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Mailing List Logs for ShadowRN

Message no. 1
From: MLoki <MLoki@***.COM>
Subject: Re: Cyberware
Date: Tue, 16 Dec 1997 16:31:28 EST
This is a multi-part message in MIME format.

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In a message dated 97-12-16 16:29:00 EST, MLoki writes:

<< In a message dated 97-12-13 13:43:24 EST, you write:

<< >>> There's precedence for this in an earlier discussion on this
alias. Technically, two runners can exchange cyberware, even tho it doesn't
make much sense if you play the SR RPG. I checked the FAQ 2.0 again, and
didn't find anything to counter this. So, for now I'd have to agree, gear is
gear, even if it doesn't make much sense to me :)<<<

I think FASA had to make some choices taht conflict with fictional logic
to make the game work. A TCG is not an RPG and so they have to simplify.
This leads to seemingly illogical rules and situations like those you
mention above. However, it also keeps the game at a level that's fun
without being too convoluted. >>

Pg 33 of the rule book says you cannot swap or remove cyberware once it is
deployed. It's not in the FAQ because it states it clearly in the rule book.
>>

BTW Sorry mothman I hit send before checking the to box.

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From: MLoki <MLoki@***.com>
Return-path: <MLoki@***.com>
To: mothman@**********.com
Subject: Re: Cyberware
Date: Tue, 16 Dec 1997 16:29:00 EST
Organization: AOL (http://www.aol.com)
Content-type: text/plain; charset=US-ASCII
Content-transfer-encoding: 7bit

In a message dated 97-12-13 13:43:24 EST, you write:

<< >>> There's precedence for this in an earlier discussion on this
alias. Technically, two runners can exchange cyberware, even tho it doesn't
make much sense if you play the SR RPG. I checked the FAQ 2.0 again, and
didn't find anything to counter this. So, for now I'd have to agree, gear is
gear, even if it doesn't make much sense to me :)<<<

I think FASA had to make some choices taht conflict with fictional logic
to make the game work. A TCG is not an RPG and so they have to simplify.
This leads to seemingly illogical rules and situations like those you
mention above. However, it also keeps the game at a level that's fun
without being too convoluted. >>

Pg 33 of the rule book says you cannot swap or remove cyberware once it is
deployed. It's not in the FAQ because it states it clearly in the rule book.

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Message no. 2
From: Peicky <Peicky@***.COM>
Subject: Cyberware
Date: Thu, 9 Apr 1998 16:09:07 EDT
Hi there,

Infected Chrome or Cyber-Psychosis make the use of cyberware-gear very hard.
Because all my game-friends have a lot of these "anti-cyber-cards", there is
no more cyberware in my deck. The problem is for sure the lack of chance to
push up "not-so-good-rated-but-prefered-Runners" and the LotI is often not
drawn or "maybe-there-comes-a-deadlier-stinger-or-special-card" making the
countermeasures hard. Does anybody know sollutions or tactics to solve this
problem ?

P.S.:
Does somebody know how many great people are joining this fantastic forum ?

Thanks,
Peicky
Message no. 3
From: Felix Hoefert <FHoefert@********.DE>
Subject: Re: Cyberware
Date: Thu, 9 Apr 1998 22:28:32 +0200
Peicky wrote:
>
> Hi there,
>
> Infected Chrome or Cyber-Psychosis make the use of cyberware-gear very hard.
> Because all my game-friends have a lot of these "anti-cyber-cards", there
is
> no more cyberware in my deck. The problem is for sure the lack of chance to
> push up "not-so-good-rated-but-prefered-Runners" and the LotI is often not
> drawn or "maybe-there-comes-a-deadlier-stinger-or-special-card" making the
> countermeasures hard. Does anybody know sollutions or tactics to solve this
> problem ?
>

You could try to make the others use different Specials by strengthening
other aspects of Your deck like Magic or Decking. They will not use too
many Specials, and if they get the impression that Your Deckers, Mages
etc. are giving them severe headaches, they´ll focus on those more.
Another possibility is using so much Cyberware that they can´t possibly
play Cyber-Psychosis or Chrome Infection on all of the Runners. A good
trick is playing cheap Cyberware on a cheap Runner to make them play
their Specials on that one, and then You have a free hand at using Your
more important Cyberware. ---Felix
Message no. 4
From: Loki <daddyjim@**********.COM>
Subject: Re: Cyberware
Date: Thu, 9 Apr 1998 14:49:16 -0700
---Peicky <Peicky@***.COM> wrote:
>
> Hi there,
>
> Infected Chrome or Cyber-Psychosis make the use of cyberware-gear
very hard.
> Because all my game-friends have a lot of these "anti-cyber-cards",
there is
> no more cyberware in my deck. The problem is for sure the lack of
chance to
> push up "not-so-good-rated-but-prefered-Runners" and the LotI is
often not
> drawn or "maybe-there-comes-a-deadlier-stinger-or-special-card"
making the
> countermeasures hard. Does anybody know sollutions or tactics to
solve this
> problem ?

You have a few options:

1. Trade out cyberware for non-cyber equivalents. Cyberarm -->
Ruger/Uzi/Shotgun with ammo, Dermal Plate --> Harley Scorpion/Armor
Jacket/Lined Coat, Hand Razors --> Katana, etc.

2. Switch deck styles to using Mages, Shamans, Riggers or Deckers
until your friends step back off the anti-cyber craze. Or build a
sleaze deck that won't lean so heavily on cyber augmentation.

3. Recylce trashed runners and cyberware as you burn off your
opponent's specials via things like Chop Shop and Squatter.

4. Add in more Special counter-measures along with LotI: Protective
Spirit, Wabbit's Foot, State of Confusion, Ghost Who Walks, ...

Hope it helps some.

> P.S.:
> Does somebody know how many great people are joining this fantastic
forum ?

I know we were at 200-some a week or so ago. I'll try and pull a head
count this weekend.

-== Loki ==-
+----------------------------------------------------------------------+
Fearless Leader of the Shadowrun Trading Card Game Mailing List
SRCard FAQ: www.primenet.com/~gamemstr/srstuff/tcgfaq1.htm
+----------------------------------------------------------------------+
Poisoned Elves: www.primenet.com/~gamemstr
SRTCG trade lists last updated 4/6/98
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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.