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Author: Subject: What should be in SLA2
Johnny Auto
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[*] posted on 9-11-2006 at 10:50
What should be in SLA2


What's missing in SLA, what do you want to see in SLA2

I'm not saying it'll be done, but if you don't put it on here and I miss it, no one to blame but yourselves :)




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[*] posted on 9-11-2006 at 11:11


  • For skills give a standard example penalties. Drop the weird 'GM figures out a number, compares it to the players skill, which gives a penalty or bonus, with which the player can role'
  • For armour give weight and cost of repair per ID / full location. 10c/ID ruins a blue with melee against anything. For a full location 1/5 of the armour cost (as armour has 6 locations and a destroyed location probably damaged the connections)
  • A quarter page with a table of price ranges of usual stuff in DT/Suburbia/Uptown: breakfast/dinner/drinks/hotel/hookers/cloathing/housing-rent/bribes (yeah I know something of the kind will be added)




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[*] posted on 9-11-2006 at 11:46


I'll probably come up with more over time, but here's a start:

- Better background and explanation of the other major suppressor powers.

- More detailed GM section, including more ideas of the wierdness that permeates Mort.

- More detailed description of the layout of Mort city. Central, Uptown, Suburbia, Downtown. Specifically, where it's a dumb idea to wear armour, how long it takes to get anywhere, can you fit that APC anywhere useful beyond Uptown etc. SOme kind of specificity of roughly where locales are in relation to each other would be great.

- A better combat system. I'm very comfortable with SLA combat, but something needs to be done to encourage H2H (you've made a good start with the Contract Directory, John, but I think it needs even more). I don't have specific
suggestions at the moment, but I'm thinking...

- Streamlined armour rules. Better ammunition rules. (Yeah, this comes under combat, but deserves clarification.)

I'll add more later, when I've given it more thought. This is just a off-the-cuff list.

Leath.
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[*] posted on 9-11-2006 at 11:48


Less emphasis on power armour, more emphasis on street level tech, bring back the horror...

Make humans better or at least give us a reason to play them

Rules/advice for conceiling items
Rules for pyschological facedowns, e.g. 3 well armed ops against 15 visible gang members on their own turf

A sample sector

Fixes to the ebb system

------------

Ok, most of those I know you've addressed in your own ways already or are intending to address....

dUm
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[*] posted on 9-11-2006 at 12:15


- Rules/guidelines for playing subversives or props or gang members, scaling the game to different levels.

- Critters!

- Mutants! (though I'm hoping this will be in CS1!)

- Weirdness, stuff to bring out the horror factor much more..

- A gazetter of major planets in the WoP which Ops may get the chance to be sent to, and maybe some advice on staging a campaign there.

- More un-powered armour, especially disguised/concealable stuff.
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[*] posted on 9-11-2006 at 12:26


Considering that the WoP is a big market place with thousands of enterprises selling millions of products, I have the feeling that there must be a very big number of different armours, guns and ammunitions avaiblable.

As it would do the game no good to have hundreds of pages of equipment and monthly add-ons to add new equipments, it could be good to have a very generalistic system about armours, guns and so on.

So two pc might have, for example, a light gun with autofire capacity (same stats) but that would be different products.

so, I'd say, give us a modular system to build wathever equipment we want, and give it wathever name we'd like. We could still have in the book some list of equipment, to give some ideas and example but the idea.




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[*] posted on 9-11-2006 at 12:43


Basically with John I've already talked about a few things which are either going in anyway or coming out sooner in other books but essentially my view is this.

It should be not 'SLA 2'

It should be 'World of Progress'
Which in turn sets the scene for something much larger than 'SLA' and a complete overhaul of a whole lot of the 2D10 system in terms of mechanics... which I've mostly done in some form or another anyway.
There is more too the universe which SLA is a major stakeholder in.
There is more too the universe than just Mort.

For the game 'SLA' too drag itself out of the stagnating puddle of '1980's Thatcher's England with guns and drugs' and into a contemporary piece of post-modern fiction and roleplaying we have too basically become more worldly in the outlook of the whole game for it too ever be more than just a little cult-game made by some indi manufacturers.
World of Progress should from the start 'Think Big'
Not just a shitty planet full of shitty people fighting over who's on top of the dung heap crowing the loudest.
Make it everything and anything that has been in a horror and sci-fi game and I think it might have a chance of crawling out of the realm of cult-game and into something at least far more accessable too a lot more players because they dont have too be locked into playing characters and games based around one planet, one company, one department (ops) and some fairly flimsy cardboard cut-out enemies with elementry kit and background history.

