The rules of this game seem to work fine for simulspace so long as everyone obeys the known laws of physics. However, what happens if someone wants to play a simulspace that needs to stretch, bend, break, or even replace those rules? For instance, playing as a Hollywood action hero who gets to shoot up a lot of stuff, say corny one liners, and somehow survive to the end of the 'movie'. How about a fantasy world where there are elves, dragons, and magic? How about playing as your favorite superhero?
I don't think the rules for this game really cover those possibilities. Has this been a problem in your games? If so, how did you fix it? Is there a point where you would simply grab another game system to play out the simulspace adventure?
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Superpowers in Simulspace?
Wed, 2017-03-29 19:55
#1
Superpowers in Simulspace?
Wed, 2017-03-29 20:28
#2
Honestly, I'd just use
Honestly, I'd just use Attribute times X rolls, with the Attribute in question being whatever feels appropriate to you as the GM. At least, that's how I'd do if it came up in my campaign.
—
"I wonder if in some weird Freudian way, Kojak was sucking on his own head."
- Steve Webster on Kojak's lollipop
Thu, 2017-03-30 13:59
#3
If you want the action hero
If you want the action hero "realistic" sim, just give your characters infinite MOXIE.
For superheroes lift the apptitude maximum limit and give the players a hefty CP amount to spend on aptitudes.
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Fri, 2017-03-31 03:56
#4
I would just says its awesome
I would just says its awesome fun improv time. Have at it.
Sat, 2017-04-01 19:48
#5
This train of thought has
This train of thought has given me ideas for a story line. I'm still working out the details.
As for how super stuff and action heroes might work, here are some of my thoughts.
Assistance in predicting AI behavior. The algorithms used to determine the movement of enemies, where they might shoot, and so forth can be known by the player. Or to be more accurate, known by the tacnet (or its equivalent). The player might wind up having their aiming improved and guided by the game. You might get as much as a +30 bonus.
Making AIs dumber and easier to shoot might give another +10 to +30 bonus to shoot or hit.
Experiences as a character. XP mode exists as the latest form of movies and such. Not only you get to watch, but you get to feel what the individual characters in the vid experience. I'm thinking that this could be a means to improve the sensations players feel as they do stuff. When you cast a spell, you would go through the mental thought process to cast the spell. If you get assistance in aiming a gun, it could be made to feel more natural.
Skillware. Skillware exists a means to give skills to people, skills that they are poor in. Not only that, but I think it could be used to give 'fictional' skills to people who are in simulspace. To make 'knowing' spells and magic feel much more real. Unfortunately, this probably requires hardware above and beyond mesh inserts.
Super strength is rather strait forward. Give the character the power to heavy things and punch really hard. Maybe a flat bonus to damage, assuming you don't want the character to outright squish things.
Super speed would be trickier. I'm not sure how you would handle faster movement and reaction speed. Maybe use accelerated simulspace to handle such stuff. The alternative might be to hand wave that stuff.
A bunch of other powers would probably work in the same way. It probably wouldn't affect how you think or experience a game as much as some of the above.
Tue, 2017-04-04 07:55
#6
CordialUltimate2 wrote:If you
As a fun activity I built a 'Jack Burton' everyman character with 9 Moxie and high Ref. He was ridiculously lucky at getting away with stuff he shouldn't have been able to do. A great asset for any party.
Tue, 2017-04-04 22:32
#7
And 300 points split into
And 300 points split into Profession: Long Hual Trucker, Interest: Truck Stops, Interest: Best Routes for Trucking, Interest: Con Scheme (Specialiation in getting pasted highway patrol.)