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What is combat like in this game? And is there campaign setting?

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MrHemlocks MrHemlocks's picture
What is combat like in this game? And is there campaign setting?
I just found this game while searching for a Sci-fi rpg. For I was just about to order Mongoose Traveller rpg but after reading some of the info about this game I put that order on hold. What is combat like in this game? Is it real generic and watered down like in AD&D or are there hit locations using criticals and charts? Also, is there a campaign setting? I have not looked over the entire site yet so still in the very new customer stage. This game looks deep, and I mean that in a positve way)
Scottbert Scottbert's picture
1. Combat is pretty generic,
1. Combat is pretty generic, with a hybrid hit points/wounds system. 2. The game has a default campaign setting, and given the importance of certain technologies to the game, it's not really meant as a generic sci-fi system (if you want that, look elsewhere unless your setting is really similar to EP's), although you could certainly come up with an alternate setting that fits. 2a. It's worth noting that within that setting, you can run many different types of campaigns. The default assumption has the PCs as agents of a secret organization dealing with problems (viruses, pieces of technology) left behind by human-unfriendly, massively advanced AIs, but you could certainly run the game as Shadowrun-with-bodyswapping-without-magic-[i]in-space![/i] or follow a group of PCs wandering from habitat to habitat, or dealing with day-to-day challenges on the colony of mad scientists, Locus, etc etc You can download the rulebook pdf for free from Rob Boyle's blog (google it), so you can give it a look and decide if it's for you!
Yerameyahu Yerameyahu's picture
I've never heard of (having
I've never heard of (having hit points/not-having hit locations with *charts*) being 'generic and watered down', but yes. :) I agree with Scottbert: if you're looking for 'a sci-fi RPG', this might not be it. It's just *a* sci-fi RPG, and the setting is something you have to commit to all the way.
MrHemlocks MrHemlocks's picture
Yerameyahu wrote:I've never
Yerameyahu wrote:
I've never heard of (having hit points/not-having hit locations with *charts*) being 'generic and watered down', but yes. :) I agree with Scottbert: if you're looking for 'a sci-fi RPG', this might not be it. It's just *a* sci-fi RPG, and the setting is something you have to commit to all the way.
Why do you say this might not be the game for me and my group? Because of generic combat? Heck, I could always house rule some damage tables for my game so that is no big problem. And what do you mean that this game is something you have to commit to all the way? Confused(
Holy Holy's picture
MrHemlocks wrote:And what do
MrHemlocks wrote:
And what do you mean that this game is something you have to commit to all the way? Confused(
As I see it the setting is very well thought out, i.e. if you remove a part of it, the rest is sufferes. I imagine that is what Yerameyahu meant. I found EP because I was looking for a hard SciFi game. And as far as I see it EP delivered well. It is SciFi from today, projecting modern technology into the future (digitalising and transfering minds into other bodies, computers and robots; geneticaly modified conscious animals; AI as player characters; socioeconimics of the solar system and social networks and alot more). What I really love is the aspect that it is not just rewarming old SciFi canon with a bit advanced internet, but integrates many parts of modern SciFi into the game. Thumbs up for the game from me!
CodeBreaker CodeBreaker's picture
I think what Yerameyahu (hey
I think what Yerameyahu (hey dude, haven't seen you in ages) is trying to say is that Eclipse Phase is about as far from a generic Sci-Fi setting as you can get. The setting has a fair few caveats that are heavily entrenched into the game system. While it is possible to run different settings with the game, Ghost in the Shell works quite well for example, it does often require heavy handed house ruling. So if you plan on playing Eclipse Phase, you almost certainly want to be playing within the Eclipse Phase setting. On combat/the system itself: I am not sure how experienced you are in roleplaying games in general. Have you played Shadowrun? The core system is basically lifted wholesale from Shadowrun 4E, converted into a D%100 mechanic. It has similar levels of crunch, and plays about as quickly during actual play. Combat is deadly, but fairly narrative. When you shoot someone in combat you are generally just shooting them, not aiming at particular parts, and the wound system doesn't really model hit locations. However there are a lot of D%100 systems out there, and stealing a well written hit location system is extremely easy to do. There is a campaign system. It is well realised, hard-ish science fiction. There are certain parts of the setting that are fairly soft (There are what basically equates to Stargates for example), but for the most part it tries to keep itself reasonably serious and reasonably realistic. As I said above, the system mechanics are heavily tied into the setting. One of the most important parts of the setting is the inclusion of 'uploading' and 'resleeving', which allows players to digitise their mind state and copy it into new bodies. This is an expected facet of play, and the system lethality is designed around the assumption that the players are essentially immortal. They will die, they will be brought back. They can still fail missions, and death is still a set back, but it isn't a campaign ender. All Eclipse Phase rulebooks/supplements/digital products are available for free, legally, as PDFs. There is a general assumption in the community that if you like the game and play it regularly you should probably throw some money at the developers (and I really do encourage that you do, if you do end up liking the game.) So if you want to you are perfectly within your rights to do a full try-before-you-buy before you commit to anything. I would encourage that you have a look around and read, at least, the opening few chapters of the Core rulebook. That will give you a good idea what you might be getting yourself into. I hope you like EP, and enjoy the setting/game as much as I have over the last few years. I would be more than happy to answer any other questions you might have.