SLA is a big dog

Its not the only dog

It's not the only block of turf...




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[*] posted on 9-11-2006 at 12:53


Quote:
Originally posted by Johnny Auto
What's missing in SLA, what do you want to see in SLA2


What do I want?

I want it to stay close to SLA1(.2). That is: No completely new or different mechanics.

I want it to be consistent. That is: Drop or change all the rules supplanting or contradicting the core mechanics (e.g. no more "target number 20" but instead "-9 modifier").

I want it to be simple. That is: Do away with all the extra bits and pieces that could also be handled by other, established mechanics (e.g. no full page of Vevaphone rules, when you could just have a skill called "shapechange" or even an ebb skill like listing of abilities).

I could and will go into more detail. Later. ;)

Stay SLA
bel




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Johnny Auto
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[*] posted on 9-11-2006 at 12:55


Quote:
Originally posted by Kia
- Rules/guidelines for playing subversives or props or gang members, scaling the game to different levels.
- Critters!
- Mutants! (though I'm hoping this will be in CS1!)


The above three are in CS1




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[*] posted on 9-11-2006 at 13:12


I was hoping that'd be the case!
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[*] posted on 9-11-2006 at 13:25


<delurk>

Aside from the above ideas, I'd also like to see material for 'high-level' campaignes. (Shards, the Dimond Dogs, Stig, etc)

Paranormal activities. What happens to all those places that are scenes to horrific occurances. With the Walker being opposed to Slayer, wouldn't he exploit these locations, possibly causing them to become "haunted"?

Better background info for the races in the WOP. One page per race isn't really enough.

More info on Cloak and I.A. and the rest of the spooks. The fan-created source books on the net are great, but can we get something official?

As stated above, more of the supressor powers! Not only major, but minor. Not all of them can be fully aligned with the 'big boys'. Even just a list with general ideals and goals for the minor powers would be nice. Throwing in a few cults, for good measure, would also be nice.

Guidelines for building mutants and new critters.

Nec's and their naturally evolved counter-parts! Rules for playing/running a Union.

Finally, a story concerning how part of Downtown becomes the new CS 6 after a slug fest between HJ and Intruder. (Hey, I can hope, right?)

Thanks for asking!!!




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[*] posted on 9-11-2006 at 13:28


I would love a 'World of Progress' book.
It's just that for the MRB the current scope on Mort city is fine.

So SLA2 in Q4 2007,
"Business as Usual: cloak and black knight" in Q2 2008 :P
"The World of Progress: who else is around" in Q4 2008 :cool:
"Outside Reality: the unmentionable facts" in Q2 2009 :o :o

The Mort book could really do with a makeover, but I think that might be better left to a Yellow.

Oh and if I'm requesting stuff anyway:

"The Ebon Evolution: from ebons to necanthropes"
"The Last Survivors: Shaktars and Wraith Raiders"
Yes I know that parts of the old, but nevre published, Shaktar handbook might make it to pdf in the near future.




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\'\'/
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[*] posted on 9-11-2006 at 14:11


Something to make hand to hand more atractive for the players, don't know what, but will think about it.

But you all have good sugestions, so I have nothing new. :)

Allan.
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Johnny Auto
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[*] posted on 9-11-2006 at 14:31


Quote:
Originally posted by I, Enforcer
<delurk>
Aside from the above ideas, I'd also like to see material for 'high-level' campaignes. (Shards, the Dimond Dogs, Stig, etc)


Integration 20 will be doing that

Quote:

Paranormal activities. What happens to all those places that are scenes to horrific occurances. With the Walker being opposed to Slayer, wouldn't he exploit these locations, possibly causing them to become "haunted"?


And that.

Quote:
Better background info for the races in the WOP. One page per race isn't really enough.


2008 race books

Quote:
More info on Cloak and I.A. and the rest of the spooks. The fan-created source books on the net are great, but can we get something official?


