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Message no. 1
From: >>>>Axlrose - ...<<<< axlrose@**********.com
Subject: A bit behind...
Date: Sun, 23 Jan 2000 07:39:50 -0600
I forgot about this...

Onward with comments and replies to my unreleased Event cards. Anything
quoted is from Matt Breton's piece on the matter. Except for Mike's map
for Red Alert (sorry, haven't played in years so did not check out the
map), the list died again. Guess that is what happens with no interest
from the parent company.

About the module labelled as "Bug City" - Matt does have a point about how
various objectives not related to the theme can be worked in assuming side
jobs and all. I believe what others, including myself, did was take the
original flavor FASA did with Chicago and the title it gained - "Bug
City". Then the discussion of the module aspect entitled the
same. Therefore, the leap from one point to the other would seem a natural
extension. So while FASA had a theme about the bugs, a module around the
same theme would not involve objectives 'outside' that theme. That is,
anyone that has extensively read said book from FASA realizes trips to
Amazonian were not included.


>But this fault will crop up in any set of cards you make -- even your
Events aren't immune to them. If you're deep in the Amazonian jungle, why
be bothered by fireworks?

The way I have the Event cards work, their affects begin before the
Objective Phase. Therefore, before a team can wander off into the
Amazonian jungle, the fireworks display is occurring. It can be argued
that the team would not be affected. Yet then a good many of the cards can
be ~ignored~ under the same pretense. Why should a "Metahuman Prejudice"
affect a troll deep in the jungle with only his team behind him? Or a
headquarters located in the city with its positive/negative aspect
affecting Indians out in the plains? If everything becomes a fine-lined
aspect, the whole game suffers. It seems through poor design FASA created
the game with the role-playing game as background flavor. While in the
RPG, a runner wants something, he or she has to go through contacts and
whatnot. Yet with the CCG, pay the required nuyen and the action is
complete. Yes they did have contacts in the CCG for such things, but from
the many decks I have seen, not too many actually use said flavor
cards. Even worse, anybody posting a deck with greater than 70 cards had
the first thoughts on the matter be "Reduce your deck size!" As someone
pointed out - I believe it was Matt's friend, "Where is the city to the
CCG?" Until there are revisions to the game as it stands currently, Event
cards and flavor cards are nothing more than a nuisance to a quick grunt deck.


>I'm thinking more along the lines of the tracked modules from later on,
where what's required is equal parts thinking and involvement, and there is
no strict "solution" to the module.

Again, as I ~ranted~ in the previous paragraph, until there is a revision,
a mixed bag per se of action, runners, and thinking, most objectives will
come down to destroying something. And the easiest way to destroy
something is through grunt runners. I have personally seen here on the
list how quickly people do _not_ want something that is extreme. For
example, when I was creating my "Black Ice" challenge upon a challenge
card, I took at the time the most powerful decker - Fastjack, and added
every possible matrix gear card to arrive at a final decking skill. Then I
did the same with other lesser deckers to get a general range of
skills. Then I created the range for the ice somewhere in the middle of
those higher ended numbers. Based upon the RPG, black ice is something one
should not take lightly. Yet when it came to the CCG, because the ~only~
was to destroy it was to have matrix gear cards, there were
complaints. And a good many of those complaints were because people in
general do not have decks with those matrix gear cards! Therefore, this
was an unstoppable challenge!!!

So until a time comes when objectives hope and/or require a multitude of
archetypes to be available, the single-minded theme with bare requirements
will be the way the game stands. While my Event cards are not the new
dimension of gaming Matt might be looking for, "I don't see a strong need
for more cards which add more bonuses or more penalties.", at the same
time, under certain circumstances, a combination of various cards will
allow certain abilities to be brought into play for a limited time. One
card can allow your opponent to freely arrest your best runners without
quarms would certain put a dent into one's style of play, no? Or city
districts getting destroyed by rampant gangers? Or finally a use for many
of those flavor cards released through FASA?


>But there's more to deck-building and deck design that just specific
cards. Urban Brawl and Wake the Dead lean heavily over to the grunts,
true; but it's only because so _many_ of the cards require heavy-hitters -
even ones that don't specifically reference a runner profession, high
threat rating, or another card at all - that a lot of people grabbed onto
the quick Rocker-Troll deck as the "best" deck for SRTCG.

