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Mailing List Logs for ShadowRN

Message no. 1
From: Nemein <nemein@**********.COM>
Subject: Game Balance (was: Re: Kinda Early Tourney Stuff)
Date: Tue, 7 Oct 1997 03:47:09 -0700
---Andrew Herington <andrewhe@*******.COM> wrote:
>
[snip]
>
> I feel that Sealed deck would work best because of the severe problem
> SRTCG has with the "Mr. Suitcase" syndrome. However if the coalation
> is still poor this might not work.
>

Really, you think so? Actually that is one of the things that I like
about SR:TCG, personally I think it's pretty balanced. Granted I
haven't tried taking a mostly common deck against a rare heavy deck so
maybe in that situation it isn't. Has anyone tried this? What was
the outcome?

From what I've seen so far though, the rares mainly add "flavor" to
the deck and sometimes even have a down side (such as upkeep for the
prime runners). The closest thing that we've found so far that could
be a "game breaker" is the biotech ability.

Anyone else agree? Comments?


==
-----------------------------------------------------------
Forrest My opinions... Your delete key...
aka Nemein Best when both are used freely :-)

Check out: www.geocities.com/Area51/Zone/3056/srccg.html
Last updates - SRCard List ideas: 29 Sept '97
My ideas: 1 Oct '97
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Message no. 2
From: "(No Name Available)" <mothman@**********.COM>
Subject: Re: Game Balance (was: Re: Kinda Early Tourney Stuff)
Date: Tue, 7 Oct 1997 20:33:10 -0600
Nemein wrote:
>
> ---Andrew Herington <andrewhe@*******.COM> wrote:
> >
> [snip]
> >
> > I feel that Sealed deck would work best because of the severe problem
> > SRTCG has with the "Mr. Suitcase" syndrome. However if the coalation
> > is still poor this might not work.
> >
>
> Really, you think so? Actually that is one of the things that I like
> about SR:TCG, personally I think it's pretty balanced. Granted I
> haven't tried taking a mostly common deck against a rare heavy deck so
> maybe in that situation it isn't. Has anyone tried this? What was
> the outcome?
>
> >From what I've seen so far though, the rares mainly add "flavor" to
> the deck and sometimes even have a down side (such as upkeep for the
> prime runners). The closest thing that we've found so far that could
> be a "game breaker" is the biotech ability.
>
> Anyone else agree? Comments?<<

I agree. We really haven't found a game-breaker yet. I'm curious: what
exactly does "Mr. Suitcase syndrome" mean? Is this a reference to
players who cart their collections around with them?


--
mothman@**********.com

"It's more fun to compute"
—Kraftwerk
Message no. 3
From: Andrew Herington <andrewhe@*******.COM>
Subject: Re: Game Balance (was: Re: Kinda Early Tourney Stuff)
Date: Wed, 8 Oct 1997 00:48:24 PDT
>I agree. We really haven't found a game-breaker yet. I'm curious: what
>exactly does "Mr. Suitcase syndrome" mean? Is this a reference to
>players who cart their collections around with them?

"Mr. Suitcase" usually refers to players with enough money that they can
have 4 of every Rare. From what I've seen if you have more money you
will win. I agree that I haven't seen any real game breakers but most of
the better cards as well as almost all of the counters to specific
things (ie Riots, Bar Fight etc) are at least uncommon. This combined
with the extremely poor coalation has resulted in a real unbalanced game
environment.

Some major problems I've noticed are:

No way to curb Nuyen-- A very successful deck around these parts right
now is a Iron Lung/ Macabre/Rocker Deck. This deck defeats two major
checks on game balance Hand size and Nuyen generation and this leads to
problem two.

Not enough ways to kill runners-- Part of the problem with the above
deck is that it is very hard to get rid of the Rockers or any other
Runners.

My 2 cents

Andrew

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Message no. 4
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Game Balance (was: Re: Kinda Early Tourney Stuff)
Date: Mon, 6 Oct 1997 20:18:38 -0700
> Some major problems I've noticed are:

> No way to curb Nuyen-- A very successful deck around these parts right
> now is a Iron Lung/ Macabre/Rocker Deck. This deck defeats two major
> checks on game balance Hand size and Nuyen generation and this leads to
> problem two.

Cherry Bomb for the Location. Hollywood for the Rockers. (Ice
Queen/Sticky Fingers, too.) See below for Macabre.

More importantly -- so what? They have a successful deck. You can
either (a) tone your deck to defeat it, or (b) try and develop an
equally successful strategy yourself. That's what CCGs are all about,
after all.

> Not enough ways to kill runners-- Part of the problem with the above
> deck is that it is very hard to get rid of the Rockers or any other
> Runners.

Oh, this is so untrue. Riots, Bar Fight, Wanted, Tempest, anything
inside a shadowrun, the Z-Zone, Bounty Hunter, Drive By, and assorted
targeted effects (Major Drain et al.)
Many are uncommon or rare, but you have to pull at least one of these.

And then there are plenty of effects that will "negate" a runner for a
little while - Arche McDeven, Abducted, Brain Freeze....

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