[Rippers] Reason and Status Too Hard?

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Vervox
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[Rippers] Reason and Status Too Hard?

#1 Postby Vervox » Sun Jan 05, 2014 4:42 pm

I am a very new player in rpgs in general, and was getting fed up with that system so I look for a new system and came here. I think that this is a really cool system (judging from the reviews I've read), and that the Rippers setting is cool, but Reason and status look really weird. Reason looks really easy and fast (with Rippertech) to lose, and the same goes for Status. I'm pretty sure everyone I play with and I will just ignore these aspects because they are really hard. I was thinking about making it so that when you roll a 20 on a skill die you gain reason, or you can get your weapons "engraved" so that they are fancy enough to be carried around without the penalty. Advice?

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#2 Postby islan » Sun Jan 05, 2014 9:14 pm

I personally didn't really like what they did with Reason and Status in Rippers. Good luck in coming up with your own fixes; I just sold my copy and hoped that a new improved edition may come out eventually.

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#3 Postby Vervox » Mon Jan 06, 2014 1:01 am

THX :-D
Another thing that would make it easier is if staying at a low level lodge would not decrease status. I looked through again and realized that you can just go to Van Helsing Mansion and receive the +15 bonus to stop you from decreasing reason. Can I just assume that there is a surgeon who lives there that has a d12 or higher since they are best at ripping? And they would be Wild Cards and have a d6 Wild Die right?

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#4 Postby sonofthunder » Mon Jan 06, 2014 1:12 am

My group did not like Status or Reason, so I did away with both. The group liked the setting, but they didn't seem interested in playing Victorian characters (using manners, not carrying broadswords around during the day, etc.). And no one liked the reason modifier, so everyone avoided Rippertech. Needless to say, we are currently not playing Rippers, and I hope both Reason and Status get a revamp in a new edition.
Last edited by sonofthunder on Mon Jan 06, 2014 5:12 pm, edited 1 time in total.

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The One
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#5 Postby The One » Mon Jan 06, 2014 2:31 am

I find Status quite helpful in reinforcing the Victorian era expectations, and have used the mechanic in other steampunk style games.

Reason is a little less useful, in that its solely present to balance Rippertech, as a mechanic I think it does the job a little too well as players fear to use Rippertech. That said, Rippertech offers some large benefits, akin to free Edges or better so caution is a good thing

I wouldn't replace either mechanic if I were running a Rippers game, they're integral to the themes of horror and a restrictive society.
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#6 Postby Vervox » Mon Jan 06, 2014 3:59 pm

The One, I am not even considering getting rid of them, I love the idea.

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#7 Postby sonofthunder » Mon Jan 06, 2014 5:58 pm

The One wrote:I find Status quite helpful in reinforcing the Victorian era expectations, and have used the mechanic in other steampunk style games.

Reason is a little less useful, in that its solely present to balance Rippertech, as a mechanic I think it does the job a little too well as players fear to use Rippertech. That said, Rippertech offers some large benefits, akin to free Edges or better so caution is a good thing

I wouldn't replace either mechanic if I were running a Rippers game, they're integral to the themes of horror and a restrictive society.


I completely agree. Rippers without Status and Reason becomes a generic monster-hunting game. My players didn't want Rippertech because the Reason penalty was harsh, and I chose to stop using Status because some of the players weren't interested in its negative consequences (4 out of the 5 characters weren't even British).

If I were to run it again (which I might, because I still have interested players), I would give the players more opportunities to gain Reason and Status. For example, if they defeat a major enemy, they could regain lost Reason and gain Status.

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#8 Postby Vervox » Mon Jan 06, 2014 6:37 pm

sonofthunder wrote:
The One wrote:I find Status quite helpful in reinforcing the Victorian era expectations, and have used the mechanic in other steampunk style games.

Reason is a little less useful, in that its solely present to balance Rippertech, as a mechanic I think it does the job a little too well as players fear to use Rippertech. That said, Rippertech offers some large benefits, akin to free Edges or better so caution is a good thing

I wouldn't replace either mechanic if I were running a Rippers game, they're integral to the themes of horror and a restrictive society.


I completely agree. Rippers without Status and Reason becomes a generic monster-hunting game. My players didn't want Rippertech because the Reason penalty was harsh, and I chose to stop using Status because some of the players weren't interested in its negative consequences (4 out of the 5 characters weren't even British).

If I were to run it again (which I might, because I still have interested players), I would give the players more opportunities to gain Reason and Status. For example, if they defeat a major enemy, they could regain lost Reason and gain Status.


I like that idea. If you kill something big, you gain respect from the Rippers, some of which are powerful. This could increase your status. I also thought that you could go (willing) to a "retreat" for a week (month if that is to easy), then make a spirit roll modified by reason as normal, plus a +1 bonus for anyone who went with you (they don't gain reason, only 1 person per retreat) and succeed on a spirit roll modified by both their reason and yours. 0 or less means reason loss, failure means nothing, success means +1 reason, and every raise also adds a reason point.

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#9 Postby ogbendog » Mon Jan 06, 2014 7:54 pm

Status isn't how the Rippers view you, it's how society views you.

That being said, if there are Rippers with high status, they could certainly invite you to the best parties, etc., which would increase your status.

I recall using Status kind of sucked; I was toying with the idea that Status gives you bennies usable to reroll any social Trait roll; Persuasion, Streetwise, Taunt, or Intimidate.

This useful for investigation, and combat
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Vervox
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#10 Postby Vervox » Tue Jan 07, 2014 12:02 am

ogbendog wrote:Status isn't how the Rippers view you, it's how society views you.

That being said, if there are Rippers with high status, they could certainly invite you to the best parties, etc., which would increase your status.

I recall using Status kind of sucked; I was toying with the idea that Status gives you bennies usable to reroll any social Trait roll; Persuasion, Streetwise, Taunt, or Intimidate.

This useful for investigation, and combat


You get a penalty for staying at a low level lodge, so what Rippers think of you does matter. But the bennies idea is interesting, Ill have to think about that...

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#11 Postby Clint » Tue Jan 07, 2014 9:13 am

If you have it, I'd suggest looking at the Status system in Space 1889.
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#12 Postby Marshalonwheels » Tue Jan 07, 2014 12:49 pm

i use Gaslight Victorian Fantasy 2nd Edition Status and wealth and Sanity from horror companion

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#13 Postby Vervox » Tue Jan 07, 2014 9:49 pm

I'll look those two up...

Another thing. I saw that opium can restore one reason. I can see that helping... although addiction would be a guarantee. That might help a little though.

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#14 Postby islan » Tue Jan 07, 2014 10:14 pm

I need to get Space 1889. I think I recall hearing the Status rules from that might be getting used in the new Rippers on loan.


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