>Similarly: some cards may not benefit grunts at all. Some may be out and
out against them. But if, taken as a whole, on average they provide a
small benefit to the grunts, why not play with a grunt deck?

>This is something that's hard to code against: anything that helps
Runners in general helps them; anything that hinders them is likely to
hinder Runners in general more. If you play with the entire set of events,
you're liable to give them that slight overall advantage; if you allow
players to pick and choose events -- even if they're shuffled together
beforehand -- then they can really bias the deck.

FASA must be faulted for creating a game leaning heavily towards grunt
runners. While people like us attempt to create cards with more of a
balance, I have seen people's ideas with the idea of heaping ability upon
stats as counter-balances. I am not insinuating I am the greatest card
creator either, but there have been times I looked upon a card idea,
attempted to filter it into the game mentally, and wondered if the original
creator thought the whole out. There are reasons why trolls cost more than
elves overall - because trolls have greater attack and defense! A few
years back, someone on this list created a breakdown of costs for runners,
including all abilities and skills, to conclude with a grand total. This
person's idea was sound. Once I get back into my other ancient computer,
I'll see if I kept the piece and repost it here with the author's permission.

My Event cards attempt to balance out what is currently available. I did
not intend a leaning towards grunts overall, but that is because the
original game has set as the foundation such a base. My cards attempt to
be specific to an archetype while possibly affecting its
counterpart. There is also the limit in turns to how long the bonus and/or
hindrance is in play. A good number of my cards require those obscured
flavor cards too. And I decided that the only picking and choosing of
Event cards occurs in numbers, not in specific cards. That is, if players
decide on a dozen cards total out of the current 30 or so cards, those 12
are randomly chosen. So they might affect one archetype completely or not
at all.

Matt mentioned if certain cards require other cards in play, what is the
benefit overall? Well, what about the original card itself - many offer a
bonus via a chance. But many people rather go with the sure bet and not
risk such a move. Again, back to square one... What if the game was
revised that the only way gear/armor and gear/weapon cards (for starters)
can be brought into play is via a contact dealer? No more of the pay X
nuyen and instantly add to a runner actions - think more of those flavor
cards would then be used? Yes, along with these revisions would be reworks
on how to draw contacts out faster to not stall a person. Dirk Montgomery
would have a bit more purpose.

An idea as I wrote the above - all players start with 10 nuyen to be
instantly spent on contacts and/or locations that are brought into play
before anything occurs - including my Event cards. Any nuyen not spent can
not be saved. Therefore, a grunt player can have a focal point to draw
weapons into the game, a decker player can have a Coffee House in play as a
similar focal point, etc. While moving towards the flavor of the RPG,
those flavor cards finally have a purpose besides spaces in a collection.

Oh well. All comments and criticism appreciated.
>>>>>Axlrose - ...<<<<<
Message no. 2
From: Matt Breton mrbreton@*******.com
Subject: A bit behind...
Date: Mon, 24 Jan 2000 16:29:11 PST
Axl --

I'm only asking that you extend the same privelege to my idea of modules as
you do to your own events.

[regarding involving both Amazonian Hunt and Bug City]

>That is, anyone that has extensively read said book from FASA >realizes
>trips to Amazonian were not included.

This occurs in the game as it stands, anyways -- "Cermak Blast" *is* Bug
City.

Is it possible to intertwine the two? Sure: freelance team of mages eyes
the situation in Chi-town, discovers an old tome suggesting the cure to
Buggies is down in Central America somewhere. Poof, down to Amazonia, poof,
over to Chicago.

Sure, Chicago is supposed to be an airtight vault in Bug City. But anyone
who's extensively played it knows that there are ways across borders.

> >But this fault will crop up in any set of cards you make -- even >your
>Events aren't immune to them. If you're deep in the Amazonian >jungle, why
>be bothered by fireworks?

>The way I have the Event cards work, their affects begin before the
>Objective Phase. Therefore, before a team can wander off into the
>Amazonian jungle, the fireworks display is occurring.

Okay -- either I missed that point or it wasn't very clear.

>It can be argued that the team would not be affected. Yet then a >good
>many of the cards can be ~ignored~ under the same pretense. Why >should a
>"Metahuman Prejudice" affect a troll deep in the jungle with >only his
team
>behind him? Or a headquarters located in the city with >its
>positive/negative aspect affecting Indians out in the plains? If
> >everything becomes a fine-lined aspect, the whole game suffers.

