Sunday, 20 June 2021

Shadowrun 1st Edition Archetypes: A Discussion

 One of the things done in Shadowrun 1st edition was that it presented a set of 'Archetypes' for use as player characters, although there were also rules for generating characters entirely from scratch.  Actually, 'generating' with its connotations of dice rolls to 'see what your character is like' was replaced entirely by player choice character creation.  In Shadowrun, this was done by assigning priorities to 'Attributes', 'Skills', 'Resources', 'Being Magical (or not)' and 'Being an Elf/Dwarf/Ork/Troll (or not)'; and the higher priority assigned to each area, the more of it the character got.

 



However, although having archetypes was useful, the actual archetypes weren't necessarily all that great.  This was for a variety of reasons,  but can be divided into:

A. Mistakes in making the archetype's skills, attributes or equipment not match up with the priority rules (i.e. the character is illegal).

B. Conceptual mistakes in not equipping, whether figuratively or literally, each archetype to contribute appropriately to the game.

Of type 'A', the errors in the Former Company Man were probably the most egregious, which is why I dealt with him separately here.  However, several of the other archetypes seem to have some similar errors in there.

Type 'B' is more interesting in a way.  Characters in Shadowrun need to be able to contribute to several 'phases' of each mission or adventure.  They need to be able to find out information through some form of information-gathering, whether social, physical, technical or magical.  Each character on the team should be able to act covertly.  Each character on the team should be able to contribute to the combat power of the team. And each member of the team needs to contribute towards the extraction of the mission objective (in whatever form that is), although the skills for this will largely overlap with the reconnaissance section.

To take an easy example: the Elven Decker (i.e. Hacker) has a Firearms skill but no actual firearm.  In this edition of the rules, decking does not really have a combat function unless the adventure is set-up in such a way that the decker has to engage opposition deckers at the same time as the other characters are fighting in physical and/or astral (i.e. magical) space.  The decker therefore needs to be able to fight physically in instances when there is no hacking to do that would matter tactically.  In this case obviously the immediate remedy is easy: just buy the Elven Decker a weapon.  But that invites the question as to whether the archetype has been sufficiently optimized for those very common situations.

What bases does a Shadowrun team need to cover, and by derivation, what do the individual archetypes need to cover?  

Combat skills: normally Firearms will be the best choice, but Rigger can choose gunnery.  Melee combat should be less important, but seem to be iconic for Street Samurai.  Magicians do not strictly speaking need combat skills since their magic can serve.

Physical skills: Stealth is obviously key for any characters needing to sneak around; so everyone except Magicians (if they use a magical alternative) and Riggers (only if they will not participate personally in covert action).  Athletics might be useful for certain character builds.

Technical skills: Computer is the key skill for a Decker.  Electronics is useful for more sophisticated breaking and entering, and Biotech (i.e. Medical skills) is generally useful, mainly for combat but also for other activities (sometimes information-gathering, sometimes post-mission recovery).

Magical Skills: Both Sorcery (casting spells) and Conjuring (calling up spirits) are key for magicians.

Social Skills: This category includes Leadership, Interrogation, Negotiation and Etiquette, with the latter having various exclusive sub-categories.  Of these skills, Etiquettes were somewhat under-developed and Leadership totally undeveloped mechanically, leaving Interrogation and Negotiation.  The latter comes up in lots of the published missions, if only to increase the reward level (which are often absurdly low for the risks and expertise involved).  Interrogation is more problematic: it could be a very useful skill, but often very lazy adventure writing defaults to the opposition being nearly invulnerable to Interrogation, or sometimes actually invulnerable to it.  

Vehicle Skills: These are divided as one might expect into Cars, Bikes, various types of Aircraft & Boats and so on.  It is important that someone has a high Car skill at least, as should anyone who wants to do any important mission-related stuff in vehicles.  Riggers will need additional skills for controlling drones.  If characters are just using vehicles as basic transportation then lower skills are fine - although there doesn't seem any point in buying skills at under the Autopilot level in any case.

Build and Repair skills: Many of the skills have a mirror 'Build & Repair' skill.  So a driver will have 'Car' skill, a mechanic will have 'Car(B/R)' skill.  These are not generally mission-useful, they are more designed for pre- and post-mission activities - and thus are not really necessary skills.  They can always be replaced by paying an NPC for the service.