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MrHemlocks MrHemlocks's picture
Holy wrote:MrHemlocks wrote
Holy wrote:
MrHemlocks wrote:
And what do you mean that this game is something you have to commit to all the way? Confused(
As I see it the setting is very well thought out, i.e. if you remove a part of it, the rest is sufferes. I imagine that is what Yerameyahu meant. I found EP because I was looking for a hard SciFi game. And as far as I see it EP delivered well. It is SciFi from today, projecting modern technology into the future (digitalising and transfering minds into other bodies, computers and robots; geneticaly modified conscious animals; AI as player characters; socioeconimics of the solar system and social networks and alot more). What I really love is the aspect that it is not just rewarming old SciFi canon with a bit advanced internet, but integrates many parts of modern SciFi into the game. Thumbs up for the game from me!
So how would you compare it to games like Traveller? Also, since there is a well thought out campaign setting than I will not need to tinker with it. At the time of my post I was not sure if it had a campaign setting. Humans...are there any none genetically altered ones left?
OneTrikPony OneTrikPony's picture
This game runs on the
This game runs on the strength of it's setting. The setting is pretty awe inspiring if you're new to transhumanist themes. The setting has very high internal consistency, and is extremely well developed with a high level of detail for a newer game. The rules set suits the setting with very very few contradictions, it's easy to learn but provides a good depth of tactics and options. Gear is well thought out as to effect and balance. There are no real game breaker's. Character options are VAST and not at all random, the player has complete control. This has been seen as a drawback by some as the free-form point buy character generation system requires some book work. However, compared to Traveler's "roll on 100 tables for your Life Path" system it is not any more complex. Expect to spend 3-4 hours building your first character. What it is not: if you want Traveler's build your own space ship system you're not going to get it. EP is not space opera with star fighter dogfights and flying out to Betelgeuse. There are no artificial gravity generators, high powered phaser/laser pistols, wookies, klingons, TonTons, highly logical elves dwarfs or trolls. There are however uplifted octopi, cetaceans, smart dogs, and nicotine addicted baboons. :) I have to disagree with emphatic comments that you have to play the setting to play the game. It's possible and easy to drop the entire themes and sub plots (TITANS, Psi, Interdiction of earth, simple and easy uploading/resleeving) without having to retcon or house rule too much. In my favorite campaign so far we play a bunch of "Space Truckers" just trying to make a living by freighting stuff around the solar system and doing a little smuggling on the side. We've managed to ignore most of the major themes by accident. That being said; you will want to play the setting it really is amazing. There are unmodified human's--called Flats--that have no genetic alterations. At the time of the game setting the current base line biological human is called a Splicer but their modifications are not major. Basically modified to resist the negative effects of living in space; weightlessness, ambient radiation, and they have neural implants that allow brain/machine interfacing.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

DivineWrath DivineWrath's picture
MrHemlocks wrote:So how would
MrHemlocks wrote:
So how would you compare it to games like Traveller? Also, since there is a well thought out campaign setting than I will not need to tinker with it. At the time of my post I was not sure if it had a campaign setting.
