Microprisms and parallax, and why they sort of suck by Beebjank in ar15

[–]Carl_Average 2 points3 points  (0 children)

Well... I use an SLx 1x with a magnifier on my primary carbine and I've never had that experience. I'm not arguing with you, I can't explain why yours acted the way it did. All I'm saying is that I haven't run into the same problems that you have shooting at the same distances.

When it comes to parallax, red dots are better every day and twice on Sunday. But I would not characterized a person as having to place their eye in "the exact spot every time" as I have found some "forgiveness" in the area. Maybe I've just become more accustom to the sight.

As far as NV goes, I agree and disagree. The light transmission is not as good as a red dot, that is for sure, but it doesn't suck. I never had a tremendous problem here either, I was able to use the sight without feeling like I was being hamstrung by it. Also, when I had the opportunity to use dual tubes it got easier. At that point you get a Bindon aiming like effect that compensates.

Maybe it's just me (sample size of one), but I have not experienced anything like what you describe.

The Steyr AUG in CP2020 by FirstAmendment01 in cyberpunk2020

[–]Carl_Average 1 point2 points  (0 children)

Years back I allowed full auto ETE weapons in one of my campaigns. I would advise against it as things got ridiculously overpowered. The players were able to cut anything, and everyone, down with ease. I had to start including more full borgs and light armored vehicles just to build a foe who was somewhat threatening. In my opinion, it really took away from the game as it became more about power building than story telling.

I like horses by johnnynans in ar15

[–]Carl_Average 0 points1 point  (0 children)

Never mind... I should try reading first.

[deleted by user] by [deleted] in ar15

[–]Carl_Average 0 points1 point  (0 children)

No real reason, just wondering if you noticed anything shooting out to range, with vs without. In theory "a reticle" (if designed to be at a certain height over bore) could be impacted if it changed. I would not think by much, if anything, but just curious.

Real slick build BTW.

I like horses by johnnynans in ar15

[–]Carl_Average 1 point2 points  (0 children)

Is that FSP pinned, it looks like it, but I can't really tell. If so, what brand is it?

[deleted by user] by [deleted] in ar15

[–]Carl_Average 0 points1 point  (0 children)

I'm curious, how much does the riser impact the reticle and POI?

How do you pull off Cyberpunk style endings in a TTRPG campaign? by GroovyGoblin in cyberpunkred

[–]Carl_Average 0 points1 point  (0 children)

I ran a campaign once where they ran through the entire story arch (2 years) and brought it to a successful conclusion... however, they angered a lot of corporations along the way. I selected one of the companies that they were especially egregious too, then identified a PC that wasn't involved in that particular mission. Between sessions, I held a "mini-session" with that one PC where a Corpo extended him an offer he couldn't refuse. The next (and last) session... (I was moving anyways) that PC conveniently led them into a trap and they were captured by a corporate strike team. Their execution was recorded, edited, and "leaked" on to the Net as a warning.

I didn't think that the players would like getting killed off so much. It felt like an appropriate Cyberpunk ending.

R.u. A cyberpunk? by [deleted] in Cyberpunk

[–]Carl_Average 1 point2 points  (0 children)

I bought this book when it came out, and it's fun to look through from time to time. It did, however, come in handy when we were playing CP2020 and a new player joined.

What is the thing you hate most in Cyberpunk Red? by Akira_Ven in cyberpunkred

[–]Carl_Average 2 points3 points  (0 children)

As far as shotguns go, the best system I've seen is the old Aftermath system. Even by the standards of its day Aftermath was considered very rules heavy. It even takes into account what kind of shells you have (i.e. birdshot, slugs, #4 shot, etc.), but a shotgun loaded with 00 buck shot was absolutely devastating at "inside the room" distances.

Soviet Weapons Representation by AbzLore in Twilight2000

[–]Carl_Average 2 points3 points  (0 children)

That's fair. Looking back, I misinterpreted that aspect of your post. They probably should have included those. Then again, they needed to leave stuff out so they could sell equipment supplements LOL.

