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Posted: 2004-07-12 05:51pm
by Arthur_Tuxedo
OKay, so does everyone seem to be OK with Sunday? Say 2 PM to 5 PM my time (PST)?

Posted: 2004-07-12 06:13pm
by Alyrium Denryle
I will try, wont know until later this week

Posted: 2004-07-12 07:15pm
by CorSec
Sunday can work for me. Anytime is good.

Posted: 2004-07-12 11:03pm
by Captain tycho
Well, I don't know for sure, but I'll probably be heading up to Toronto this weekend for a family reunion.

Posted: 2004-07-15 05:36pm
by Arthur_Tuxedo
I don't know if anyone besides the regulars are planning to show up, but if so, I want character sheets pronto. The rapid rate of rule changes in the weeks before the campaign started virtually guarantee that everyone will have made at least one mistake, and I know no one wants to hold up the game while we iron out character sheet issues.

Posted: 2004-07-16 03:26am
by Gerard_Paloma
I have yet to spend my XP, but other than that my sheet's up to date.

I still don't know whether I can actually show up on Sunday, as I have yet to get my schedule. I was told someone would call me today to let me know, but my phone never rang. I think if they end up wanting me to come in on Sunday, I'll tell them that I don't work on the Sabbath. And if they argue, I'll scream discrimination (even though I'm an atheist). :twisted:

Posted: 2004-07-17 04:28pm
by Arthur_Tuxedo
Gerard_Paloma wrote:*snip*
I was talking about new people. If everyone needs to figure out how to spend their XP before we start, that will only take a few mins and won't involve one person monopolizing my time while everyone else has to sit there and twiddle their thumbs.

Posted: 2004-07-17 04:56pm
by Alyrium Denryle
As a general rule, I focus on telepathy

BTW, I work from 2 until 6 PST tomorrow

Posted: 2004-07-17 07:47pm
by Gerard_Paloma
Alyrium Denryle wrote:BTW, I work from 2 until 6 PST tomorrow
Alright, then how does 7 pm to 10 pm (PST) work for everybody? I know it's a Sunday, and you East Coasters might have to get to work early on Monday, so you just gotta ask yourself one question: do you feel like staying up til 1 in the morning? Well, do you, punk? :wink:

Posted: 2004-07-17 07:59pm
by Alyrium Denryle
works for me

Posted: 2004-07-18 03:38pm
by Arthur_Tuxedo
Gerard_Paloma wrote:
Alyrium Denryle wrote:BTW, I work from 2 until 6 PST tomorrow
Alright, then how does 7 pm to 10 pm (PST) work for everybody? I know it's a Sunday, and you East Coasters might have to get to work early on Monday, so you just gotta ask yourself one question: do you feel like staying up til 1 in the morning? Well, do you, punk? :wink:
That doesn't work for me at all. Please don't ever change the game time without consulting me again. The latest time that would work is 3:30 PM to 6:30 PM PST, so that's what we'll do. The times won't always work out for everyone. People have jobs, I'm sympathetic to that, but we can't just change the game time the day before. That creates confusion and chaos. As it is, I'm wondering if we should just call the whole thing off this week. But if we do, then it's another two long weeks before the next session, and I don't know about everyone else, but I've been waiting in anticipation for two weeks already.

This is what we'll do: I'll create the room "Tensided" on the server "Better Games Public Server" with the password "cyber" at 3 PM PST. I know Alyrium has a conflicting time, but if everyone else shows up, we'll have the game at 3:30. If not, then we'll shoot the shit for a while and then decide on a different time.

I hope to see everyone there.

Posted: 2004-07-18 04:26pm
by Alyrium Denryle
If all else fails, you guys know how my character would behave in a combat situation :twisted:

Posted: 2004-07-18 05:26pm
by Gerard_Paloma
Arthur_Tuxedo wrote:That doesn't work for me at all. Please don't ever change the game time without consulting me again.
Jesus, I'm sorry I forgot you had shit to do Sunday evening, so sue me. Like you've never forgotten anything I've told you. :roll:
The latest time that would work is 3:30 PM to 6:30 PM PST, so that's what we'll do. The times won't always work out for everyone. People have jobs, I'm sympathetic to that, but we can't just change the game time the day before. That creates confusion and chaos.
Noted. I'll just keep my mouth shut from now on.
This is what we'll do: I'll create the room "Tensided" on the server "Better Games Public Server" with the password "cyber" at 3 PM PST. I know Alyrium has a conflicting time, but if everyone else shows up, we'll have the game at 3:30. If not, then we'll shoot the shit for a while and then decide on a different time.

I hope to see everyone there.

I'll be there with fucking bells on.

Posted: 2004-07-18 09:13pm
by Arthur_Tuxedo
Looks like we'll be playing past 6:30, so when you get back from work, Alyrium, feel free to join us.

Posted: 2004-07-18 11:30pm
by Arthur_Tuxedo
I had a blast tonight. Here's the chat log for tonight's session, for anyone who cares.

Posted: 2004-07-19 06:01pm
by Arthur_Tuxedo
Adjusted damage and armor resistance values everywhere they were found, which includes the Big Book, CP weapon supplement, and everyone's character sheets.

I also added 3 new abilities, though two of them are intended for campaigns taking place in the past.
Big Book, chapter 3 wrote:Fast Aim (40 XP): It takes 1 action instead of 1 full round to aim.

