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Message no. 1
From: Matb <mbreton@**.NETCOM.COM>
Subject: The High Seas net.expansion!
Date: Fri, 26 Sep 1997 13:35:00 -0700
Whew!

After a long bleary-eyed day of coding, I finally have the High Seas
net.expansion for SRTCG online! Currently 67 new cards around the
aquatic theme, I'm hoping to add more Real Soon Now. Please note that
it's still (sometimes visibly) in beta, but I'm hoping a bit of feedback
will jar my brain back into action. I may also contact some of the
folks who've posted material to the list -- anyone who wants to
contribute is welcome, and full credit will be given.

Also, I've updated my have/wants lists - I'm getting very, very close.
Anyone with a spare PAC or Ambidextrous, *pkease* drop me a line.


-Matt

High Seas: http://pw1.netcom.com/~mbreton/srccg/highseas.htm
Trade/Want: http://pw1.netcom.com/~mbreton/srccg/ccgwant.htm
Trade/Have: http://pw1.netcom.com/~mbreton/srccg/ccghave.htm
Message no. 2
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The High Seas net.expansion!
Date: Fri, 26 Sep 1997 23:35:26 -0700
> [snip]

> > High Seas: http://pw1.netcom.com/~mbreton/srccg/highseas.htm
> > Trade/Want: http://pw1.netcom.com/~mbreton/srccg/ccgwant.htm
> > Trade/Have: http://pw1.netcom.com/~mbreton/srccg/ccghave.htm

> Just tried this out and ran into a "page not found error". A search
> on netcom shows that the want/have pages are there, but it can't find
> the highseas.htm. Just thought you would like to know.

Thanks for letting me know - I thought I had checked it three hundred
times last night, and whadda I get. Sheesh.

Try it again. If it still bombs, I can send you the HTML code.

Also, Forrest, you're over-riding the "Reply-To" field. (This
originally winged its way to eness@**********.com, not the List.)

-Matt
Message no. 3
From: Nemein <eness@**********.COM>
Subject: Re: The High Seas net.expansion!
Date: Sun, 28 Sep 1997 10:35:09 -0700
---Matb <mbreton@**.NETCOM.COM> wrote:
>
[snip]
>
> Thanks for letting me know - I thought I had checked it three hundred
> times last night, and whadda I get. Sheesh.
>
> Try it again. If it still bombs, I can send you the HTML code.
>
> Also, Forrest, you're over-riding the "Reply-To" field. (This
> originally winged its way to eness@**********.com, not the List.)
>
> -Matt
>

Actually I sent it just to you instead of the list. I figured since
it was early Sunday morning you might be able to catch it before
anyone else caught on ;-)

Forrest
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Message no. 4
From: Nemein <eness@**********.COM>
Subject: Re: The High Seas net.expansion!
Date: Mon, 29 Sep 1997 06:21:24 -0700
---Matb <mbreton@**.NETCOM.COM> wrote:
>
> Whew!
>
> After a long bleary-eyed day of coding, I finally have the High Seas
> net.expansion for SRTCG online! Currently 67 new cards around the
> aquatic theme, I'm hoping to add more Real Soon Now. Please note
that
> it's still (sometimes visibly) in beta, but I'm hoping a bit of
feedback
> will jar my brain back into action. I may also contact some of the
> folks who've posted material to the list -- anyone who wants to
> contribute is welcome, and full credit will be given.
>


You want it... you got it :-)


= I can't say I understand gamble. I understand how it works, but I'm
not sure that I would be motivated as a player to bother with it when
my opponent plays one. It's a good idea, I think there just needs to
be more cards based on it...

How about

Name: Harry
Type: runner - merc
Cost: *Y
Text: 3/3 - firearms1, social1 - gamble (as per rules) if Harry has 4
or more tokens on him when revealed trash Harry. If less than 4
tokens deploy Harry at no cost.



= Anchorhead Aqualogy - seems a bit cheap for what it can do. I would
add an upkeep cost, or some sort of Requirement to the objective.

= Boomers what does a skittish angelfish look like :-)

= Coinspinner seems a bit expensive for a weak runner and the 1 shot
loaded dice ability

= Divided Loyalties stays in play I take it?

