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Message no. 1
From: Matb <mbreton@**.NETCOM.COM>
Subject: [DESIGN]: Card Ideas - Karma Gain
Date: Sat, 20 Sep 1997 13:17:37 -0700
> Hey, you only learn from accepting constructive criticism. Your points are
> valid and yes the wording is intentionally general. Timing Issues? I
> subscribe to the "What is so difficult about using GAQS?" school. So maybe
> that is why the wording is general. But to answer your queries. The idea is
> that if an opponent meets the requirements and takes the objective on their
> turn and another player plays Karma Gain than that objective and the rep points
> are returned. So it affetcs the last action. Now there are two ways to handle
> this.

> 1. Shadowrun ends. Next turn please.

> OR

> 2. Shadowrun can continue. This means that the requirements have to be met
> again. With most objectives it would be useless playing Karma Gain but with
> others watch out.

Hmm.. which ones do you have in mind? With all Runners, Challenges,
and yen being restored, it seems destined that the same thing would
happen - all it becomes is a glorified Astral Sense (the player now
knows that his 'pone has a Rough Night in his hand, so he has to pump up
Tin Man 2Y more.)

Any Objectives that you have in mind? I'm at a loss to name one. (I
could build more than a few to meet spec, of course...)

> I feel that this card or something similar would be fun but I believe it should
> be limited. That's why I am leaning to making it a unique. A one off stinger
> that MAY or MAY NOT change the game situation.

I'm drawing a blank, but wasn't there a MtG card that "reset" a player
back to the beginning of his turn? -- It had loads of problems
concering player's memories, iirc (as in, "FastJack only had one damage
on him, not two!)
Message no. 2
From: Neil Fathulla <fathullan@*******.COM.AU>
Subject: Re: [DESIGN]: Card Ideas - Karma Gain
Date: Mon, 22 Sep 1997 14:41:45 +1000
Sorry, for not making myself clearer. You do not take back the last turn=
ie
restore challenges, yen, hitpoints etc. the last action just does not tak=
e
affect. eg say you have completed all challenges on objective Amazonian=

Hunt. You now must face an awakened creature say 6/8 (A1) and while doin=
g this
on of your runners is trashed but you get the objective. Your opponent t=
han
plays Karma Gain and you lose the opp of gaining the objective. ie you ne=
ed to
face the awakened creature again with the team you have remaining. No
reverting back to original situations. It would be used to basically mak=
e the
last action reversed.

Hope this helps. It was just a "top of my head" idea for a one off count=
er
affect that could be fun. Fun in the sense of getting a laugh out of you=
r
opponents reaction.

Regards
Neil




MIME:mbreton @ IX.NETCOM.COM
22/09/97 14:15
To: -:SRCARD @ LISTPROC.ITRIBE.NET@********
cc: (bcc: Neil Fathulla/CEGELEC)
Subject: [DESIGN]: Card Ideas - Karma Gain

> Hey, you only learn from accepting constructive criticism. Your points=
are
> valid and yes the wording is intentionally general. Timing Issues? I
> subscribe to the "What is so difficult about using GAQS?" school. So
m=
aybe
> that is why the wording is general. But to answer your queries. The=
idea
is
> that if an opponent meets the requirements and takes the objective on the=
ir
> turn and another player plays Karma Gain than that objective and the rep
points
> are returned. So it affetcs the last action. Now there are two ways=
to
handle
> this.

> 1. Shadowrun ends. Next turn please.

> OR

> 2. Shadowrun can continue. This means that the requirements have to =
be met
> again. With most objectives it would be useless playing Karma Gain but=
with
> others watch out.

Hmm.. which ones do you have in mind? With all Runners, Challenges,
and yen being restored, it seems destined that the same thing would
happen - all it becomes is a glorified Astral Sense (the player now
knows that his 'pone has a Rough Night in his hand, so he has to pump up
Tin Man 2Y more.)

Any Objectives that you have in mind? I'm at a loss to name one. (I
could build more than a few to meet spec, of course...)

> I feel that this card or something similar would be fun but I believe it
should
> be limited. That's why I am leaning to making it a unique. A one of=
f
stinger
> that MAY or MAY NOT change the game situation.

I'm drawing a blank, but wasn't there a MtG card that "reset" a player
back to the beginning of his turn? -- It had loads of problems
concering player's memories, iirc (as in, "FastJack only had one damage
on him, not two!)

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