Fast reload (20 XP): Takes 1 action to reload a detachable magazine or for every 2 rounds manually loaded. Normally it takes 1 round to do this.

Quick Single Action (20 XP): By shooting from the hip and pulling the hammer with the off hand, a shooter can fire two shots per action with a single action revolver (meaning old fashioned cowboy guns) instead of just 1. However, the shots suffer the penalties for snap shots, and it takes both hands to operate one revolver this way.
If taken twice, the character is so good that he can cycle the action normally, just twice as fast as most, and does not suffer the snap shot penalty.
Taken three times, the ability extends to all manually cycled weapons except those that only hold one shot. So the character can fire 2 shots per action with single actions, bolt actions, pump actions, lever actions, etc., but not falling block actions, muskets and the like.
And added magnitude 4 and 5 versions of Telepath in the Cyberpunk campaign setting supplement.

Lastly, everyone's character sheet has also been updated with the new XP (40 from the last session), so download them from the usual place on the website and spend the XP. A couple people already decided how to spend their XP while still in the chat room, and that is reflected, too.

P.S. Ernesto clearly has the Magnitude 2 Merit "Connected", but this was added after his creation, so he should take this Merit as soon as possible.

P.P.S.: Are we going to see Captain Tycho and Hotfoot in the next session?

Posted: 2004-07-20 02:22am
by Marcao
Arthur_Tuxedo wrote:P.S. Ernesto clearly has the Magnitude 2 Merit "Connected", but this was added after his creation, so he should take this Merit as soon as possible.
I will get right on it. ^_~

Posted: 2004-07-21 06:06am
by Arthur_Tuxedo
I've been fiddling with damages and armor resistance values. I still don't know if I'm quite satisfied, yet, but I'm a lot happier now than I was. Basically, I bumped up the damages pretty much across the board, but especially for rifle rounds, although I got rid of their natural armor piercing. The thing is that while the high velocities from rifle rounds make them great at piercing armor, it also makes them great at killing you, and upping the damage accomplishes both, whereas the natural armor piercing ability was hamstringing me in that regard.

So no more natural AP for rifle rounds, but much higher damage for them, and slightly higher damage for pistol rounds, too.

P.S.: Oh, and this is old news, but I didn't announce it, so in case no one noticed, damage from shotguns and frag grenades are now given in terms of damage times the number of hits. That way, you can have lots of damage to unarmored people, but heavier armor will properly block the damage.

Posted: 2004-07-21 12:22pm
by Gerard_Paloma
Sweet, can't wait to see how that change affects gameplay. Err, or are we still going by the "fixed ruleset once a game starts" rule? Or is that just for character sheet changes?

BTW, I'm still working on cleaning up the chat log into something logical instead of a big fucking mess. I think I can finish it tonight though, I'll keep you updated.

Posted: 2004-07-21 02:42pm
by Arthur_Tuxedo
Gerard_Paloma wrote:Sweet, can't wait to see how that change affects gameplay. Err, or are we still going by the "fixed ruleset once a game starts" rule? Or is that just for character sheet changes?

BTW, I'm still working on cleaning up the chat log into something logical instead of a big fucking mess. I think I can finish it tonight though, I'll keep you updated.
With OpenRPG, I can communicate with people in real time every two weeks, so some stuff can be changed without a communication breakdown. With a forum game, I had to lock it down.

Posted: 2004-07-21 08:53pm
by Gerard_Paloma
Arthur_Tuxedo wrote:With OpenRPG, I can communicate with people in real time every two weeks, so some stuff can be changed without a communication breakdown. With a forum game, I had to lock it down.
I see. Makes sense.

I finished the transcription of the last session. Grab it from here.

Also, you were telling me something about CorSec maybe being able to make it every weekend after all, just alternating days? Hey, CorSec, is that right? What's the deal? If we could play once a week, that would be the shit.

Posted: 2004-07-22 03:23pm
by Arthur_Tuxedo
Gerard_Paloma wrote:I see. Makes sense.

I finished the transcription of the last session. Grab it from here.

Also, you were telling me something about CorSec maybe being able to make it every weekend after all, just alternating days? Hey, CorSec, is that right? What's the deal? If we could play once a week, that would be the shit.
Turns out that every odd week he works Friday, Saturday, AND Sunday, so that's a no go.

Posted: 2004-07-23 02:59am
by Gerard_Paloma
Arthur_Tuxedo wrote:
Gerard_Paloma wrote:Also, you were telling me something about CorSec maybe being able to make it every weekend after all, just alternating days? Hey, CorSec, is that right? What's the deal? If we could play once a week, that would be the shit.
Turns out that every odd week he works Friday, Saturday, AND Sunday, so that's a no go.
Damn it, damn it, son of a bitch. Oh well.

How about other prospective players? Has your life quieted down, Hotfoot? Captain Tycho, you still interested? A sitrep would be much appreciated.

Posted: 2004-07-23 03:32am
by Arthur_Tuxedo
I'm thinking of having a different campaign with a completely different setting on the odd weekends. Like a campaign set in D&D's Forgotten Realms, but with Tensided rules. We had a few sessions of a campaign fitting that description, and it worked out beautifully until two of the players dropped off the face of the Earth.

Posted: 2004-07-24 04:45am
by Arthur_Tuxedo
So no interest in the Forgotten Realms idea, huh? How about a superhero campaign in the Marvel universe? Or a Fallout campaign? Or somehting completely different? Or does no one want to have two different campaigns at all?