Knowledge Skills:  Include such things as Computer Theory, Cybertechnology, Biology, Physical Sciences, Sociology, Magical Theory and suchlike.  Some of the skills are more like background skills, others have uses but like Build & Repair skills, they are more use pre- and post- mission in order to reduce costs of stuff, basically.  Some of the skills could have more uses, but things like Military Theory, Psychology and Sociology etc. weren't really developed enough to be generally worth it.  If in your game, Military Theory skill works to trump 'Reaction' or somesuch then it would be a must-have but if it doesn't, then it isn't.

Language Skills: I can't remember this coming up, except for Irish Gaelic and Sperethiel. Each character should get some free additional language ranks but there isn't usually a case for using character generation or experience points to get more.

Special Skills: Anything else.  The ones that come up with Archetypes are the Music skills that the 'Rocker' archetype has.  One of the supplements (Shadowbeat) has rules for using these, which run basically off a performance skill and a writing skill.

In this edition, taking high level skills (maximum of 6) during character generation is very important, because the costs at character generation are linear and the costs to develop them by experience increase exponentially.  This also applies to Attributes, so it is generally better to take very low attributes at character generation in non-crucial areas rather than stint on important skills.  For example, increasing Firearms from 1 to 2 costs 2 points, and 5 to 6 from experience costs 10 points; whereas increasing Strength from 1 to 2 costs a single point and from 5 to 6 costs 5 points.  

In the rules as written, characters with additional Reaction will move first and move more often every turn.  I have removed this latter characteristic from my own games, but it is still very important to go first, so characters should prioritize going first and getting cybernetic (or magical) assistance to achieve this.  They should also prioritize Quickness and Intelligence, since those attributes determine base reaction.  

Generally speaking, it is only worth being a metahuman (Dwarf, Elf, Ork, Troll) if you want to take advantage of any of the Racial Maxima - otherwise, what is the point?  For most characters, Intelligence & Quickness are the most important.  Strength is very rarely important unless you want a character specializing in close combat.  In this version of the rules, 'Body' is only marginally important, since Armour is so effective: for my own games, I have slightly modified the Armour rules, which makes Body more important.  'Willpower' and 'Charisma' have some uses, particularly for Magicians but also other characters who specialize in social interactions.  One last thing: there is no point I can see in having just below average Quickness and Intelligence - rather than do that, just take very low attributes, on the basis that if you are going to go last last, you can't go any laster...

So, to sketch out what our archetypes should be able to do:

Magicians (both Mages and Shaman) need Sorcery and Conjuring.  They need Firearms unless they have a couple of good combat spells and Stealth unless they have Invisibility.  A reaction boost spell is also useful.  All attributes are somewhat important except Strength and Body.

Player character Deckers need Computer, Firearms and Stealth.  Having a good cyberdeck, Wired Reflexes and a Smartgun Link are also very useful.  Quickness and Intelligence are the key attributes.

Street Samurai need Firearms and either Armed or Unarmed Combat, plus Stealth.  Wired Reflexes are a must.  Additionally, the Street Sam should have Etiquette (Street), Negotiation or Interrogation or similar to contribute to legwork.

Riggers need Gunnery and Pilot skills for whatever vehicles they have.  There might be a case for the Rigger to have Build & Repair skills too since equipment costs are probably quite key to this character in a way less likely for the others.

The Burned-Out Mage is quite a tricky Min/Max build, working out the various balances between Cyberware and Magic.   One very useful quirk in the priority system is that this character is likely to have a decent chunk of resources and a good number of spells.

The Mercenary isn't really viable as a useful independent character concept unless Leadership and/or Military Theory do something mechanically useful in the game, otherwise the Street Samurai will be better at almost everything vital, from having more Cyberware.  On the other hand, if they are better than having quicker Reflexes, then there will be relatively little reason to be a Street Samurai.

 The Former Company Man has a niche  being similar to a Street Samurai but perhaps with Demolitions and Interrogati0n and getting rid of the melee skills.  Otherwise, similar comments apply to the Detective and the Tribal Warrior as to the Mercenary: how are whatever skills and attributes you give them going to overcome the relative lack of combat speed compared to a Street Samurai?  Why the Detective archetype was not given Interrogation as a core skill is quite a mystery to me.