= Ghost on the waves - I like this idea. Mind if I expand on it a bit?

Name: Hell House
Type: Objective
Cost: N/A
Text: 20 Reputation - Any runner that dies while on a run against Hell
House become a "ghost" runner and is put on Hell House (all gear is
trashed). Combat against these runner becomes the Requirement for
scoring Hell House. If the objective is not taken trash runners at
the end of the turn. +5 rep for each "ghost" runner.


= Low Budget - Do you have to repay the X everytime, or is it a one
shot deal? Seems to have a potential to be "unbalancing" especially
with a Anchorhead Aqualogy and some of the other cards that have been
proposed to give you nuyen. 12Y to shut down an oppoenent isn't that
much, even with the upkeep.


= Meistersingers - uh? Not exactly sure I understand the purpose of
this card. Maybe it's just the differences in our play groups.

= PANICButton - I don't have a card list with me, is "law enforcement"
a recognized term in the game? If not this will cause problems with
what exactly is a "law enforement" card. Lone Star is obvious, but
what about Security Guards.

= Aqualogies - Throw in statement about only 1 runner per turn,
instead of the turn location. Just to be consistant with the game
already.

= Riverine - does alot for only 5Y. Consider having it only on
riggers and count toward drone total. I designed a motorcycle like
this:

Name: Harley Kanada
Type: gear/vehicle
Cost: 5Y
Text: +1/+2 (A1) Can only be played on a rigger. Not considered a
drone but counts as 1 toward total number rigger can control.
Picture: bike from Aikira


= Sandbars - what does trashing the gear gain you? sleaze or
resetting alarm?


= Shopping Spree - Does the upkeep cost on this count toward your
total spent?

= Taliscat - I would have this roll based instead of choice based

= Tallow - Looks like a canidate for a prime runner to me...

= The Albatross - a bit unclear, I take it this is supposed to be a
runner not a special? (based on The Gull card)

= The Big Red Button - a history eraser button, just what the game
needs ;-)

= The Mariner - with how easy it is to get cards into the trash, I
would add that this card can't be voluntarily discarded (frag to
remove from hand)

= Wiretap - personally I would bump up the cost (or add upkeep) and
ditch the "trash" statement.

Hope that helps


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

Check out: www.geocities.com/Area51/Zone/3056/srccg.html
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Message no. 5
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The High Seas net.expansion!
Date: Sun, 28 Sep 1997 08:40:27 -0700
> = I can't say I understand gamble. I understand how it works, but I'm
> not sure that I would be motivated as a player to bother with it when
> my opponent plays one. It's a good idea, I think there just needs to
> be more cards based on it...

There were a lot more gambles in my "official" submission to FASA.

Most of the gambles have counterparts: if you don't gamble, then Boxcar
comes in really weak - or Snake-eyes comes in really strong. (8/8 for
2Y!)

> How about

> Name: Harry
> Type: runner - merc
> Cost: *Y
> Text: 3/3 - firearms1, social1 - gamble (as per rules) if Harry has 4
> or more tokens on him when revealed trash Harry. If less than 4
> tokens deploy Harry at no cost.

Cute. All gambles, however, have a base cost of 2Y. (Otherwise, your
'pone just goes "Okay, 0Y Gamble, it's that Harry guy.) I'll ponder
Harry for a while. Of course, he'll get a counterpart that trashes at
more than 4 tokens..

Here's on that just came to me:

Erys
Runner/Mercenary [all the gambles tend to be mercs - its
fitting]
Cost: 2Y
Text: 4/5 Elf Runner; Athletics-1, Stealth-1. Announec Erys is a
Gamble when first put into play. Whoever pays the most yen gains
control of Erys. (Roll d6 in case of tie).

...Or something like that.

> = Anchorhead Aqualogy - seems a bit cheap for what it can do. I would
> add an upkeep cost, or some sort of Requirement to the objective.

Ahh -- a zero Rep objective that just might eat all your Runners, get
switched with Lofwyr, can be trashed with Cherry Bomb or stopped with
Bomb Threats. It should be noted the location is Unique, definitely.
Not sure about a Requirement for the objective or upkeep -- sheesh, an
upkeep just makes the card useless.

> = Boomers what does a skittish angelfish look like :-)

Well.. y'know.. skittish, like.