I have read Traveler... Mongoose Traveler to be precise. I don't have much experience, but I'll help where I can. 1. Most people in EP didn't have a choice in merging with technology. The fall happened... the once blue pearl flying through space is now a black and grey ash covered wasteland with crazed killbots roaming around killing whatever few pickings they do find. Those who have managed to escape and survive often had to do so by uploading their minds to new bodies (it was faster to upload minds than it was to wait for the space elevator). Those who were unable to escape (or were too proud to upload) didn't make up off world. Because of this, much of the controversy over resleeving kinda died off (it still exists in places, but it is a minority). Most people have resleeved at least once in their lives. In fact, amongst the rich it is common practice to deck out your morph with augmentations (being a sign of wealth and progress), while the poor have to make due with cheap "case" synthmorphs that are prone to breaking down (they have the lemon trait). Seriously, its about as easy to give yourself good genes as it is to buy yourself a good suit (go pay someone to take care of it). Also given the nearly omni-presence of the mesh (and mesh inserts), not having access to even an ecto (a futuristic handheld computer) effectively makes you a cripple (of the mental variety). In traveler, being a modified human can lead to trouble. In certain regions, having too many devices in you might make you property and not a person. 2. Space travel is hard sci-fi. That means that the rules stick strongly to what physics actually says. There is no form of FTL (such as warp or jump drive). Space ships produce thrust from rockets or ion engines (or the like). Reaction mass is an important factor. It can take years for a ship to travel from one planet to another. Currently no transhuman ship has reached another solar system (though there has been a colony ship been sent). The gates are an exception (probably out of foresight to enable other kinds of games). Alien tech is often the exception. In Traveler, jump drive technology is about as common as air planes. If you are rich, you can afford to jump around frequently, you may do so. If you are not rich, you probably have the option to save up the money needed to afford a ticket. 3. There is no central authority. The Planet Consortium (the hypercorps) like to think they represent transhumanity and deserve to rule, but they don't. As such, if you travel to the wrong station, there might not be a higher authority that you can appeal to (or one you would like to appeal to). In Traveler, there is the Imperium that is the central authority that keeps things stable. If one world becomes too troublesome, the empire will take care of it (they don't like competition). They also tend to take care of aliens trying to invade Imperium space.
MrHemlocks wrote:
Humans...are there any none genetically altered ones left?
In theory, no. In practice, there might as well be. There are many "flats" out there that are more or less functionally equivalent as non-genetically altered humans. "Splicers" are the next step up, improving on aptitude capacity and bestowing bonuses to certain aptitudes (aptitudes are the important ego stats). In addition, "flats" are one of the few morphs that *don't* get the following augmentations by default (you can buy them, but if you have the money you should consider getting a new body). Flats don't get one of the holy grail of medicine... "basic biomods" which among many things includes riding a morph of basic defects and bestowing the ability to regenerate. Having your arm be chopped off is more of an inconvenience than anything now a days. You don't need to go to the hospital often now a days... though there are injuries you can get that you might want to go to a hospital get treated. It also bestows a number of fixes that makes space life easy (or easier), allowing one to survive zero-gs in the long run with minimal discomfort. "Mesh inserts" are the computers nearly everyone gets in their heads. Aside from interfacing with your mind so you could use the mesh (the setting's version of the internet) mentally, you get a personal "muse" (a personal assistant), and can do a wide range of things (too many to list here). Suffice to say that most people can control technology mentally and can directly control machines in many cases. A "cortical stack" is a device that uses nanotechnology to make a brain archive of your current mental state once every second. Suffice to say, most people don't expect to die and stay dead. With the right tools, you can be uploaded into a new organic body in an hour, or be uploaded into a new synthmorph is less than 10 seconds. ---- I'll check in later. I need a break right now.
Justin Alexander Justin Alexander's picture
Yerameyahu wrote:I agree with
Yerameyahu wrote:
I agree with Scottbert: if you're looking for 'a sci-fi RPG', this might not be it. It's just *a* sci-fi RPG, and the setting is something you have to commit to all the way.
I'd disagree. The game provides a pretty comprehensive tool-set for running near-future, post-singularity SF in the vein of Charles Stross, Richard K. Morgan, Vernor Vinge, and so forth. If you're interested in running pretty much any SF featuring "uploaded people" (and that's a whole sub-genre at this point), Eclipse Phase would be the first thing I'd pick up to run it regardless of whether or not I was actually using the EP setting. And it wouldn't take much kit-bashing of the character creation system for me to use it to run pretty much any near-future SF. Comparing it to Traveller, I'd say it's equally flexible as a generic SF system. Obviously, of course, the two games break off a different chunk of the SF genre. But while I wouldn't run the Foundation Trilogy in Eclipse Phase, I equally wouldn't try to run Altered Carbon in Traveller. Re: Combat. If you're familiar with Shadowrun, it's basically a streamlined and smoother version of that system on a d% chassis. Otherwise, think of it as being closer to D&D3 than AD&D, but with no optional support for miniatures: There are a lot of specific, mechanical maneuvers to provide tactical and strategic variance. The wound system, although still abstracted for ease of use, is also more detailed than a pure D&D-style hit point system.