Rockers are mechanically under-developed in the core rule book and not worth taking.  Even with Shadowbeat, the rules aren't quite there, since the archetypal requirement to use 12 points of the skill budget to get musical skills are rarely going to be worth it.

As a reminder, low-level skill are much cheaper to develop later than high-end skills, so there isn't loads of reasons to take any low-level skills in character generation.  The same applies to attributes, except more so.  Starting archetypes should generally make use of metahuman attribute advantages or just be humans.

Incidentally, I am strongly inclined to allow every character to have 3 points in Etiquette in addition to the skills allowed by the priority rating.  All characters in the game should have some Etiquette skill or other, and not at the expense of something more generally useful.  I think that the next priority step is to define more usefully what some of the other skills, especially Leadership, Etiquette and some of the Knowledge skills actually do game-wise.

Saturday, 19 June 2021

Power Behind the Throne - The Enemy Within Review

Power Behind the Throne is the third fourth fifth next part of The Enemy Within campaign, written for Warhammer Fantasy Roleplay 1st Edition.  The version I am reviewing also contains a 'linking' adventure to get the player character more seamlessly from the area in which the previous installment, Death on the Reik, takes place to that in which Power Behind the Throne takes place - Middenheim.

n.b. I have tried to avoid spoilers in this review.

 



This linking adventure is called Carrion Up the Reik. It is okay, as far it goes.  Structurally it aims to do two things: firstly to give a more solid reason to actually leave the area they had been adventuring in and secondly to get rid of the players' boat, which they are very likely to have acquired during Death on the Reik.  It provides a tolerably good way of doing this.  The details of the adventure are workmanlike rather than inspiring.  They do contain a couple of links into past adventures for those who like some of the loose threads to tie together, in particular in linking the Enemy Within campaign to the adventure in the rulebook, the Oldenhaller Contract.  Towards the end of Carrion Up the Reik there is also some slight foreshadowing of certain events in Power Behind the Throne and Empire in Flames.  Some people seem to really like this stuff, although I can't get that bothered about it. None of these hints - with one possible exception - are of any consequence and linking the Oldenhaller Contract to the Enemy Within at this point just doesn't matter.  What the campaign was missing was a good way to link the Oldenhaller Contract to Mistaken Identity but as far as I am aware, that was never done.

Carrion Up the Reik is generally a 'social' facing adventure, although there is a combat sequence which is quite good fun, if very dangerous (depending upon how the players tackle it).  WFRP 1e was never known for its game balance, quite the contrary (and that is usually fine) but even a single 'Fireball' spell can be pretty damaging and multiple enemies who all have access to 'Fireball' is a much, much tougher proposition.  I am not quite sure that scenario writers always appreciated this.  It doesn't even come with a high cost in ingredients or magical stamina.  I also don't think that the starting set-up is that well described: there seems to be a slight mismatch between the overall numbers of combatants and the detail given of their individual starting positions.

 Anyway, for players most interested in the social roleplaying side, there are some good opportunities to get more information about the game world from fairly knowledgeable and important NPCs, as well as making a potentially very important contact.

Incidentally, there was an entirely different 'linking' adventure published in an old issue of White Dwarf magazine called 'Grapes of Wrath'.  I know you can get it converted to 2nd edition in the 'Plundered Vaults' adventure compendium.  That is a rather better adventure, but rather less good at providing a meaningful link from Death on the Reik to the rest of the campaign.

Anyway, after this the 'Power Behind the Throne' adventure begins.  The overall scenario is absolutely fantastic.  Set during the annual carnival, there is a hidden evil plot with an appropriate hidden evil mastermind about to come to fruition.  The plot itself is well thought through and populated with a wide cast of interesting characters.  So far, so good. If things go broadly to plan, there are a couple of excellent set-pieces, but it is a very open adventure that can be tackled in a number of different ways with success, although they are all equally valid.  There are a number of interesting and different possible outcomes too.  The carnival setting is very well done too, with some things there as atmosphere (but are equally places where the PCs can target NPCs for interaction) and some things which the PCs can participate in directly (e.g. an archery tourney, very much along the lines of that in the Robin Hood stories) and some indirectly (e.g. through gambling on the results).  I think this combination of plot, characters, setting and openness accounts for the love which seems to be still felt for it today.