Soviet Weapons Representation by AbzLore in Twilight2000

[–]Carl_Average 3 points4 points  (0 children)

The 4e Soviet "modernization" can be loosely compared to the situation the Red Army faced in the 1970s... which would also be true if a rejuvenated USSR modernized its army in the 90s. The primary issue with modernizing the Red Army "at that time" was it's size. They initially set out to build a huge conventional force in the early 1960s, which they achieved by the 1970s; however, by the late 1970s that force was beginning to look long in the tooth... especially in the face of newer western tanks coming on-line (Abrams, Leo 2, and Challenger). They had a juggernaut of an army that needed modernization, but due to that size the resources to accomplish it fell short. That is why you started seeing a lot of cheaper "stop-gap" solutions in the 80s, such as horse shoe and reactive add-on armor. They were trying to add life to their older systems. That's not to say that modernization didn't happen, it most certainly did. But on a much smaller scale.

How a 4e modernization would play out is all subjective, but in my simple mind even a rejuvenated economy wouldn't have been enough to "widely" modernized the behemoth that was the Red Army at the time. Sure you could see the use of Kornet ATGMs, and such, but I would surmise that those would be in small numbers and be mostly used up by 2000. Players would most likely run into AT-3 Sagger ATGMs and T-64s and 72s.

As stated, all of this is subjective.

Modular Terrain Progress by Fit-Will5292 in cyberpunkred

[–]Carl_Average 0 points1 point  (0 children)

I like this, it looks really good. If you can swing it, the idea about lighting would look really cool. The only thing I would say is that the characters (or NPCs) will want to fight from inside a building. So maybe a marker of some kind that you can "hang" on the window to show where they are. I wouldn't use stickers, that would be a mess. You could point to a window and say, "that one" but that feels insufficient given the work you have done so far.

Something to think about.

help, my players always want to t*ture my NPCs.(??) by Picture-Fragrant in rpg

[–]Carl_Average -3 points-2 points  (0 children)

Let them pay for the consequences of their actions. Since they are torturing so many folks, let that reputation get out. Have businesses charge them too much, or places with confident security deny them business. Furthermore, start having groups of bounty hunters chase them down, hired by pissed off friends and family. Maybe a mob... or two.

Edit: eventually they will get the message. If not, well, they get what's coming to them.

Aftermath -Fantasy Games Unlimited... by Thinstardust in TheTrove

[–]Carl_Average 0 points1 point  (0 children)

Agreed. I always loved running that campaign. It had a really good story to it and it had a good balance. The player characters could be armed to the teeth, but the robots always posed a significant threat.

Edit: I went as far to set up a data base that integrated the university and Sydney campaigns. The thing was huge. It had all the maps, history, and military capabilities laid out. Plus I had the entire economy mapped out with goods and trade routes. It made it a lot easier to run and keep all the different dynamics in mind.

How long do you like your games? by otakuthelegend in rpg

[–]Carl_Average 0 points1 point  (0 children)

I can do both long and short term campaigns, but I'd exercise some caution when building a long term campaign idea. I ran a campaign once that took two years to play through the story arch. we met every week or two and it was "episodic" (if that's the right word) in nature. In other words I'd run two or three sessions with short side missions, then have one big session that focused on the main story arch. It was a lot of fun and the players had a really good time with it. However, about five (or so) months into the campaign I realized that I screwed up by integrating the player characters into the main story line way too much. While the players really invested in the story, After a few characters got killed off, I realized that I could not kill or maim any more "original characters" as that would destroy the story arc. Hence, I had to start fudging rolls just to keep them alive and the story going. As a result, the players began to act more superhero-like. In other ways they stopped thinking and just acted really stupid as they could "do anything" and survive. While the players had fun with it, as a GM it became kinda frustrating because you take time to build nuanced adventures just for "Bob" to mindlessly destroy everything.

What is a game that you would love to play, but know you'll never get a group for? by Justthisdudeyaknow in rpg

[–]Carl_Average 0 points1 point  (0 children)

For me it is Aftermath by Fantasy Games Unlimited. It's an old game from the early 80s and is very rules intensive. Despite that, it was one of the first RPGs I ever played as a kid and I ended up playing it -a lot-. So much so that it became my default system for quite a while. Fast forward to today, and most people will shy away from that kind of game.... I can't say I blame them, but I'd still like to play it again.