I agree. Wholeheartedly.

Not that you should rationalize your way out of cards -- that you should
exercise a little suspension of disbelief when playing the game.

>While in the RPG, a runner wants something, he or she has to go >through
>contacts and whatnot. Yet with the CCG, pay the required >nuyen and the
>action is complete. Yes they did have contacts in the >CCG for such
>things, but from the many decks I have seen, not too >many actually use
>said flavor cards. Even worse, anybody posting a >deck with greater than
>70 cards had the first thoughts on the matter >be "Reduce your deck
size!"
>As someone pointed out - I believe it >was Matt's friend, "Where is the
>city to the CCG?" Until there are >revisions to the game as it stands
>currently, Event cards and flavor >cards are nothing more than a nuisance
>to a quick grunt deck.

Well -- they *can* be a potential benefit, as you've pointed out before.
I'm still kind of fuzzy, even after this post, on who gets to choose which
ones are being played with. Or maybe I'm just looking for a better means of
selection than random.

Since they don't seem to count toward the deck limit, they still seem open
to abuse by the thug decks. It may be my own private opinion that the thugs
have a place in the game that should be preserved. Not helped too much
(ack! Wake the Dead!) but neither demolished completely (remember the
Humanispoliclubmob card by one of the German guys on the list?). I'm not
knocking your cards: I haven't seen enough of them yet to judge them. But I
am hoping to expose some inner truth about the game.

If an event isn't a nuisance to the grunts (and isn't a benefit to an
opponent) then it *is* a benefit to the grunts, if just by preserving status
quo -- which is already in their favor.

And I think even a good new "here's a new way to play the game" could still
involve the grunts. Somehow.

Buried in here was a pretty good idea for a card:

SEVERE RATIONING / Event
[Duration: D6+2 turns]
While Severe Rationing is in effect, Gear may not be deployed by players.
[Some text allowing for the use of Contacts and Locations to deploy Gear
instead.]

> >I'm thinking more along the lines of the tracked modules from >later on,
>where what's required is equal parts thinking and >involvement, and there
>is no strict "solution" to the module.

>Again, as I ~ranted~ in the previous paragraph, until there is a revision,
>a mixed bag per se of action, runners, and thinking, most >objectives will
>come down to destroying something. And the easiest >way to destroy
>something is through grunt runners. I have personally >seen here on the
>list how quickly people do _not_ want something that >is extreme.

Define "extreme" for me, please. I mean, in what terms is a
"revision"
going to be extreme?

Always struck me that net expansions were the best way to "revise" the game
-- those who like will take up the idea, those who don't will ignore it.
And if people want to debate the cards, argue about why they do or do not
improve the game, all the better! Equal peace for everybody.

[bit o' snip]

>So until a time comes when objectives hope and/or require a multitude of
>archetypes to be available, the single-minded theme with >bare requirements
>will be the way the game stands. While my Event >cards are not the new
>dimension of gaming Matt might be looking for, >"I don't see a strong need
>for more cards which add more bonuses or >more penalties.", at the same
>time, under certain circumstances, a >combination of various cards will
>allow certain abilities to be >brought into play for a limited time. One
>card can allow your >opponent to freely arrest your best runners without
>quarms would >certain put a dent into one's style of play, no? Or city
>districts getting destroyed by rampant gangers? Or finally a use for many
>of those flavor cards released through FASA?

Well -- Axl, I hope you understand if I say I'm going to wait to see the
cards. I respect the intent, and I'm more with you than you might know.

>A few years back, someone on this list created a breakdown of costs >for
>runners, including all abilities and skills, to conclude with a >grand
>total. This person's idea was sound. Once I get back into my >other
>ancient computer, I'll see if I kept the piece and repost it >here with the
>author's permission.

I may have a copy of the post myself.

>My Event cards attempt to balance out what is currently available. I did
>not intend a leaning towards grunts overall, but that is >because the
>original game has set as the foundation such a base. My >cards attempt to
>be specific to an archetype while possibly affecting >its counterpart.
>There is also the limit in turns to how long the >bonus and/or hindrance is
>in play. A good number of my cards require >those obscured flavor cards
>too. And I decided that the only picking >and choosing of Event cards
>occurs in numbers, not in specific cards. >That is, if players decide on a
>dozen cards total out of the current >30 or so cards, those 12 are randomly
>chosen. So they might affect >one archetype completely or not at all.