Noble Pigeon Noble Pigeon's picture
Another thing you should be
Another thing you should be aware of: the political bias in the book. It's been discussed to death here on the forums and elsewhere, but there are a lot of people saying that the game has a blatant leftist bias. Some don't have a problem with this and just run with it. They say having fun comes secondary to worrying about bias in an RPG, and I agree with this. Others dislike the perceived notion that anarchists are basically the elves of the setting (ie better at everything than everyone else, whilst only having a few minor problems in their society), while the hypercorporations are fascistic practitioners of pseudo-slavery and corruption, and the bioconservatives (especially the Jovian Republic) are basically the Uruk-Hai. Even though I fell in love with the setting almost instantly, I really couldn't stand a lot of the preachy-ness of certain parts of the books, and it has even managed to turn off a few potential players at the college I go to. Well, their loss at playing in an otherwise awesome setting! Point is, just be aware of it. Change it if you must to give more moral greyness to the factions, like I did, or ignore it completely if it doesn't suit your game, or just run with it. I will say that they tone it down in the supplemental books, especially the Jovian Republic, who are still a fascist, militaristic republic but are more sympathetic and much more "human".
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
CodeBreaker CodeBreaker's picture
On a similar note, you should
Edit: Post was fairly passive aggressive, is very late, am tired. Please ignore =) Will instead say that not everyone agrees with Pigeons interpretation of the Outer System anarchists.
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Noble Pigeon Noble Pigeon's picture
Of course not everyone does,
Of course not everyone does, and as I said, some people simply don't care about the bias and doesn't let it affect how they run or play in the setting, or they simply change certain aspects of the setting. I can go on and on about how I think the anarchists far too "perfect" for my taste, but that doesn't mean the OP should think this, since everyone is open to their own interpretation. Again, please don't take this to mean that the bias must influence your decision to buy the game. Get it for the thought-provoking and refreshing setting. Hell I got into it not by the core book but by flipping through the Gatecrashers supplemental book at a bookstore, and bought it before I knew what I was doing.
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
Smokeskin Smokeskin's picture
@Noble Pigeon: The tech level
@Noble Pigeon: The tech level in EP is basically post-scarcity (morphs and space for the infugees are pretty much the only real shortage). This is a simple technological fact which makes it extremely easy to eradicate poverty. The different factions approach this wildly differently. Most anarchists have abolished poverty, but they're typically not able to do a lot of the things that other societies are able to do. Being well off in hypercapitalist socities gives you more options than you can get in anarchist habs. A lot of people will consider the security situation in anarchist habs unacceptable. Anarchists mostly lack the sort of direction, organization and drive that the hypercorps and governments are capable of. Certainly not perfect. Anarcho-capitalists are a different beast. Depending on your standpoint you could argue that it combines the best elements of anarchism and capitalism, or the worst. The Planetary Consortium is basically an oppressive regime led by hypercorps and a corrupt political system, where a lot of people are kept in artificial poverty and low status to make higher social status all the more pleasant for those at the higher rungs of society. Morningstar is also hypercorp and certainly not anarchist but by and large it is probably the society that most contemporary Westeners would feel most comfortable in. I think you're focusing far too much on the eradication of poverty and welfare options. By that standard a place like Denmark where I live should be the best country in the world, and it certainly isn't.