> = Coinspinner seems a bit expensive for a weak runner and the 1 shot
> loaded dice ability

...And Razorback, man, I'd never use *his* sleaze ability. Actually,
looking at my pen-and-paper copy, he was supposed to be a 2/5 -- this is
what happens when I use cut and paste. Did you catch the double entry
on Harbormasters? :)

Though about making him only modify the die roll by -1 or -2 (announce
before trashing), since the fictional character had such miserable luck.

> = Divided Loyalties stays in play I take it?

As long as the upkeep is met.

Originally I had thought of having a "solo run" where only one Runner
could go on it (and, like UB, it would replace the challenges with
various tests). Then I realized this combo would be silly...

> = Ghost on the waves - I like this idea. Mind if I expand on it a bit?

> Name: Hell House
> Type: Objective
> Cost: N/A
> Text: 20 Reputation - Any runner that dies while on a run against Hell
> House become a "ghost" runner and is put on Hell House (all gear is
> trashed). Combat against these runner becomes the Requirement for
> scoring Hell House. If the objective is not taken trash runners at
> the end of the turn. +5 rep for each "ghost" runner.

Interesting, but leads to terrible possibilities. (Load it up with
weenies, four Statics, two Foxies.. ) It also should be made clear that
the Runners can't use special abilities (although, think -- Fat Man and
a Ghostly Marek?) or have Specials played on them, either.

Sorry, but I prefer Ghosts.. it even allows for a method of banishing
(although it doesn't require Shamans.)

> = Low Budget - Do you have to repay the X everytime, or is it a one
> shot deal? Seems to have a potential to be "unbalancing" especially
> with a Anchorhead Aqualogy and some of the other cards that have been
> proposed to give you nuyen. 12Y to shut down an oppoenent isn't that
> much, even with the upkeep.

Actually, I like the "living on a shoestring" idea, but it's hard to
work well. A virtual upkeep of 12Y is simply unplayable; even an upkeep
of 4Y makes it a card. (Maybe :) Yeah, it's harsh, but I've enver
played a game where I had ten yen free at once. Maybe increasing the
cap to twelve would solve things. Maybe eliminating the card would..

> = Meistersingers - uh? Not exactly sure I understand the purpose of
> this card. Maybe it's just the differences in our play groups.

Exactly. Useless in two-player, great in four player. You want some
time to plot against the current super-player? Want to make a deal to
share in a run? ...etcet, etcet. Maybe it is a bit too "style of
play", but I've always assumed most places don't allow (too much) table
talk. And it fits in well with the card name.

> = PANICButton - I don't have a card list with me, is "law enforcement"
> a recognized term in the game? If not this will cause problems with
> what exactly is a "law enforement" card. Lone Star is obvious, but
> what about Security Guards.

...Points I thought I had raised on the "Comments" section of the card.
One of the 'promises' of the Underworld expansion is that you'll be able
to play Lone Star groups, which (presumably) means it will become a
keyword.

> = Aqualogies - Throw in statement about only 1 runner per turn,
> instead of the turn location. Just to be consistant with the game
> already.

? I don't find anything inconsistent, actually. The Location turns.
(All Aqualogies do.) The turning bit is key, given the presence of
International Fright Agents.

> = Riverine - does alot for only 5Y. Consider having it only on
> riggers and count toward drone total. I designed a motorcycle like
> this:

A2 might seem a bit much, but then, a Harley gives +1/0 A+1 for 2..
Note that the Riverine gives (A2), not A+2. And the Marine ability is
nothing, though it might be noted the Runner should lose Marine if
he/she becomes not present (GAQ.)

> Name: Harley Kanada
> Type: gear/vehicle
> Cost: 5Y
> Text: +1/+2 (A1) Can only be played on a rigger. Not considered a
> drone but counts as 1 toward total number rigger can control.
> Picture: bike from Aikira

Cf. the Harley. Simply not worth it.

> = Sandbars - what does trashing the gear gain you? sleaze or
> resetting alarm?

Neither. When you encounter Sandbars, the owner can trash a Gear on one
of your Runners. That's it, though -- it's not as powerful as the Elite
Mage's GAQ (well - in a way, it is) but it's as inevitable. Of course,
if it's the owner running against his own Objective he doesn't face it,
or, given Security Consultant and Blindsides, he doesn't use the
ability. He's a bit more familiar with the coastline, let's say.