[snp]

>An idea as I wrote the above - all players start with 10 nuyen to be
>instantly spent on contacts and/or locations that are brought into play
>before anything occurs - including my Event cards. Any nuyen >not spent
>can not be saved. Therefore, a grunt player can have a >focal point to
>draw weapons into the game, a decker player can have a >Coffee House in
>play as a similar focal point, etc. While moving >towards the flavor of
>the RPG, those flavor cards finally have a >purpose besides spaces in a
>collection.

I had a similar idea a while back: each player gets to pick a Location to
use as their Safehouse at the beginning of the game. (The particular cards
had to be designated as Safehouses, to eliminate the possibility of starting
the game with Fuchi in play.) But I limited players to only one
Location/Safehouse, and I hadn't thought of the possibility of starting off
with a couple of Contacts, too.

The most difficult part of this is making sure it doesn't end up too much
like L5R: Aha, decker-san! I see you belong to the Miromoto family of the
Dragon Clan!


- Matt



Buried in this post was another good idea:

SEVERE RATIONALIZATION / Special (Stinger) / 3Y
Play after any card has been played or revealed. If you can explain (in 3D6
seconds) why the card shouldn't be allowed to affect the game, frag the card
just played.
"If the inverted phase modulator intersects with the tangential midwarp
supersuspender, all of hyperspace will implode cataclysmically!"

(Joking, joking!)




SEVERE RATIONALIZATION / Special (Stinger) / 3Y
Play after any card has been deployed or revealed. If you can explain (in
3D6 seconds) why the card should not be allowed to affect the game, frag the
card just deployed or revealed.
"Because Magic doesn't work that way! Because you can't have less than zero
Essence! Because Rampaging Mutants don't exist in Shadowrun! Because,
because, because I say so, goddammit!"
[A rabid looking player poking his finger in the air. The rabid player is
sitting on top of a pile of SR rules books, which have gradually been eaten
away by Devil Rats. His own cards on the table are Tempest with Muscle
Replacement and a Cyberarm, Static with a Panther Assault Cannon and Heavy
Armor, two Lord Torgos and a Shivan Dragon.]
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Message no. 3
From: >>>>Axlrose - ...<<<< axlrose@**********.com
Subject: A bit behind...
Date: Sun, 23 Jan 2000 07:39:50 -0600
I forgot about this...

Onward with comments and replies to my unreleased Event cards. Anything
quoted is from Matt Breton's piece on the matter. Except for Mike's map
for Red Alert (sorry, haven't played in years so did not check out the
map), the list died again. Guess that is what happens with no interest
from the parent company.

About the module labelled as "Bug City" - Matt does have a point about how
various objectives not related to the theme can be worked in assuming side
jobs and all. I believe what others, including myself, did was take the
original flavor FASA did with Chicago and the title it gained - "Bug
City". Then the discussion of the module aspect entitled the
same. Therefore, the leap from one point to the other would seem a natural
extension. So while FASA had a theme about the bugs, a module around the
same theme would not involve objectives 'outside' that theme. That is,
anyone that has extensively read said book from FASA realizes trips to
Amazonian were not included.


>But this fault will crop up in any set of cards you make -- even your
Events aren't immune to them. If you're deep in the Amazonian jungle, why
be bothered by fireworks?

The way I have the Event cards work, their affects begin before the
Objective Phase. Therefore, before a team can wander off into the
Amazonian jungle, the fireworks display is occurring. It can be argued
that the team would not be affected. Yet then a good many of the cards can
be ~ignored~ under the same pretense. Why should a "Metahuman Prejudice"
affect a troll deep in the jungle with only his team behind him? Or a
headquarters located in the city with its positive/negative aspect
affecting Indians out in the plains? If everything becomes a fine-lined
aspect, the whole game suffers. It seems through poor design FASA created
the game with the role-playing game as background flavor. While in the
RPG, a runner wants something, he or she has to go through contacts and
whatnot. Yet with the CCG, pay the required nuyen and the action is
complete. Yes they did have contacts in the CCG for such things, but from
the many decks I have seen, not too many actually use said flavor
cards. Even worse, anybody posting a deck with greater than 70 cards had
the first thoughts on the matter be "Reduce your deck size!" As someone
pointed out - I believe it was Matt's friend, "Where is the city to the
CCG?" Until there are revisions to the game as it stands currently, Event
cards and flavor cards are nothing more than a nuisance to a quick grunt deck.


