility of failure should always be present, but that failure needs to be dramatically appropriate. The characters always get to the end of the story – it's the nature of that end which is in question.
I'm absolutely fine pandering to power fantasy. That's why I tend to pump my players up over "standard" chargen, because in my experience no "standard" chargen generates a character with what I would consider an acceptably heroic level of awesome. That having said, the [i]possibility[/i] of failure should [u]always[/u] be present. Otherwise, there's no point in rolling dice, and if there's no point in rolling dice, the GM should just narrate past it, or have it be something an NPC has already done successfully before handing it off to the PCs to roll with. If the PCs are rolling dice, they should always have the possibility of failing, hard; yet, contradictory to that, there are many rolls where, if the PCs fuck up, the entire adventure, and possibly the campaign, is completely FUBAR. That's what MOX is for. To allow you to take that risk, botch horribly, and recover by expending heroic narrative to force your way.
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MAD Crab wrote:
What's supposed to be a super competent, plot central bad guy fumbles so badly that he dies to the unarmed neotenic? As the GM I'm getting robbed, and so are the players.
This should never, [i]ever[/i] be a possibility. If your BBEG needs to survive, then he survives. Giving him Moxie means he will have a greater effect on the PCs, or sticks around longer, but ultimately he will either win or retreat to fight another day.
I would fucking desert a game if the GM saw the results of the dice roll and said "I don't like what that roll's result is, here's what happens." Because at that point, there's no pretense of following the RAW, which means everything on my character sheet is meaningless; if the rules as written do not dictate actual effect, then we're not playing Eclipse Phase, we're freeform RPing in the Eclipse Phase universe with some jackass telling us what happens. And if I'm going to freeform RP, I don't need a goddamn narrator, I can do a better job narrating than 9/10 GMs I've played with my own goddamn self. That's why super-competent, plot-central bad guys should have Moxie. So they can survive the dice giving them the finger, by grabbing that finger and bending it back until the dice cry uncle. Of course, they shouldn't have [i]much[/i], so if the dice [u]repeatedly[/u] give you the finger, then, well, you as a GM fucking rolling with it. This is a setting with literal character save and restore possibility, so that shouldn't be [i]too[/i] hard on the GM.
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UnitOmega UnitOmega's picture
Having another discussion on
Having another discussion on this subject, I think there is actually a note in the GM section that super generic NPCs like massed mooks should not utilize moxie normally, which would probably apply under normal uses of some NPC file templates. Otherwise I think it's fair to keep in general, after all every PC starts with 1 Moxie. Again, EP doesn't treat its player characters as particularly special, unique or intrinsically gifted. We can argue about the philosophy of PCs being the focus of a story and how that relates to both the game as a meta-construct and the setting, but that's not really what this started as about. That's kind of where this argument is [i]now[/i], and that's a stylistic choice. To me, Eclipse Phase has a lot in common with Call of Cthulhu, though not quite as much of a death spiral. It's about conspiracy and horror, so if it makes sense for the players to be able to completely bollocks up a roll and fail and die horribly, that should happen. this is why in a lot of ways Moxie exists is so you have a mechanical resource to expend to be like "man, it'd really suck to critfail this hack". Now obviously, this is not always satisfying and enjoyable to have a full crash-n-burn in a plot, so I don't advocate complete failure on a single die roll anyway. A Bad End should probably only result from conscious poor decision making and repeated failures - possibly because of poor choices. That's on the GM to give problems diverse enough solutions so that players aren't boxed in to trying to force mechanical rolls they're bad at (which moxie can work around anyway). It's like talking about the divide between "named, important" NPCs. To me, all NPCs you spend more than five minutes talking with should have names. That's a verisimilitude thing I've learned from other game systems. People [i]have names[/i], and treating everyone as faceless drones is not appropriate for every story (though I'm sure some Firewall Sentinels see it that way). To me, having a name is no particular sign of import - but that NPC is still a person in the world, and if it comes to it, maybe they have some of that fundamental spark-of-life in 'em too, just like PCs? It's only large bodies, usually of enemies which are the real faceless ones, threats where "personhood" doesn't so much matter as the fact that they have guns pointed at you. To that end, Moxie is ultimately a mechanical construct. Yeah the GM can just fuck off and do what he likes in the narrative, but I've never been a huge fan of "rolling behind the screen" type stuff unless absolutely necessary or nonsensical. I usually cheat or fudge on behalf of the players anyway - at least in situations which aren't always an abject direct consequence to their own actions. Anyway, NPCs interact with the mechanics too, so it can be important to have the ability to nudge those mechanics. You don't really like how a roll for an NPC turned out? Expend resources on the NPC/GM side to change it. The system calls for rolls of many varieties, not just combative ones. You can just use the power of rule zero, present thy middle finger and make things how you want them, but if the game calls you to roll dice for something, why not use the resource the game provides to nudge those numbers when appropriate? Forcing things to happen because that is "how things should be" or something will always seem shittier to me than "Well, I need to throw some Fate at you/Drop a Moxie/Flip a Destiny Point" to have the GM work something in. But again, that's just me. I really like verisimilitude, I like immersing in the world and treating it like a world, rather than "well, I am story god, let me just move everything around so what I want happens".
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ThatWhichNeverWas ThatWhichNeverWas's picture
Lot of Quote marks this time.
MAD Crab wrote:
On the other side, I hate saving bad guys with pure GM fiat. Sure, I can just say that he escapes and the players have to accept it, but frankly the kinds of people who like playing EP are going to resent that a little. Moxie is part of the game, they know it and accept it. It also still leaves an element of chance in, which is fine. I don't need to save every bad guy, I just want to reduce the frequency of players burning through them in one round.