NewtonPulsifer NewtonPulsifer's picture
Denmark is the second
Denmark is the second happiest country in the world (after Norway - and the main difference is probably that they have all that oil money). So Smokeskin, clearly you're just naturally disaffected! (j/k of course)
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
Smokeskin Smokeskin's picture
NewtonPulsifer wrote:Denmark
NewtonPulsifer wrote:
Denmark is the second happiest country in the world (after Norway - and the main difference is probably that they have all that oil money). So Smokeskin, clearly you're just naturally disaffected! (j/k of course)
Happiness is a poor indicator of state performance. Happiness is almost exclusively genetics and social relations. If you want low living standards, low quality socialized health care, low quality education, bans and tax on all sorts of stuff as the government tries to micromanage your life, come right in. The IRS is like the secret police. How do you like the following from a civil rights standpoint: The IRS can raid your home without a warrant if there is ongoing construction work. If you pay with cash and the recipient is a tax evader you're liable for his missing taxes! If you take a tax ruling to court and win you still have to pay your own legal costs.
MrHemlocks MrHemlocks's picture
Smokeskin wrote
Smokeskin wrote:
NewtonPulsifer wrote:
Denmark is the second happiest country in the world (after Norway - and the main difference is probably that they have all that oil money). So Smokeskin, clearly you're just naturally disaffected! (j/k of course)
Well ask yourself..what would the Anarchist in EP do. Get rid of those corrupt bastards! Happiness is a poor indicator of state performance. Happiness is almost exclusively genetics and social relations. If you want low living standards, low quality socialized health care, low quality education, bans and tax on all sorts of stuff as the government tries to micromanage your life, come right in. The IRS is like the secret police. How do you like the following from a civil rights standpoint: The IRS can raid your home without a warrant if there is ongoing construction work. If you pay with cash and the recipient is a tax evader you're liable for his missing taxes! If you take a tax ruling to court and win you still have to pay your own legal costs.
What would the Anarchist do in EP...get rid of those bums!
Noble Pigeon Noble Pigeon's picture
Smokeskin wrote:@Noble Pigeon
Smokeskin wrote:
@Noble Pigeon: The tech level in EP is basically post-scarcity (morphs and space for the infugees are pretty much the only real shortage). This is a simple technological fact which makes it extremely easy to eradicate poverty.
Thus my first problem. If this was true, then why does the Planetary Consortium bit in the Sunward book say that poverty is "necessary" for a hypercapitalist society to function? Because evil corporations.
Smokeskin wrote:
Most anarchists have abolished poverty, but they're typically not able to do a lot of the things that other societies are able to do. Being well off in hypercapitalist socities gives you more options than you can get in anarchist habs.
That's not what I'm getting. It literally says, both in the core book and Sunward, that upward mobility is a myth, that prejudice against AGIs and uplifts are institutionalized, and that there will always be a toiling, static underclass. The rich stay rich, and the poor stay poor. Meanwhile, in anarchist habitats you're basically automatically richer, more intelligent, and more rational than everyone else in the solar system. Hell, even in Shadowrun, where it's supposed to be a cyberpunk dystopia and the megacorps the "enemies", even a lot of the megacorps have redeeming qualities about them. The Planetary Consortium has little to none.
Smokeskin wrote:
The Planetary Consortium is basically an oppressive regime led by hypercorps and a corrupt political system, where a lot of people are kept in artificial poverty and low status to make higher social status all the more pleasant for those at the higher rungs of society.
It's not that I'm not OK with this. If the Consortium was all rosy and stable and perfect then it would be boring. My problem is that whereas the problems of the Consortium are amplified tenfold (practicing pseudo-slavery, practicing a sham democracy, encouraging bigotry, turning away people that can't afford to purchase onto a Consortium habitat), the problems of the anarchists are summed up as: "Oh we get a few jerks, also we gotta deal with hypertech sometimes, and we're sometimes short on resources but beyond that everything's fine and dandy since all those problems are easily dealt with, not like those fascistic capitalist pig dogs where they're ignored or institutionalized!" Obviously that's not the case, but that's just the image that I get when I read that part of the book. A lot of people can point out significant problems that the outer system anarchists can have. You pointed out a few glaring ones yourself: lack of a proper military or form of security, lack of direction and organization can lead to some serious issues.
Quote:
Morningstar is also hypercorp and certainly not anarchist but by and large it is probably the society that most contemporary Westeners would feel most comfortable in.
And this is a good thing. The Constellation is indeed much less cartoonishly evil than the Consortium. And even the Lunar-Lagrange Alliance, who are supposed to be conservative and hypercapitalist, also aren't vilified. But my problems are with parts like these:
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When the Fall came, these anarchists embraced everyone, turning no infugees away. Unlike the inner system polities, which are always seeking ways to control their populations, the anarchists promised new lives and new bodies to everyone—and they delivered.