>I'm thinking more along the lines of the tracked modules from later on,
where what's required is equal parts thinking and involvement, and there is
no strict "solution" to the module.

Again, as I ~ranted~ in the previous paragraph, until there is a revision,
a mixed bag per se of action, runners, and thinking, most objectives will
come down to destroying something. And the easiest way to destroy
something is through grunt runners. I have personally seen here on the
list how quickly people do _not_ want something that is extreme. For
example, when I was creating my "Black Ice" challenge upon a challenge
card, I took at the time the most powerful decker - Fastjack, and added
every possible matrix gear card to arrive at a final decking skill. Then I
did the same with other lesser deckers to get a general range of
skills. Then I created the range for the ice somewhere in the middle of
those higher ended numbers. Based upon the RPG, black ice is something one
should not take lightly. Yet when it came to the CCG, because the ~only~
was to destroy it was to have matrix gear cards, there were
complaints. And a good many of those complaints were because people in
general do not have decks with those matrix gear cards! Therefore, this
was an unstoppable challenge!!!

So until a time comes when objectives hope and/or require a multitude of
archetypes to be available, the single-minded theme with bare requirements
will be the way the game stands. While my Event cards are not the new
dimension of gaming Matt might be looking for, "I don't see a strong need
for more cards which add more bonuses or more penalties.", at the same
time, under certain circumstances, a combination of various cards will
allow certain abilities to be brought into play for a limited time. One
card can allow your opponent to freely arrest your best runners without
quarms would certain put a dent into one's style of play, no? Or city
districts getting destroyed by rampant gangers? Or finally a use for many
of those flavor cards released through FASA?


>But there's more to deck-building and deck design that just specific
cards. Urban Brawl and Wake the Dead lean heavily over to the grunts,
true; but it's only because so _many_ of the cards require heavy-hitters -
even ones that don't specifically reference a runner profession, high
threat rating, or another card at all - that a lot of people grabbed onto
the quick Rocker-Troll deck as the "best" deck for SRTCG.

>Similarly: some cards may not benefit grunts at all. Some may be out and
out against them. But if, taken as a whole, on average they provide a
small benefit to the grunts, why not play with a grunt deck?

>This is something that's hard to code against: anything that helps
Runners in general helps them; anything that hinders them is likely to
hinder Runners in general more. If you play with the entire set of events,
you're liable to give them that slight overall advantage; if you allow
players to pick and choose events -- even if they're shuffled together
beforehand -- then they can really bias the deck.

FASA must be faulted for creating a game leaning heavily towards grunt
runners. While people like us attempt to create cards with more of a
balance, I have seen people's ideas with the idea of heaping ability upon
stats as counter-balances. I am not insinuating I am the greatest card
creator either, but there have been times I looked upon a card idea,
attempted to filter it into the game mentally, and wondered if the original
creator thought the whole out. There are reasons why trolls cost more than
elves overall - because trolls have greater attack and defense! A few
years back, someone on this list created a breakdown of costs for runners,
including all abilities and skills, to conclude with a grand total. This
person's idea was sound. Once I get back into my other ancient computer,
I'll see if I kept the piece and repost it here with the author's permission.

My Event cards attempt to balance out what is currently available. I did
not intend a leaning towards grunts overall, but that is because the
original game has set as the foundation such a base. My cards attempt to
be specific to an archetype while possibly affecting its
counterpart. There is also the limit in turns to how long the bonus and/or
hindrance is in play. A good number of my cards require those obscured
flavor cards too. And I decided that the only picking and choosing of
Event cards occurs in numbers, not in specific cards. That is, if players
decide on a dozen cards total out of the current 30 or so cards, those 12
are randomly chosen. So they might affect one archetype completely or not
at all.

Matt mentioned if certain cards require other cards in play, what is the
benefit overall? Well, what about the original card itself - many offer a
bonus via a chance. But many people rather go with the sure bet and not
risk such a move. Again, back to square one... What if the game was
revised that the only way gear/armor and gear/weapon cards (for starters)
can be brought into play is via a contact dealer? No more of the pay X
nuyen and instantly add to a runner actions - think more of those flavor
cards would then be used? Yes, along with these revisions would be reworks
on how to draw contacts out faster to not stall a person. Dirk Montgomery
would have a bit more purpose.

