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Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Verr posted:

Guess I really need to get So77. How are the playbooks physically set up? Two double-sided pages each?

Yes you do. :) So does everyone.

You can download all the So77 Rap sheets from our web page.
http://spiritof77game.com/downloads-and-extras/
There's also a demo adventure with pre-made characters if you want to see how some of the combinations play out.

We basically split the characters into a Role which describes what you do (shoot things, beat things, seduce things) and a story, which describes how/why you do it (Street bad-rear end, former military, crazy technology). My reference point for Mage is oWoD, but I could see a lot of different way to split the characters along similar lines; Tradition/Archetype, Background/Sphere etc.

But like you said, don't get ahead of yourself, get your basic moves done first, everything else should hang upon those.

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Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Golden Bee posted:

Tracking income and outcome is out of genre. No matter what happens, your characters seem to have a few bucks in their pocket. Getting more will require going to the bank (and it being open!), or pawning aunt Edna's Elvis figurines again.

If you need money, "getting cash" should be a side-adventure, at least the first few times. After that, you can say you're tapping out the Bark-N-Woof's Petty Cash fund and go on to the next.

GB is correct, it's rare in the source material for people to not have the money to buy general things, big purchases usually take some effort beyond just waiting for your next paycheck (unless somebody has the wealth Thang). When I run the game I start everyone with the suggested starting cash at the beginning of each new story, and then only worry about it if they need something specific or try to do something outlandish. I think exactly one time players had to pool their money to buy something specific and then had to budget for the rest of the game, otherwise it's always been pretty much a non-issue

Early on we had a more abstract mechanic for money similar to Dungeon World. It was called Scratch, one Scratch was equal somewhere around $50-200, and as long as you had at least one Scratch you could always afford basic expenses like food at a restaurant, gas for your car, ammo for your gun, or a pack of Keens from the vending machine. Scratch was expended for bigger things, like bribes, equipment repairs, hospital bills and were basically a currency that could be used in moves. The Wealth Thang had the mechanical effect of you always having at least one Scratch in your pocket. If you want a more mechanical money system then feel free to use Scratch, I feel it's pretty elegant but we dropped it early on because none of our players utilized it, instead they just immediately wanted to know how many dollars they had and how much everything cost in 1970's dollars.

If you are going to us the Scratch system, here's some guidelines for costs:
A bribe to get into someplace you shouldn't normally be (a private club, a crime scene, the city records office) 1-scratch
Emergency room service and a night in the hospital 2-Scratch
A cheap gun (Saturday Night Special) with ammo 1-Scratch
A good gun with ammo 2-scratch
Monthly maintenance and gas on a sweet ride 1-Scratch
Monthly Room and board in a room 1-scratch
Monthly Room and board in an apartment/house 2-scratch
Monthly Room and board in a Sweet Penthouse pad 4-scratch
A used car 5-6 scratch
A new car 10+ scratch

Monthly Income for a regular job:
Minimum Wage (waiter, gas station attendant etc) - 2 scratch a month
Blue Collar (Factory worker, restaurant manager, mechanic etc) - 4 scratch a month
High Roller - 8+ Scratch a month

Hope that's helpful, at some point I'll write this up a bit more fully and then put it on our website as an optional rule.

Bucnasti fucked around with this message at 20:01 on Aug 3, 2015

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Galaga Galaxian posted:

Personally, Scratch sounds a lot better than having set dollar amounts.

I think so too, I really like the system because I hate keeping track of minutia like gold pieces and bullets, but in our plalytests all our players gravitated to real world dollars which they were much more familiar with (even with converting to 1970's dollars).
I also really liked that it could be used in conjunction with moves, I could give a player a scratch cost to a partial success, or I could even have moves that were triggered or powered by scratch. Since players weren't using it, we cut it.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Hummingbird James posted:

Hey, quick dumb question about World Wide Wrestling (and by extension other PbtA games): can you only take a specific advance once, or can you take it multiple times? Like, if I wanted to take +1 to a stat twice, would that be allowed? Sorry if this is explained in the book somewhere, as I can't find it whatsoever.

In Spirit of 77 when you level up you can take a new move, and you can only take that move once, so you can take the move that increases a stat from +1 to +2, and then later you can take the move that increases a stat from +2 to +3, once you've taken them both you can't do it again. Additionally one of the options when leveling up is to increase a stat from +0 to +1 instead of taking a new move, and you can do that as many times as you have stats at +0. It's a little cumbersome to describe but a lot clearer in practice.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Siivola posted:

That's odd, because it's been something like ten years since I read Gibson's stuff, and basically all I remember is the gear. It wasn't Magic deck level nonsense, of course, but Gibson spent a lot of ink describing how cool this rent-a-cop MRAP is or how far that cyberpunk fixie has been tricked out. I'm pretty sure Neuromancer had a paragraph or three about how cool Case's cyberdeck is, and then there's Molly's eyes, and I think there's a bit in one of the books about the dangers of monofilament wire, too. I should maybe re-read Neuromancer just to see if I can figure out what the gently caress actually happened in that book. Teenage me didn't have a clue so I guess I just focused on the sensible bits.

And then there's of course Ghost in the Shell, where the protagonists do spend a page comparing the relative merits of their heavy pistols. :v:

It's a decadent, consumerist genre. :ussr:

Yeah, the sprawl trilogy is all about fetishizing name brand this and that, Case didn't use just any old computer, he used an Ono-Sendai Cyberspace 7 and that gave him an advantage. They encountered a fancy Braun robot in the Villa Straylight, and they drive around in specific brands of cars and motorcycles. Burning Chrome was all about getting someone Zeiss-Ikon eyes. Hardwired and When Gravity Fails both focused on tech as well, but Williams and Effinger just didn't have a flair for name brands the way that Gibson did. Cyberpunk's roots are in early 80's consumerism, that's what made it cyberpunk instead of just near-future sci-fi. That's what made Shadowrun and RT's Cyberpunk games stand out against all the other games that jumped on the cyberpunk bandwagon at the time, they embraced the name branding, you don't just use a heavy pistol, you use an Aries Predator, you don't just drive a mid-sized car, you drove a Eurocar Westwind.