And especially this one, since it's quoted from a part of the book that supposedly isn't supposed to be from an in-universe perspective:
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The regimented societies of the inner system and the Jovian Junta have used societal controls and careful regulation of the technologies of abundance on their populations, thus keeping to a transitional economy system that is largely an outgrowth of classical economics. No one could get away with doing this in the outer system.
"Get away with it"? Based on the language used alone I'm already tired of how preachy this is.
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Money is for people who don’t know how to take care of themselves...A character from the outer system most likely finds the whole concept of money an embarrassment.
Sigh. Basically, my problem with the books is that the "problems" of the new economy and anarchism are marginalized, while the problems with hypercapitalism, the transitional economy, and the inner system powers are basically magnified to almost cartoonish levels. But it's not all like that, and this is why I love the setting and I think the people behind it have a great capacity for good writing. They did a fantastic job with the Jovian Republic part of Rimward, actually having it be narrated by, gasp, a Jovian! And in Gatecrashing, you even have an Oversight agent actually making some sympathetic comments about why the Consortium does what it does, and you have hooks that can actually see Firewall and Oversight work together. Hell, in the opening story one of the main characters is a hypercorp agent, an uplifted chimp no less!
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
jasonbrisbane jasonbrisbane's picture
My mate who introduced me to
My mate who introduced me to EP sold me on it when he described it as System Shock 3...
Regards, Jason Brisbane
Smokeskin Smokeskin's picture
@Noble Pigeon:
@Noble Pigeon: The PC is in very many ways actually evil. It treats a lot of its people horribly. But the PC isn't the entire inner system and it isn't the only hypercapitalist faction. But all hypercapitalist societies pretty much has to suppress many of the technologies that would otherwise usher in post-scarcity. Some people are kept artificially in poverty. That isn't very nice, but of course abolishing most economic incentives also has its downsides - it is just downsides that hit the society more than the individual. It seems that you don't have any problem with how hypercapitalism works, but you have a problem with the books describing it. Even when they say that most inner system people wouldn't like living in anarchist societies you seem to think that is is actually a veiled insult.
Noble Pigeon Noble Pigeon's picture
Smokeskin wrote:@Noble Pigeon
Smokeskin wrote:
@Noble Pigeon: The PC is in very many ways actually evil. It treats a lot of its people horribly. But the PC isn't the entire inner system and it isn't the only hypercapitalist faction.
But the biggest chunk of transhumanity lives in the Consortium. I get that the LLA and Constellation are more tolerable, but one of the reasons why I'm focusing on the PC is because it has the largest population of the solar system and controls Mars, the new cradle of civilization.
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But all hypercapitalist societies pretty much has to suppress many of the technologies that would otherwise usher in post-scarcity. Some people are kept artificially in poverty. That isn't very nice, but of course abolishing most economic incentives also has its downsides - it is just downsides that hit the society more than the individual.
Right, and I get that, but these anarchist problems are either not mentioned at all, or downplayed in a couple of paragraphs in one chapter, in one book. The flaws of hypercapitalism and the transitional economy is consistently mentioned and amplified to absurd levels in three of the damn books.
Quote:
It seems that you don't have any problem with how hypercapitalism works, but you have a problem with the books describing it. Even when they say that most inner system people wouldn't like living in anarchist societies you seem to think that is is actually a veiled insult.
Not just do I have a problem with how the books describe it, I have a problem with how there's apparently tons of flaws of hypercapitalism and how they're constantly pointed out, while the problems with the "new economy" or anarchism in general is minimized to a few paragraphs of "a few jerks, and hypertech". Oh and those few problems quickly self-correct themselves, not like the money-grubbing capitalists ignore the problem or just institutionalize it! And yeah, I do think that is a veiled insult. When they say "money is for people that don't know how to take care of themselves" in a part of the book that's not supposed to be from an in-universe perspective, then I think they intended for the average Consortium citizen to be mindless corporate wage slaves and subject to mindless consumerism living in an oppressive police state, while the anarchists have better education and have far better, wealthier, all around better lives than the oppressed proletariat of the inner system. Not only does it get preaching, it gets sickening at times. At no point in time did I ever feel more sympathetic to anarchism or want to run adventures even close to any anarchist habitats since, because they're so perfect and enlightened there's literally nothing to do there, except look around for some free gear using your maxed out @-rep. I don't mind a little bit of bias for the anarchists. Really, I don't. But the key phrase is "a bit". This is why, in my Eclipse Phase setting, anarchist terrorists not only exist (as they seem to be suspiciously absent from the core EP setting), but several groups of them are actively going out of their way to use tactics that threaten the lives of civilians, while other anarchists and autonomists keep their distance from said radicals and just want to build their vision of a good society, free from the corruption of state power and heavy-handed policing. Meanwhile, I point out how many hypercorps did go out of their way to evacuate people during the Fall, and does make things safer and more comfortable for people, while still being guilty of using indentured infomorphs and creating a facade of democracy. Not because they're corrupt or greedy, but because they genuinely believe that a firm but subtle hand is necessary to guide transhumanity into a new age. Whether this is justifiable or not is left for the individual to answer, not for a book to spell it out for you.