ShadowDragon8685 wrote:
Except that the rules say you have to roll, and if the GM is going to ignore the results of the roll as interpreted by the rules as written, then you're no longer playing Eclipse Phase, you're on the GM's story-rails, and few players are willing to tolerate that. ... Nothing would make me quit a game faster than the GM exercising overt fiat like that, especially in my disfavor, by saying "Eh, I'm not going to follow the rules as written because that wouldn't suit my story." At that point, I'm like "okay, go fuck yourself, I'm not wasting my time on these rails." Even if the GM is obviously bending the rules in my favor, I'd say that, because it's bullshit, fiat, and not following the Rules As Written.
I'm not saying that the GM should just force their will down the player's throat – I don't think [i]any[/i] player would accept that. This sort of thing needs to be 'consistent' with the rules, but the rules aren't the Alpha and Omega of the game – they describe Default which is altered according to circumstance. The BBEG doesn't just survive because the GM doesn't like the roll, he survives because he has unique aSync powers, or rare/unusual technology, or unique morph traits, or otherwise have something about them that makes them [b]special[/b]... and that should be connected to why they're BBEG. Awaken your inner PowerGamer! If the InfoSec character can't fail to hack the system, then it's because the Character is intimately familiar with the system using and knows an exploit, or a friendly has installed a BackDoor which the character can use (at a price), or the good old standby “You got into the system easily... too easily”. It means being upfront that something Special is changing the circumstances, not hand-waving what the character does into insignificance.
Trappedinwikipedia wrote:
This is a pretty meaningless statement. The end of the story can be "the firewall team got compromised and killed by reapers" now you've got to deal with the fallout of whatever you were trying to stop, likely from backup. If you're carefully curating how the game can end, and what bad things are allowed to happen by what you deem "dramatically appropriate" you should write a book, as the players are being robbed of agency. They aren't allowed to fail, unless you say so. You're basically reading them a story and letting them roll dice every so often at that point, and once they cotton on to how safe they are, they game will be a lot less interesting for them.
There's a big difference between restricting possibilities and denying player agency. Imagine you have a group which needs to infiltrate a secret base, and to get there they need to climb a mountain or cliff. They get there, start climbing/flying/whatever, fail their rolls and all die from falling damage. So they resleeve, but nothing's changed. They still have to go off scale the cliff. In this case death isn't an appropriate possibility because it doesn't add anything to the game, except eat time and annoy the players. On the other hand, if failing the tests means losing gear or taking wound penalties, then it becomes a meaningful possibility that effects the plot. It's an odd little tautology – if I send Reapers to kill the PCs then I'm okay with them being killed by Reapers, because there are consequences for them to deal with. If there aren't because whatever's going on is too subtle, long term or whatever, then the game/story [i]stops[/i].
ShadowDragon8685 wrote:
There's a problem with this - if the NPCs are obviously using different rules, then the game breaks down and players start not-having-fun, because the Rules as Written aren't being followed; suddenly the illusion falls apart, and they realize they're just animating semi-autonomous actors in the GM's play.
UnitOmega wrote:
We can argue about the philosophy of PCs being the focus of a story and how that relates to both the game as a meta-construct and the setting, but that's not really what this started as about. … It's like talking about the divide between "named, important" NPCs. To me, all NPCs you spend more than five minutes talking with should have names. That's a verisimilitude thing I've learned from other game systems. People have names, and treating everyone as faceless drones is not appropriate for every story (though I'm sure some Firewall Sentinels see it that way). To me, having a name is no particular sign of import - but that NPC is still a person in the world, and if it comes to it, maybe they have some of that fundamental spark-of-life in 'em too, just like PCs?
It doesn't matter if the NPCs have a “spark of life”, or are “people” in the setting. It's a simple fact (and this is what I was refering to by 'different rules') that PCs are always “Onscreen” whilst NPCs only turn up for a few minutes, and are usually gone forever afterwards. Even if the NPC “should” have moxie, chances are they will have used it for something else when the PCs weren't there. On the flip side, there's absolutely no reason for an NPC to “not” use a resource because they will essentially cease to exist once their interaction with the PCs is concluded. A Named/Important NPC is one that is going to be around long enough that them having resources or personalities will have an effect on the game – if Jim the Security Guard's dark past isn't going to be relevant, then thinking it up is just wasted effort.
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
Panoptic Panoptic's picture
I see little problem with
I see little problem with giving important NPCs moxie. It's a resource that makes them more likely to survive their first moments of an encounter with PCs. And frankly, opposition in EP *should* be skilled, dangerous and perhaps even lucky. Otherwise, why are they even a threat?
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Endless Rain Endless Rain's picture
I do not use Moxie for anyone; PCs or NPCs.
I wouldn't give Moxie (or similar metamechanics in other RPGs) to anyone, PC or NPC. It doesn't represent anything in-universe, since a character can't decide "I'm just going to ignore the result of that roll, but only three times a day." Because of this, it also takes people out of character and breaks immersion. I do not play RPGs to write a story; I play them to play a character, (if playing) or a world. (if GMing) Because of this, creating a narrative is completely irrelevant to my roleplaying style, and breaking immersion with metagame mechanics like Moxie to "improve the narrative" seems bizarre and insane to me. If anyone is familiar with GNS theory, my playstyle is strongly Simulationist.
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Trappedinwikipedia Trappedinwikipedia's picture
Not having meta currency is
Not having meta currency is (a large part of) why power gaming is so common in DND. It's the only recourse players have against bad rolls, as RPG systems are generally much more volatile than real life. it also lets players (including the GM) set the priority of a given roll, essentially measuring effort. As it stands, rules are already an immersion break IMO.