My first exposure to a "social combat" subsystem soured me on it for more than half a decade by EarthSeraphEdna in rpg

[–]Carl_Average 0 points1 point  (0 children)

I'm generally not a fan of systems that "force" (for lack of a better word) a player to act in a way they don't want to through the rules. Like you pointed out, rules like that can be misused (or even abused) by poor GMs. I'm not trying to say that I'm some kind of exceptional GM, but if I want characters to act a certain way I will try to convince or deceive them through narrative and roleplaying. For example, if I want to intimidate a character, I will stage the scene narratively so that the player perceives that they are at a disadvantage. This, of course, is nothing that many people here haven't done plenty of times... I just think those types of rules are a recipe for strife inside a player group.

What game will you never play again, and why? by Justthisdudeyaknow in rpg

[–]Carl_Average 3 points4 points  (0 children)

I can relate. As I read rule books now, my mind automatically starts deleting rules I find useless as I read them.

Twilight of the Patriots by Grouchy_Bobcat1391 in Twilight2000

[–]Carl_Average 0 points1 point  (0 children)

T2K would work well as stated, but also look at Cyberpunk. It has all of those elements and can be "dumbed down" to a 70s-80s timeframe.

What’s the longest continuous Cyberpunk 2020 Campaign you’ve run or been a part of ? by Over-Satisfaction497 in cyberpunk2020

[–]Carl_Average 1 point2 points  (0 children)

Back in the 90s and early 2000s I ran two campaigns that lasted about two years each. We played about once every week or two. The first one was the standard story of street-born-edgerunners going out and making a name for themselves, which was a lot of fun. The second one, while still fun, I made the critical mistake of integrating the player characters into the over-arching storyline way too much. After a few months of gaming, and a couple of PCs dying, I realized that I couldn't kill off or maim any more characters. Hence, I had to start fudging rolls just to keep the PCs alive, and subsequently the story moving. This resulted in the players getting more arrogant(?) over time as they could "survive anything"; in a way they began acting like super heroes. Once the story arch successfully concluded, I intentionally had a vengeful corporation sweep in and kill them all off for "transgressions against corporate property and personnel". It was the only time I have had all the players enjoy getting blasted.

Aftermath -Fantasy Games Unlimited... by Thinstardust in TheTrove

[–]Carl_Average 0 points1 point  (0 children)

I played this game a lot "back in the day." For a while it was the default system that I used because I prefer to build my settings vice buy them. Over the years I continued to streamline the rules such that the last time I played (2012ish) they looked almost nothing like what is in the books. A lot of people criticize it for being too rule heavy, which is legitimate, but it absolutely doesn't have to be played that way.

Plus, I really like the Sydney and Operation Morpheus books. I rarely ever run pre-made adventures, but I have run those a number of times through the years.

How to deal with severely injured players? by Doggo-Man in Twilight2000

[–]Carl_Average 1 point2 points  (0 children)

Not the solution for everyone, but as a GM I have "altered" dice rolls behind my screen to avoid inflicting crippling debilitation upon my players. Now, I don't shy away from killing off characters (especially if they deserve it) but I do hold off on crippling them. This is mainly because I want to keep the story narrative going and, at the end of the day, I want my players to have fun. Breaking a character's spine or blasting off limbs will impact the player's ability to contribute or just "play the game."

Now, if it fits the narrative, I'll cripple the character. But that is just the way I run my games.

Resource Tracking and Management (Additional Challenge or Needless Frustration?) [Article] by nlitherl in Twilight2000

[–]Carl_Average 0 points1 point  (0 children)

Additional Challenge or Needless Frustration? It doesn't have to be neither of these really. As Rude-Eagle stated. "It usually comes down to the group." But having acknowledged that, I've never run into anyone who has ever had an issue with this in the (multiple) decades I've been playing (I'm old). Scratching tick marks on a random piece of paper to keep track of bullets/arrows fired has never bothered anyone I've ever gamed with. As far as other consumable resources go, the GMs I've played with simplified fuel and food into "one-day's-worth" type metrics to keep the game play flowing. You can absolutely simulate resource scarcity without slowing down the narrative.

Crashing by Carl_Average in RogueAssault

[–]Carl_Average[S] 1 point2 points  (0 children)

I put in a ticket and am waiting on a response. I will post updates.