One thing I really liked about the characterization was the use of NPC "Reactions" in their description.  This is quite simple, but it gives bonuses, penalties and alternatives to social tests based on sex/gender, race, alignment and characteristics.  Instead of using 'Fellowship' as the base characteristic for social tests with some characters, it might be an average of 'Fellowship' and 'Intelligence' for example; or with some NPCs, men may be able to use 'Leadership' instead of 'Fellowship'.  It also introduces the idea of double-strength skills, which would become part of the core mechanics in 2nd edition.  The only shame is that neither of the above became part of the basic rules so that PCs can use them - so a Dwarf might react particularly well to Female Halflings with high 'Dexterity' or whatever.  There wasn't even any GM guidance for using it really.  But it creates interesting social dynamics, where one prominent NPC reacts well to Dwarves, one reacts badly to them, but those two NPCs are friends and often together.  That kind of complexity can be useful in creating interesting social situations.  It also sets specific disadvantages to playing certain races in certain situations, which is currently mainly limited to (probably) lower Fate points and some not very important psychology rules. 

However, there are two specific issues with this adventure which I feel are quite large design failures.  Firstly, there is no real adequate hook into the adventure.  The 'hook' from Death on the Reik is explicitly rejected in the book as a viable way into the actual adventure in this section of the campaign.  The writers obviously recognize this, explicitly acknowledging that the group will initially be wandering around 'trying to find where the adventure is' and try to shoe-horn ways into it, but even these work-arounds don't really work: there is simply no justification for a group of itinerant wanderers to try and change the tax policies of a city state.  There are no mercenary reasons for doing so, and no obvious reasons for the adventurers to try and change tax policy since they are going to leave the city at the end of the carnival anyway.  If running this with a group of younger gamers (as I have done), I think that the GM will actively need one of the NPCs to approach the PCs at some early point and actually ask/hire them to investigate something or someone which will expose at least a little bit of the plot.  Alternatively, there needs to be a way in which carrying out the hook from Death on the Reik actually helps in getting embroiled into the main adventure in Power Behind the Throne.

The second issue is that the book contains an interesting mechanic...which proves to be totally pointless.  The mechanic itself is well thought out: it gives certain NPCs a number of influence points with the ruler and if someone wants to propose or repeal a policy or law, then they need to gain sufficient influence points to do so.  This is great stuff and is easily portable into most game systems, I should imagine.  Where it falls down however is that the way that the plot is structure, there is no chance to use the mechanic, before a more dramatic resolution occurs anyway.  The group can actually 'fail' lots of the adventure and still bring it to a very successful conclusion, since the key pivot points of the dramatic plot are actually very few in number.  I am not sure that the designers quite realized this, perhaps they changed some crucial aspects quite late in the writing of the book.  I don't want to give any spoilers in this review but if you have the book and intend to GM it, you can prove this to yourself by working back from the successful resolution and working out exactly what needs to happen to bring it about.

This second issue should be largely invisible to the players, so I suppose it doesn't matter too much, but the issue of the weak hook into the adventure.  Maybe some GMs might rationalize this by saying that if the adventurers don't get involved, then they should feel pretty bad when bad things happen to the game world later, but since the players won't actually be playing in that environment, I hardly think this matters.  Lack of good hooks was a recurring problem in the campaign, but this is the worst one I think.

An entire city module accompanied Power Behind the Throne.  This was a guidebook with adventure seeds, Middenheim: City of Chaos.  This is not necessary for playing the adventure, although it does help to flesh out the city somewhat. A review of this may happen at some point, as will a play-through of Power Behind the Throne...

There is a much more comprehensive set of WFRP reviews on this excellent website here; I really recommend it if you are into WFRP 1st edition, it is a great read.

Sunday, 6 June 2021

Shadowrun 1st Edition Archetypes: The Company Man

 I have been playing some more first edition Shadowrun recently with my two eldest.  The game uses 'Archetypes' quite extensively, both for player characters and non-player characters with the idea that because generating characters in Shadowrun can take a while (mainly from how long it can take to buy equipment rather than the rest of the Chargen system), the game should have plenty of pre-packed characters for both players and GM to use out of the proverbial box.