"Don't believe everything you read on the Internet.” -Abraham Lincoln, State of the Union address
Smokeskin Smokeskin's picture
@Noble Pigeon:
@Noble Pigeon: It sounds like you're playing it like I'm reading it. You write that the Consortium holds the most people. That's true. It doesn't make it any less oppressive. And there are people in the inner system that want to remain hypercapitalist but rid themselves of the oppression and have succeeded in doing so, notably Morningstar. If you want liberal, democratic hypercapitalism, side with Morningstar, not the Consortium. Individual freedom among the anarchists are much higher, and aside from the upper leves of hypercapitalist society anarchists have greater living standards and quality of life. That's just a consequence of free access to cornucopia machines. And that's undeniably a good thing. The bad things about anarchism are mentioned a lot. The lack of security. How most bear arms and are expected to be able to defend themselves. The crazy things your neighbors could be up to. But on balance, the anarchists are individually typically much better off. That's not a political bias or the authors painting anarchist life with a rose brush, it's a fact based on the capabilities of technology that is restricted in hypercapitalist society. And finally, look at the big picture. On a societal level, the anarchists are the losers. Whatever advantages the anarchists have as individuals, they're still weak and consigned to the energy and resource poor outskirts of the solar system.
revengespc revengespc's picture
Smokeskin wrote:You write
Smokeskin wrote:
That's just a consequence of free access to cornucopia machines. And that's undeniably a good thing.... ...That's not a political bias or the authors painting anarchist life with a rose brush, it's a fact based on the capabilities of technology that is restricted in hypercapitalist society.
Which is exactly why the PC's form of evil is so suspension-of-disbelief-breakingly strange. It's all here - unrestricted access to cornucopia machines are undeniably a good thing.... yet the PC restricts them out of sheer nihilism. A free, open society of plenty is a fact based in the capabilities of fabber technology... therefore the designated bad guys cannot allow access to them. There's no independent source of evil in the PC - they are evil because they restrict access to transhuman technologies, and they restrict access to transhuman technologies because they are evil. It's a tautology! The LLA and Morningstar only obviate this - they are hypercapitalist, but not virulently restrictive, making it clear that EP [i]does not[/i] hold hypercapitalism = evil as a fundamental tenet of its setting. They explicitly contradict the case that hypercapitalism requires a downtrodden underclass. I think this is actually why I find corporate evil weirder in EP than in cyberpunk - in cyberpunk, corporate evil is a foundation of the setting, while in EP, two (or three, counting Extropians) major factions make it clear there is no necessary relationship between evil and capitalism, and that the only reason the PC is evil is because it is ruled by liches.
Smokeskin wrote:
And finally, look at the big picture. On a societal level, the anarchists are the losers. Whatever advantages the anarchists have as individuals, they're still weak and consigned to the energy and resource poor outskirts of the solar system.
Which is part of the bias - everyone roots for the underdog! Which is why my campaign basically ignores Mars as much as possible.
Lilith Lilith's picture
revengespc wrote:Which is
revengespc wrote:
Which is exactly why the PC's form of evil is so suspension-of-disbelief-breakingly strange. It's all here - unrestricted access to cornucopia machines are undeniably a good thing.... yet the PC restricts them out of sheer nihilism.