An idea as I wrote the above - all players start with 10 nuyen to be
instantly spent on contacts and/or locations that are brought into play
before anything occurs - including my Event cards. Any nuyen not spent can
not be saved. Therefore, a grunt player can have a focal point to draw
weapons into the game, a decker player can have a Coffee House in play as a
similar focal point, etc. While moving towards the flavor of the RPG,
those flavor cards finally have a purpose besides spaces in a collection.

Oh well. All comments and criticism appreciated.
>>>>>Axlrose - ...<<<<<
Message no. 4
From: Matt Breton mrbreton@*******.com
Subject: A bit behind...
Date: Mon, 24 Jan 2000 16:29:11 PST
Axl --

I'm only asking that you extend the same privelege to my idea of modules as
you do to your own events.

[regarding involving both Amazonian Hunt and Bug City]

>That is, anyone that has extensively read said book from FASA >realizes
>trips to Amazonian were not included.

This occurs in the game as it stands, anyways -- "Cermak Blast" *is* Bug
City.

Is it possible to intertwine the two? Sure: freelance team of mages eyes
the situation in Chi-town, discovers an old tome suggesting the cure to
Buggies is down in Central America somewhere. Poof, down to Amazonia, poof,
over to Chicago.

Sure, Chicago is supposed to be an airtight vault in Bug City. But anyone
who's extensively played it knows that there are ways across borders.

> >But this fault will crop up in any set of cards you make -- even >your
>Events aren't immune to them. If you're deep in the Amazonian >jungle, why
>be bothered by fireworks?

>The way I have the Event cards work, their affects begin before the
>Objective Phase. Therefore, before a team can wander off into the
>Amazonian jungle, the fireworks display is occurring.

Okay -- either I missed that point or it wasn't very clear.

>It can be argued that the team would not be affected. Yet then a >good
>many of the cards can be ~ignored~ under the same pretense. Why >should a
>"Metahuman Prejudice" affect a troll deep in the jungle with >only his
team
>behind him? Or a headquarters located in the city with >its
>positive/negative aspect affecting Indians out in the plains? If
> >everything becomes a fine-lined aspect, the whole game suffers.

I agree. Wholeheartedly.

Not that you should rationalize your way out of cards -- that you should
exercise a little suspension of disbelief when playing the game.

>While in the RPG, a runner wants something, he or she has to go >through
>contacts and whatnot. Yet with the CCG, pay the required >nuyen and the
>action is complete. Yes they did have contacts in the >CCG for such
>things, but from the many decks I have seen, not too >many actually use
>said flavor cards. Even worse, anybody posting a >deck with greater than
>70 cards had the first thoughts on the matter >be "Reduce your deck
size!"
>As someone pointed out - I believe it >was Matt's friend, "Where is the
>city to the CCG?" Until there are >revisions to the game as it stands
>currently, Event cards and flavor >cards are nothing more than a nuisance
>to a quick grunt deck.

Well -- they *can* be a potential benefit, as you've pointed out before.
I'm still kind of fuzzy, even after this post, on who gets to choose which
ones are being played with. Or maybe I'm just looking for a better means of
selection than random.

Since they don't seem to count toward the deck limit, they still seem open
to abuse by the thug decks. It may be my own private opinion that the thugs
have a place in the game that should be preserved. Not helped too much
(ack! Wake the Dead!) but neither demolished completely (remember the
Humanispoliclubmob card by one of the German guys on the list?). I'm not
knocking your cards: I haven't seen enough of them yet to judge them. But I
am hoping to expose some inner truth about the game.

If an event isn't a nuisance to the grunts (and isn't a benefit to an
opponent) then it *is* a benefit to the grunts, if just by preserving status
quo -- which is already in their favor.

And I think even a good new "here's a new way to play the game" could still
involve the grunts. Somehow.

Buried in here was a pretty good idea for a card:

SEVERE RATIONING / Event
[Duration: D6+2 turns]
While Severe Rationing is in effect, Gear may not be deployed by players.
[Some text allowing for the use of Contacts and Locations to deploy Gear
instead.]

> >I'm thinking more along the lines of the tracked modules from >later on,
>where what's required is equal parts thinking and >involvement, and there
>is no strict "solution" to the module.

>Again, as I ~ranted~ in the previous paragraph, until there is a revision,
>a mixed bag per se of action, runners, and thinking, most >objectives will
>come down to destroying something. And the easiest >way to destroy
>something is through grunt runners. I have personally >seen here on the
>list how quickly people do _not_ want something that >is extreme.

Define "extreme" for me, please. I mean, in what terms is a
"revision"
going to be extreme?

Always struck me that net expansions were the best way to "revise" the game
-- those who like will take up the idea, those who don't will ignore it.
And if people want to debate the cards, argue about why they do or do not
improve the game, all the better! Equal peace for everybody.

[bit o' snip]

>So until a time comes when objectives hope and/or require a multitude of
>archetypes to be available, the single-minded theme with >bare requirements
>will be the way the game stands. While my Event >cards are not the new
>dimension of gaming Matt might be looking for, >"I don't see a strong need
>for more cards which add more bonuses or >more penalties.", at the same
>time, under certain circumstances, a >combination of various cards will
>allow certain abilities to be >brought into play for a limited time. One
>card can allow your >opponent to freely arrest your best runners without
>quarms would >certain put a dent into one's style of play, no? Or city
>districts getting destroyed by rampant gangers? Or finally a use for many
>of those flavor cards released through FASA?

Well -- Axl, I hope you understand if I say I'm going to wait to see the
cards. I respect the intent, and I'm more with you than you might know.

>A few years back, someone on this list created a breakdown of costs >for
>runners, including all abilities and skills, to conclude with a >grand
>total. This person's idea was sound. Once I get back into my >other
>ancient computer, I'll see if I kept the piece and repost it >here with the
>author's permission.

I may have a copy of the post myself.

>My Event cards attempt to balance out what is currently available. I did
>not intend a leaning towards grunts overall, but that is >because the
>original game has set as the foundation such a base. My >cards attempt to
>be specific to an archetype while possibly affecting >its counterpart.
>There is also the limit in turns to how long the >bonus and/or hindrance is
>in play. A good number of my cards require >those obscured flavor cards
>too. And I decided that the only picking >and choosing of Event cards
>occurs in numbers, not in specific cards. >That is, if players decide on a
>dozen cards total out of the current >30 or so cards, those 12 are randomly
>chosen. So they might affect >one archetype completely or not at all.

[snp]

>An idea as I wrote the above - all players start with 10 nuyen to be
>instantly spent on contacts and/or locations that are brought into play
>before anything occurs - including my Event cards. Any nuyen >not spent
>can not be saved. Therefore, a grunt player can have a >focal point to
>draw weapons into the game, a decker player can have a >Coffee House in
>play as a similar focal point, etc. While moving >towards the flavor of
>the RPG, those flavor cards finally have a >purpose besides spaces in a
>collection.

I had a similar idea a while back: each player gets to pick a Location to
use as their Safehouse at the beginning of the game. (The particular cards
had to be designated as Safehouses, to eliminate the possibility of starting
the game with Fuchi in play.) But I limited players to only one
Location/Safehouse, and I hadn't thought of the possibility of starting off
with a couple of Contacts, too.

The most difficult part of this is making sure it doesn't end up too much
like L5R: Aha, decker-san! I see you belong to the Miromoto family of the
Dragon Clan!


- Matt



Buried in this post was another good idea:

SEVERE RATIONALIZATION / Special (Stinger) / 3Y
Play after any card has been played or revealed. If you can explain (in 3D6
seconds) why the card shouldn't be allowed to affect the game, frag the card
just played.
"If the inverted phase modulator intersects with the tangential midwarp
supersuspender, all of hyperspace will implode cataclysmically!"

(Joking, joking!)




SEVERE RATIONALIZATION / Special (Stinger) / 3Y
Play after any card has been deployed or revealed. If you can explain (in
3D6 seconds) why the card should not be allowed to affect the game, frag the
card just deployed or revealed.
"Because Magic doesn't work that way! Because you can't have less than zero
Essence! Because Rampaging Mutants don't exist in Shadowrun! Because,
because, because I say so, goddammit!"
[A rabid looking player poking his finger in the air. The rabid player is
sitting on top of a pile of SR rules books, which have gradually been eaten
away by Devil Rats. His own cards on the table are Tempest with Muscle
Replacement and a Cyberarm, Static with a Panther Assault Cannon and Heavy
Armor, two Lord Torgos and a Shivan Dragon.]
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Disclaimer

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