If you don't sleaze it, then the alarm goes off.

> = Shopping Spree - Does the upkeep cost on this count toward your
> total spent?

Upkeep? What Upkeep? Stays until LotI'd. Allowing an auto-trash by
the user makes it far too weak. I like this card a lot more than Low
Budget, for obvious reasons.. maybe that's the solution to LB -- have
it offer a Rep gain?

> = Taliscat - I would have this roll based instead of choice based

Nah. That's just me.

> = Tallow - Looks like a canidate for a prime runner to me...

Oh. Yeah. :)

> = The Albatross - a bit unclear, I take it this is supposed to be a
> runner not a special? (based on The Gull card)

Paste-and-cut error, again.

> = The Big Red Button - a history eraser button, just what the game
> needs ;-)

> = The Mariner - with how easy it is to get cards into the trash, I
> would add that this card can't be voluntarily discarded (frag to
> remove from hand)

Given how so-so he is, I don't see too much danger.

> = Wiretap - personally I would bump up the cost (or add upkeep) and
> ditch the "trash" statement.

You've *gotta* be kidding. As it stands, it's weaker than a
Microskimmer (which can at least absorb a point of damage). The cost
should adjusted to zero, especially given it's "use only when.." clause.

> Hope that helps

Actually, while I can't say I agreed a lot.. it does help. I'm kind of
surprised on the cards that you didn't comment on (the grenades, the
narcoject, Luckless, Lightning Reflexes...)

-M
Message no. 6
From: Andrew Payne III <smiling_bandit@**********.COM>
Subject: Re: The High Seas net.expansion!
Date: Mon, 29 Sep 1997 16:44:40 -0700
For Matb's High seas net expansion.


= Gamble - Here is what I would have done with Boxcar and Snake-eyes.

Boxcar
Type: Runner (Gamble)
Rarity: Common
Cost: 2¥
Text: 2/2 (A0). Announce that Boxcar is a Gamble before playing. Each
player has an opportunity to place tokens on Boxcar, at a cost of 1¥
per
token. After all players are done, the owner may add either +1/+0,
+0/+1, or (A+1) for each token of his that is above those played by
all
other players.
Flavor:
Picture:
Creator: Matb
NERPS: High Seas

Snake Eyes
Type: Runner (Gamble)
Rarity: Common
Cost: 2¥
Text: 2/2 (A0). Announce that Snake Eyes is a Gamble before playing.
Each player has an opportunity to place tokens on Snake Eyes, at a
cost
of 1¥ per token. When Snake Eyes comes into play, each player has the
option to subtract either -1/0, 0/-1, or (A-1) for each token of his
that is below those played by all other players.
Flavor: (none)
Picture: A sallow-cheeked human, gripping a spiked club.
Creator: Matb
NERPS: High Seas


Notice the "his that is above/below those played by all other players."
at the end of the text. Have each player put the amount of tokens in
their hand and showing them at the same time.


= Luckless - I think 5 rep point lose maybe better.

= Moru - Is Ninja a new trait? Details?

= The Mariner - Not sure what the Immortal Elf trait is but I do not
see why it is relevant.

= Pleasure Cruise - I like it :)

= Schizic Aura - Couldn't think of why anyone would play this, maybe I
am missing something any more input?

= BTL Chips - I think a something more like keeping the runner with a
chipjack turned would be more appropriate for BTL's then damage.

= Lightning Reflexes - If the Challenge is taken out before it can do
damage is the alarm still set off? Maybe a Deer in Headlights card
too.

I will have more when I finish reading them through.