 



I don't think it is any secret that the characters were not even lightly min-maxxed but that is not my point in this post.  As far as I can tell, one character is short-changed incredibly badly on the low-side for reasons that I can't understand or even guess at, at a more profound level than 'did someone mess this one up?'.  That character is the "Former Company Man".  


 

Shadowrun 1st edition uses a priority system for character generation, with 'Skills', 'Attributes', 'Equipment/Resources/Spells', 'being Magical' and 'being Metahuman' ordered from most important to least important, with the idea being that characters who rely on equipment will get 1,000,000 'NuYen' to spend, but characters who rely more on their personal skills or magic will get far less.  But what seems to have happened with the 'Former Company Man' archetype is that it was intended that his skills should have been the top priority - and got 40 skill points - but instead was only given 28.  His second priority looks like it should have been resources; he was entitled to 400000 NY and his gear adds up to c.222,375, which is fine, and was given 200000 NT additionally, which was obviously rounded to his advantage, but is broadly correct.  His basic attribute total 20, which is correct for having Attributes as third priority.  So, in the book, his stats are:

 Former Company Man

(Skills 4/28(40), Attributes 2/20, Equipment 3 400,000/50)

Attributes:

B

Q

S

C

I

W

E

M

R

4

4 (5)

4 (5)

2

3

3

1.3

-

4 (8)

Skills: Car 5, Computer 2, Demolitions 2, Etiquette (Corporate) 4, Firearms 6, Stealth 4, Unarmed Combat 5

Cyber-ware: Data-jack, Wired Reflexes 2, Muscle Replacement 1, Smartgun Link

Gear: Armour Clothing (6/4/14), Bug Scanner (4), Earplug Phone with Booster, Jammer (4), Low-light Goggles, Medkit, Partial Heavy Armour, Survival Kit, Tranq Patch (5), Trauma Patch (5), White Noise Generator (6), 200,000Y, HK227 SMG, Fichetti Pistol

 

Name

Type

Concealability

Ammo

Damage

Weight

HK227 SMG

SMG

4

20(Clip)

5M3

4

Fichetti Pistol with Smartgun Adaptor

Light

6/7

10/22(Clip)

3M2

2

Contacts (choose 2): Any Corporate type, Merc, Mr. Johnson, Any Security or Bodyguard type

Like many of these archetypes, doing an entirely new build would be best, but as a quick patch for it, I have made some changes below.  I haven't allowed myself to reduce any of his skills, but will increase/purchase new skills as necessary.

Skills: Car 5, Computer 2, Demolitions 6, Etiquette (Corporate) 4, Firearms 6, Interrogation 6, Stealth 6, Unarmed Combat 5

Gear: The HK227 SMG and Fichetti pistol should both be the smartgun versions.  He should also have a car and some ammunition (!).  That takes his 'spend' up to NY 242,975, leaving him 157,025 in reserve.

1.1.1        Former Company Man (Revised)

(Skills 4/40(40), Attributes 2/20, Equipment 3 400,000/50)

Attributes:

B

Q

S

C

I

W

E

M

R

4

4 (5)

4 (5)

2

3

3

1.3

-

4 (8)

Skills: Car 5, Computer 2, Demolitions 6, Etiquette (Corporate) 4, Firearms 6, Interrogation 6, Stealth 6, Unarmed Combat 5,

Cyber-ware: Data-jack, Wired Reflexes 2, Muscle Replacement 1, Smartgun Link

Gear: Armour Clothing (6/4/14), Bug Scanner (4), Earplug Phone with Booster, Jammer (4), Low-light Goggles, Medkit, Partial Heavy Armour, Survival Kit, Tranq Patch (5), Trauma Patch (5), White Noise Generator (6), 200,000Y, HK227 SMG Smartgun w/7 full mags, Fichetti Security 500 Smartgun w/6 full mags

 

Name

Type

Concealability

Ammo

Damage

Weight

HK227 SMG

SMG

4

20(Clip)

5M3

4.5

Fichetti Security 500

Light

6/7

10/22(Clip)

3M2

1.5

 

Contacts (choose 2): Any Corporate type, Merc, Mr. Johnson, Any Security or Bodyguard type

 

Cars

Handling

Speed

Body

Armour

Signature

Pilot

Cost

Ford Americar

4

40/120

2

0

2

2

20000