That's a rather extreme statement. Plus, y'know, it's wrong, but whatever. Ostensibly the PC (and many sunward politibodies) restricts fabber access because they don't want random people making suitcase nukes, bioweapons or weaponized nanoswarms — reasoning that many citizens of the PC happen to agree with. I think that's probably the thing that keeps getting glossed over the most here: the majority of egos that populate the inner system [i]choose[/i] to live there willingly. Even indentures (those that manage to fulfill their contracts, anyway) often choose to remain sunward. No one's forcing them to stay. Honestly, the level of over-simplification at work in this thread can be staggering sometimes. How 'bout we get this train back on the rails instead of beating this dead horse? So how 'bout that wild and wacky combat system, huh guys? Guys??
romanus romanus's picture
The capitalists and Jovians
The capitalists and Jovians in EP just have a case of the Jessica Rabbits. They're not bad, they're just drawn that way.
Smokeskin Smokeskin's picture
revengespc wrote:
revengespc wrote:
Which is exactly why the PC's form of evil is so suspension-of-disbelief-breakingly strange. It's all here - unrestricted access to cornucopia machines are undeniably a good thing.... yet the PC restricts them out of sheer nihilism. A free, open society of plenty is a fact based in the capabilities of fabber technology... therefore the designated bad guys cannot allow access to them. There's no independent source of evil in the PC - they are evil because they restrict access to transhuman technologies, and they restrict access to transhuman technologies because they are evil. It's a tautology! The LLA and Morningstar only obviate this - they are hypercapitalist, but not virulently restrictive, making it clear that EP [i]does not[/i] hold hypercapitalism = evil as a fundamental tenet of its setting. They explicitly contradict the case that hypercapitalism requires a downtrodden underclass.
I think you're missing the distinction between banning access to stuff, and just forcing people to pay for it. LLA and Morningstar isn't as restrictive, but it is still hypercapitalist. You can't just get stuff fabbed if you have the raw mats and energy for it in those places. That's how people are kept artificially poor and what keeps hypercapitalism in place. And it is what makes people work long and hard. In anarchist habs they can't get people toiling day in day out in some mindnumbing job. But hypercapitalism can do that, and that's why it outperforms anarchism. It is not just some "evil for evil's sake", it is there to provide incentives for the under and middle class to work hard.
Thampsan Thampsan's picture
If you run the combat system
If you run the combat system verbatim from the book, expect it to come down to who has the drop on who because combat gets messy and deadly fast. To combat this you may find PCs building 'tank' characters which just means things will get even more messy as you scale up the challenge to keep them feeling threatened (remember: in space all bulkheads lead to space... eventually). Being a percentile system with a hefty character creations system it shouldn't surprise anyone that the PCs will on average (without cheese) be hitting more often than not. Armour/Energy Armour absorbs damage (remembering to apply armour penetrating effects is important), if the amount of damage the PCs take is greater than their Wound Threshold (dependent on the body they are in) then they take a wound that builds up cumulative -10% to all actions, however they also take the damage listed. When the damage listed exceeds their Durability then they are incapacitated until they heal. If the damage exceeds their Death Rating then the body is dead-dead. So even minor hits that don't inflict wounds whittle the characters down. I recommend encouraging a hit-and-run, guerrilla style gameplay. PCs should avoid combat unless they are certain they have the upper hand, and even then they should scatter the minute the wound penalties start accruing.
Thampsan Thampsan's picture
One other thing I recommend
One other thing I recommend purely because it's good for a laugh, is buying a 'Hit Location' d12. Whenever a PC takes a hit roll so you can tweak your narrative, when they take a wound it also helps knowing what systems might go offline or be damaged if your PCs are in a synth morph.
OneTrikPony OneTrikPony's picture
I second Thampsan's
I second Thampsan's assessment of "Deadly", but I don't agree with the opinion that character's will hit more than 50% of the time out of the box. The system demands fairly realistic actions on the part of all combatants in a world of repeating firearms and lasers ie; Maneuver Warfare. It's not difficult to end up with a -30 attack modifier. On the other hand, getting caught in a cross fire or out in the open means you loose. That's just the way it is. Tank characters are not generally an issue given the constraints of travel and surveillance in EP. Rolling random hit location is ok but can give you some funky results. I just use the damage roll to determine how close to the 10 ring the hit occurred. High results are closer to center mass, lower results are peripheral. ( in my opinion that is the purpose of rolling damage.)

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

NewtonPulsifer NewtonPulsifer's picture
Having a high moxie score is
Having a high moxie score is the closest thing to an "I win" button as you can get in EP combat with the rules as written.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto