Asukapaper

The real Asuka; the only Asuka

  • she/her

she/her, 29, low resolution brain goblin, prolonged Cinema-Media-Arts and Polisci undergrad, ongoing Gender Situation. Asuka for short, Asukapaper for long, and Jill for real

Discord ID: asukapaper (they took away the funny numbers, curses)


I still gotta hand it to Danger Gal Dossier for providing some of its most important fluff for factions in entries that are for npcs ranked as mooks. who's the average pledge in NC's prime boostergangs? the book gives some examples


if it's Maelstrom it's someone like Ghoul (who's been brutally hazed by his hotzone pit boss), Raguel (a fanatic, also a former Inquisitor who pivoted from 'meat over metal' to 'metal over 'meat' on a dime but maintains the same fervent intensity, as if the binary itself is an ideological poison), and Drop (a tacticool dipshit, but also implying that the spikes and chains come from appropriating Central American War veterans, showing that some of the first mercenaries and some of the first boostergangers came from the same source). they're not super compelling as statlines, but because they're framed as case studies, it doesn't feel like you're taking a pretty detailed character and putting them in the shredder if you use them as a combatant.

they literally make this explicit with Shinmai in the Tyger Claws chapter, who has a name (Shinkichi Yoneda), has an upbringing (a refuge from the combat zone, living off the back of the gang infrastructure), and definitely has aspirations (become a world class swordsman), but is treated with utter contempt by his superiors for the interchangeability of his upbringing and aspirations from every other CZ refugee trying to "make it" through the Tygers' martial arts pedagogy. Shinmai is promised to get a new nickname if he lasts a year. The Four Kids localization for his name would be New Blood or Fresh Meat. you can quite literally have Shinmai die in a combat encounter, then use Shinmai again because it's clearly a hazing thing

some gangs do get a couple "generic" statlines in the form of the maelstrom scavvers (who Ghoul promoted out of), tyger claws bouncers, and so on, but it's telling the Fools in the Bozos chapter represents the 'average pledge' statline as a sort of 'type' in place of fully realized albeit 'typical' personalities (Dunce is a step up, literally a promoted Fool, but this is rendered as the exception and not the rule).

lastly, the book's a set of guidelines for npc generation, and all the npcs are exercises in the npc generator's guidelines, so it's an encouragement to make bespoke npcs even if they're weak, because that means creating a more fulsome picture of the world. not everyone is going to be statted like a PC if they're named, and having an interiority isn't the exclusive purview of 'powerful' or 'important' people. not every entity has to be hardened or unhardened depending on the party comp. the npc guidelines takes on a less restrictive definition for introducing hardened npcs, and i've seen it used as a blunt excuse to make no mook hit lower than a base of 12 ("well, Danger Gal says I can do that" is a weak excuse when previous DLCs introducing hardened enemies expressly said "no, no, do not introduce them willy-nilly because they're not for dominating your pcs, they're for making PCs who dominate combat still feel strong without utterly trivializing combat"), but i also think it's a good impetus to mix hardened and nonhardened statlines if that means giving the impression that world isn't power scaling to the players. if a party's all hardened characters, then that's just a party that's deadlier than the average street tough.

to give an example, one time my players tried to tap a contact they had in the Jodes for some hired help. unfortunately, the player who did this had a cool of about 2. this was a lifepath npc and a friend, so i went entirely on the performance to adjudicate how good the help would be, but the description was kind of poor. they were going to be assaulted by a cybersoldier fireteam and needed security, but the way the player worded it was they just needed some extra hands to patrol a place. the Jode shrugged and said she had two reprobates in town on a bender who'd be able to come help watch their apartment, holler for trouble if there is any, but probably think this is a different milieu to get wasted for a few more hours on someone's dime and leave.

my players were pretty disappointed their help was two unhardened road ganger statlines, but also these were Jodes, teamsters and displaced farmers. they're an elusive nation famous for long haul overland shipping. they're not famous for fighting. that's the purview of the Aldecaldos' Lobos and Metacorp cybersoldiers. when they got two people in town on a bender, they literally got two people on town on a bender. if their contacts were different, maybe if they laid more groundwork for the Jodes to send their best fighters, or even made a case that included "we will be fighting a corpo deathsquad," they might've gotten hardened road gangers instead. either way, unhardened npcs don't just vanish the second the pcs get tougher as a unit. the world contains multitudes. that kind of laissez faire attitude to making things optimal is what I like out of the system.

as much as you can make the numbers polished to a mirror sheen, make the encounters loaded with hardened enemies with the proper action economy, make PCs who perform all the optimal choices, you can also give an npc a base of 14 in Dance, make encounters that mix hardened and nonhardened statlines together just so the players feel the rush of how far they've come in the world, and put a Mr.-Studd-contraceptive-implant combo on your character sheet


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in reply to @Asukapaper's post:

by the token of the last paragraph, one of the most common complaints about the ruleset is that body boosting cyberware is universally good no matter what a pc's body stat really is. there's little reason to not get it. the counterargument i've seen the line developer make is kind of in a contrarian vein i'd expect, but it's a contrarian stance i also respect.

anyone who wants a linear frame in them (literally a power loader installed into their body), has to want that. anyone using a gun heavier than a medium pistol also has to want that. since npcs don't have to live the same lives as PCs, and even PCs have to consciously think about the lifestyle impacts of their cyberware, getting a linear frame installed is not common. i've played with a ton of people in LCs where everyone's character has a linear frame sigma, everyone has combat bases of 14, everyone's a baddass murder monster, but i've also ran for players whose combat bases ran the gamut and wanted to keep their PCs ganic so they can live simple lives.

sometimes the latter got to be really good at combat since cyberware offers a surfeit of great bonuses but never directly powerscales outside of big ticket items. the linear frame is one of those big ticket items, and outside of living communities where the gameplay loop/party comp gets stretched until it bends out of shape, it's a tricky item to get in most games, even long term ones. the game's economy is designed to gate off powerful items to prevent moneywalling. building in anticipation of getting one further down the line can sometimes be an exercise in folly compared to setting your PC's Body to a comfortable value, being strong in the immediate, and once you get around to having access to one, deciding if you even need one when you've been doing pretty well for yourself up to this point. that's cool

on the other hand, the system's showing its age. the mechanics function with an eye to people by-and-large not interrogating them all that deeply, but it does create a setup where while there are few "right" answers, there are also a multitude of wrong ways to engage with the mechanics and as much delicate clockworking to make a character that does the things you want them to do as there are meant to be conversations harmonizing your expectations with the game master's. we're in the era of playbooks as opposed to builds for a reason

on the other hand, for a faux forever game, it's nice for campaigns to have different temperatures. when i gm, it's a complete reversal from when i play. i slow IP and gear progression as much as possible, and i'm very frictive with time if it means assisting in shaking the game up from "perform the mission, get a week of downtime."

but i also use that added friction to make more things into rewards and make more service bearing npcs to interface with. i heard gms say that they play the kind of games they want to run and i declare that is false. when i'm a player, i want to make sure my cyberware and access progression is on a steady uptick, and the former is a matter of getting through scenarios without taking damage but the latter requires a confluence or pc roles, gming style, and so on. i'm reticent to play support characters because i'll never know i'm going to gel with my table. if i need to keep a certain player at a distance, that becomes unfortunate as something like a fixer, where building connections is key. it's unfortunate since i've all but played a character as concerned with the party's economy as a fixer in my games that've gone well

but i think my comfort with making the game frictive comes with a comfort that i know my players will interface with the economy. i love my sunday table, but the gamemaster cannot and never will roll a single night market. as a gamemaster, i LOVE campaigns when my pcs don't have a fixer. i love rolling up night markets and stocking their shelves with items a player might not normally buy alongside ones they will gravitate to as a matter of course. i love rolling them up regardless of the current state of the pcs' funds just to give the impression that it's like inclement weather or see if they might start selling items to buy a new one that comes up as a target of opportunity. i love adding npc blurbs to each item in a generated night market just to let the players know how each item was acquired, and tie those things in with the current campaign plot. this is an obsession so foul that i actually have to restrain myself in how many night markets i provide and ensure their invites are still relegated to some mission rewards. this is to preserve my RSD in the face of putting a lot of effort into a Campaign Thing only for it to be ignored

so between generating night markets and being able to provide 500eb+ items as loot and mission rewards, as well as fixer access as bonuses, you can make a game where there isn't a fixer in the party but the economy and gear prog remains vivid and possibly moreso when it's tougher to get 500eb items

there was a termpaper on my love of making jagen archetype characters who start strong to give the party space to start taking off i almost wrote, then i stopped myself. this is not the time or place. i have strayed so far from my own topic it is frightening. i had some goddamn owl chocolates today because i thought "yolo, i have a month and a half to be living on campus before i move out" and that's overcharged my stimming, infodumping to myself included, which this post is an example of

I had a lot of caffeine today so I’ve totally strayed from the topic of “cool npc writeups, wowee.” Those are still cool. On the face of it, DGD is a pretty crude exercise in taking art and minis from a skirmish game while integrating them into the ttrpg in the hope there’s some media mix crossover, but it’s also an exercise in making npcs out of prompts. The creative process is utterly transparent

i'm kind of hoping there's a higher production value when tal gets around to publishing 2077 content. cus the thing is RED is not much more than a bridge. it's a redo of v3 with refinements to the ruleset that were meaning to be made for quite some time, but it's also weighed down by expectation. it's familiar in many ways that holds it back (e.g. retaining cyberpsychosis for the sake of retaining cyberpsychosis, repeating sentiments from 2020 for the sake of maintaining 2020 players). it's whittled down to a nub in ways that onboards people and retains interest via the monthly DLCs, but it doesn't have a high ceiling. the stairs are just steep through friction for access

the whole thing is a bridge, mechanically and in terms of fluff. i have a feeling given how loose it is, concepts tested here are going to be fully shot through for 2077. that's the vibe i get from the edgerunners' mission kit providing 2077 content for RED. it's a playtest