SLA2 MRB

Quote:
As stated above, more of the supressor powers! Not only major, but minor. Not all of them can be fully aligned with the 'big boys'. Even just a list with general ideals and goals for the minor powers would be nice. Throwing in a few cults, for good measure, would also be nice.


Suppressor powers is the major release for December 2008, and to be a suppressor power, you have to be an active threat, of which there are only two presently, Darknight and Thresher, although by then, there may well be a third.....
Guidelines for building mutants and new critters.

Quote:
Nec's and their naturally evolved counter-parts! Rules for playing/running a Union.


Unbound will be dealing with that, 2008

Quote:
Finally, a story concerning how part of Downtown becomes the new CS 6 after a slug fest between HJ and Intruder. (Hey, I can hope, right?)


Integration 20 deals with that one.




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Johnny Auto
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[*] posted on 9-11-2006 at 14:35


Quote:
Originally posted by Syndrom
I would love a 'World of Progress' book.
It's just that for the MRB the current scope on Mort city is fine.
So SLA2 in Q4 2007,
"Business as Usual: cloak and black knight" in Q2 2008 :P


Watchmen: The sourcebook on Cloak, Black Chapter, Stigmartyr and the other monitors of the WoP, 2008

Quote:
"The World of Progress: who else is around" in Q4 2008 :cool:


Worlds of Progress, 2008

Quote:

"Outside Reality: the unmentionable facts" in Q2 2009 :o :o


Integration 20

Quote:
"The Ebon Evolution: from ebons to necanthropes"


Infinite possibilities (Working title) 2008

Quote:
"The Last Survivors: Shaktars and Wraith Raiders"


Honour Bound: 2008
Live Fast, Die Young: 2008

Quote:
Yes I know that parts of the old, but nevre published, Shaktar handbook might make it to pdf in the near future.


And will when I get chance, figure you lot want to see CS1 more than you do Shaktar book.




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[*] posted on 9-11-2006 at 14:36


<snip>

Quote:
Finally, a story concerning how part of Downtown becomes the new CS 6 after a slug fest between HJ and Intruder. (Hey, I can hope, right?)


Quote:
Integration 20 deals with that one.


WOOOOOOOOOOOOOOOOOOOOOOOOOOT!!!!!!!!!!!!!!!!!




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[*] posted on 9-11-2006 at 14:49


... silence ...
... staring ...

He! I was making a joke! I wasn't expecting you to do this.

Now I'm - well - happy. Don't do that.




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[*] posted on 9-11-2006 at 15:02


Quote:
Originally posted by Johnny Auto
[And will when I get chance, figure you lot want to see CS1 more than you do Shaktar book.


Very True!
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[*] posted on 9-11-2006 at 16:08


Quote:
Originally posted by alland
Something to make hand to hand more atractive for the players, don't know what, but will think about it.


The Focus on SLA2 will be very much bringing it back down to basics, horror, urban horror and other such, martial arts and H2H will most likely be taking a more realistic stance, such as what works in real martial arts, Vale Tudo and Escrima, rather than the points derived dojo type martial arts. I'm not saying there's anything wrong with dojo learning, but it's not a patch on pressure tested skills.

But I'm sure it'll work better when we've got it sorted.




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[*] posted on 9-11-2006 at 19:13


I think SLA 2 would benefit greatly by expanding on the universe of SLA like MK said. Give us more locations to put our player to work in like new Paris.

The Ebb system needs alot of attention, with the current system the individual powers benefit doesn't equal the price you pay. There needs to be rules on exteneding duration of powers. Each level of the ebb power should have something to make you want to continue with that power not just an increase in range.

Stream line the mechaincs with out changing them to much. Initiative gets tricky when the players all have the same stats and skill numbers

Take the focus off heavy armor and really big guns. I think ops sholuldn't be walking around in power armor carring Assault Cannons. I think they should be Lightly armored, highly Skilled, and well equiped with gear that fits each ops special skill set.

Op squads should be more like todays special units in law enfordement i.e. FBI profilers, S.W.AT. Teams, Search and Resuce, Special intelligence and sabotage, and the list could on.