I think to get a good cyberpunk *world game you have to approach it from a different direction entirely, start from scratch mechanically with a system that support a multitude of gear options, and then apply *world concepts to your new mechanics.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Kai Tave posted:

Honestly when you break it down like that it sounds like what you really need is just a big list of randomly generated brand names because that basically seems to be the important factor here that people have latched onto, that William Gibson gave things brand names. That's a far cry from the gear porn of cyberpunk RPGs where the assumption is that if character creation isn't an entire minigame of cramming cyberware into your character's body and selecting his personal arsenal from a list of 100 guns and custom ammo types that it's too lightweight.

Yeah kinda, Cyberpunk is an aesthetic as much as a setting, it's about taking the early 80's to it's extreme conclusion and brand obsession was a new thing at the time. The implication is always that something with a brand name is better than something without. Gibson didn't need to say how much of the rambits Case's computer had, he just had to give it a cool sounding name and have the characters react to that name with reverence to communicate to the reader that this was a bad-rear end piece of hardware (this was actually kinda revolutionary for sci-fi at the time).

I don't think you need 100 guns and a separate mini-game to realize a good Cyberpunk game, but I do think you need a fair amount of attention to the tech itself, that's another of the major focuses of the genre, using, exploiting and in some cases internalizing technology. If you ask someone about their Shadowrun character, they're going to tell you in detail about all their cyberware/magic foci/whatever their character uses to do their job and you're not going to be able to reproduce that with a dozen basic moves and 2d6.

In the end, I love the Shadowrun setting, but I hate the rules, and I want someone (because I have too much on my plate already) to make a better game so I can play it.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes
Shadowrun being a kitchen sink setting and having 25 years of splatbooks might make it an insurmountable task to work into a *world game without cutting it down to the point that it's no longer recognizable as Shadowrun.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Evil Mastermind posted:

Sorry to wheel this topic back so much, but I think the biggest reason people expect gear porn in games is because D&D was (until 4e) a very gear-dependent game. It's pretty much ingrained in people now that you need to have STUFF.

Yeah, and at it's core Shadowrun is just D&D with cyberware, and corporate enclaves replacing proper dungeons.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes
One of the things I've always disliked about cyberpunk games is the inclusion of the matrix in the rules. If I was making a cyberpunk game I'd either make running the matrix super abstract (When you hack the gibson roll +smarts...) or I would come up with a completely separate set of rules for the matrix and make it into it's own game.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Kai Tave posted:

Non-derisively, it really does sound like you need to check out GURPS. If you want to get lost in minutiae GURPS has you covered in spades. What it doesn't have is everything pre-made for you like a catalog, you'll need to supply cyberfuture brand-names yourself and cyberware is probably not going to be gear so much as a function of purchased character abilities, but it absolutely has lists of guns and gear and it has advanced combat rules for things like martial arts that make Shadowrun look like Risus by comparison. I'd recommend Spycraft but it doesn't really have much in the way of cyber or magic, but it also has extensive gun lists, feats, combat styles, and like a dozen separate conflict resolution subsystems for car chases, manhunts, hacking, on-site infiltration, seduction, interrogations, and so on.

I loved GURPS back in the day, I'd probably play a GURPS Shadowrun game, but I don't have time to do all that work.

Galaga Galaxian posted:

Yeah, even though I like the concept of Deckers and Cyberdecks, I never liked how Shadowrun (early editions anyways) pretty much crawled to a halt while the Decker pulled out his Deck to jack in and hack. The Matrix needs to be kept simple and flowing, just another move, not an elaborate virtua-dungeon within a run.

Yeah I love decking/hacking, and almost always played a decker, but it really sucked the life out of games. The best Shadowrun game I ever played was actually an all decker game, which is why I think a *world hack just about decking might be cool.

"When you try to do something in the real world roll +meat..."

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

TurninTrix posted:

Simple World is the closest I can think of. That it?

Yeah Simple World is probably the best place for anyone to start a new Hack.

Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

drrockso20 posted:

so I haven't read through the whole thread yet, but anyone want to sell me on Spirit of 77, cause it looks pretty rad, but I could use some more convincing

It is pretty rad. :cool:

The quick pitch is: The Six Million Dollar Man and Charlie's Angels fight Bigfoot and KISS while driving the General Lee.

It uses a two part character sheet combining a Story(background) and a Role(class) to create a huge variety of characters that fit the genre.
The core book includes nine stories and seven roles, and then the expansion adds three stories and five roles, so you've got 144 character combinations before you even start to customize them. You want to play Rocky? He's a One Bad Mother Tough Guy, want to play Bo "The Bandit" Darville? He's a Humble Beginnings Good Old Boy, want to play Jim Rockford? he's an Ex-con Sleuth.

The game appeals to a lot of people who wouldn't normally play a traditional fantasy RPG, I often describe it as D&D but with muscle cars and shotguns, so the rules are written with new players in mind, starting with the core concepts and then building up to more advanced aspects.

And if you're not already a fan of the 70's there's a huge list of inspirational movies, TV shows, books and music included in the book.

If you're still not convinced, there's a free demo available on the website: http://spiritof77game.com/downloads-and-extras/

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Bucnasti
Aug 14, 2012

I'll Fetch My Sarcasm Robes

Doodmons posted:

This is your daily reminder that Car Wizards is a game that exists and has the following rule in it:

I need this game in my life.

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