Urban Horror needs to dominate though out the game. There should be something like a stress system so that ops who deal with the dark and nasty side of SLA all the time start to feel the effects of this kind of dirty and dangerous work I.e. they start to head toward the darkside themselves. Through addictions, deviant behavior, and other dark urges.

That is all I can think of right now. I am sure that I can think of more stuff later.

Hey JD thanks alot for asking us GMs and Players for our thoughts and ideas on to how improve something we all love so dearly. It means alot.

Later,
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[*] posted on 10-11-2006 at 03:04


Use the 'bullet tax' to curtail your players spraying down the enemy. We use your SCL/2 round up as a multiplier to the MRB cost table for bullets (each). This makes using bullets way to expensive to bother with for most ops. You can get a bullet tax deduction for successful completion of an Op, but you need to justify your shots. Get a gun cam, they help a lot!



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Johnny Auto
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[*] posted on 10-11-2006 at 08:05


Quote:
Originally posted by Nevyn
Use the 'bullet tax' to curtail your players spraying down the enemy. We use your SCL/2 round up as a multiplier to the MRB cost table for bullets (each). This makes using bullets way to expensive to bother with for most ops. You can get a bullet tax deduction for successful completion of an Op, but you need to justify your shots. Get a gun cam, they help a lot!


Interesting, such a system would mean your average newbie out of meny would have to do a blue for every two rounds of 17mm hesh that he bought....

The bullet tax theory is all well and good, but I always looked at it from the point of view that the bullet tax was already added in to the cost of the rounds in the MRB, certainly some of the shells are going to be repriced in the new book (17mm missile shot for example), but the rest of it is fairly acceptable.




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[*] posted on 10-11-2006 at 09:11


Yes more equipment please thats 'helps with'/'is mandatory for' skills. Exact bonusses or penalties... on the one hand it's easier for player, but the vague stuff is nicer for the GM and less 'D20 style'...

SCL restrictions on weaponry. We use 12.7mm => SCL 9, 17mm => SCL 8 as a minimum... perhaps you can be allowed it earlier if your'e chipped (evil grin).

Detect, sneak, hide, acrobatics, gymnastics, etc should get penalties for wearing (heavy) armour - offset a bit by helmet sensors. Perhaps a suggested range, so GMs can make heavy armour as cumbersome as they like. A problem is DS with high protect: skill points are hard to get so it would be a pitty to make the higher protect ranges a one-way street; on the other hand an experienced squad in BB, while the Ebon sneaks with them in a heavy DS... tricky.




Vev-I&I \'Flaky\': Squad, story [1] [2] [3]
0 hits, wounds n/a; KS(-) KS+(2) Solo(1) Blaze(0) 85u 954.0c 9.-.0
\'\'/
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[*] posted on 10-11-2006 at 11:38


What I'd like to see in SLA2 MRB :

-Character creation example. always helps newcomers.
-Vevs and Xeno. Like them, can't find Karma, can't play them.
-Drawings of most important equipment. Mainly Weapons and armours. I think style is an important factor in picking a gun.
-A clearer explanation of what Mort City looks like.




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[*] posted on 10-11-2006 at 12:04


SLA 2 ? Well, I disagree with the big universe idea personally, to me that dilutes the sense of paranoia, over-crowding and containment I love about SLA. My SLops never got off Mort, New Paris was only ever something that "someone else" went to. Think Shell Beach in Dark City, thats exactly how I see all other locations apart from Mort.

However, better road descriptions, never got the hang of no cars in downtown etc except for powersuits. Better sense of downtown. Better character gen by going through Meny training, maybe even starting in Meny. Opportunities to play gangers, shivers, etc in Mort.

Not 101 different critters. No big guns. NO POWERARMOUR for ops...when the slops come across a Dante War Vet in Dogeybone they want to be soooo scared.


Finally while I'm thinking about, something that will never happen. A brand new system. Can't stress this enough, my gaming group all love SLA to bits, best game world ever. And to a man none will play it because the system is so clunky and basic. Though it is viewed as better than palladiums ;) should never have to come up with work arounds, own rules, justifications, etc, the rules always came across as just something homegrown tacted on.

I think if you want to be taken seriously then this is the time to radically alter the system, don't worry about backward intergration, and bring in something cutting edge.


Of course, I will buy it regardless.....




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