===
Andrew Payne III
smiling_bandit@**********.com
http://www.oakland.edu/~ddmccoll/sr






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Message no. 7
From: Nemein <eness@**********.COM>
Subject: Re: The High Seas net.expansion!
Date: Mon, 29 Sep 1997 20:32:34 -0700
---Matb <mbreton@**.NETCOM.COM> wrote:
>

>
> There were a lot more gambles in my "official" submission to FASA.
>
Ah, cool. I think they are an interesting idea with more in the mix
it will help out. :-)

[snip]
>
> Cute. All gambles, however, have a base cost of 2Y. (Otherwise,
your
> 'pone just goes "Okay, 0Y Gamble, it's that Harry guy.) I'll ponder
> Harry for a while. Of course, he'll get a counterpart that trashes
at
> more than 4 tokens..
>
Ah... missed the 2Y thing. How about a simple refund of the 2Y :-)

[snip]
>
> Ahh -- a zero Rep objective that just might eat all your Runners, get
> switched with Lofwyr, can be trashed with Cherry Bomb or stopped with
> Bomb Threats. It should be noted the location is Unique, definitely.
> Not sure about a Requirement for the objective or upkeep -- sheesh,
an
> upkeep just makes the card useless.
>
Points well made. I was just thinking of the "my world" (TM) where
the objectives are taken easily ;-)

[snip]
> > = Coinspinner seems a bit expensive for a weak runner and the 1
shot
> > loaded dice ability
>
> ...And Razorback, man, I'd never use *his* sleaze ability.
>
I don't either, especially at that price :-) I just think the stats
are a bit low such that I would probably not be motivated to put him
in a deck. Maybe it's just me...

> > Name: Hell House
> > Type: Objective
> > Cost: N/A
> > Text: 20 Reputation - Any runner that dies while on a run against
> > Hell House become a "ghost" runner and is put on Hell House (all
> > gear is trashed). Combat against these runner becomes the
> > Requirement for scoring Hell House. If the objective is not taken
> > trash runners at the end of the turn. +5 rep for each "ghost"
> > runner.
>
> Interesting, but leads to terrible possibilities. (Load it up with
> weenies, four Statics, two Foxies.. ) It also should be made clear
> that the Runners can't use special abilities (although, think -- Fat
> Man and a Ghostly Marek?) or have Specials played on them, either.
>
How would the weenies help? If you start off with 6 weenies and 3 of
them die along the way, you now have 3 weenies against 3. I might be
missing something here though. I thought up this card "on the fly"
this morning so I haven't taken the time to think about it much.


[snip]

> > = Aqualogies - Throw in statement about only 1 runner per turn,
> > instead of the turn location. Just to be consistant with the game
> > already.
>
> ? I don't find anything inconsistent, actually. The Location turns.
> (All Aqualogies do.) The turning bit is key, given the presence of
> International Fright Agents.
>
Ah, I see now. I was just going by the current rules where locations
don't turn but runners visiting locations do (maybe). If you want all
Aqualogies to turn, it's your cards, your rules :-) Actually, given
International Fright Agents, I would say that Aqualogies shouldn't
turn.
Just me though...


> > = Riverine - does alot for only 5Y. Consider having it only on
> > riggers and count toward drone total. I designed a motorcycle like
> > this:
>
> A2 might seem a bit much, but then, a Harley gives +1/0 A+1 for 2..
> Note that the Riverine gives (A2), not A+2. And the Marine ability
is
> nothing, though it might be noted the Runner should lose Marine if
> he/she becomes not present (GAQ.)
>
Missed that (the (A2) not (A+2)). So I take it this armor isn't
cummulative then? Overall though 5Y sounds about right.


> > Name: Harley Kanada
> > Type: gear/vehicle
> > Cost: 5Y
> > Text: +1/+2 (A1) Can only be played on a rigger. Not considered a
> > drone but counts as 1 toward total number rigger can control.
> > Picture: bike from Aikira
>
> Cf. the Harley. Simply not worth it.
>
Another one off the top of my head, w/o looking at the spoiler list.
I agree 5 is a bit much, probably drop it to 3 or maybe even 2 given
the restrictions.


> > = Sandbars - what does trashing the gear gain you? sleaze or
> > resetting alarm?
>
> Neither. When you encounter Sandbars, the owner can trash a Gear on
> one of your Runners. [snip]
>
Apologies, I was getting distracted by work at this point in the list.
I'll make sure to try and reread my comments when I send them from
work again.


> > = Shopping Spree - Does the upkeep cost on this count toward your
> > total spent?
>
> Upkeep? What Upkeep? Stays until LotI'd. Allowing an auto-trash by
> the user makes it far too weak. I like this card a lot more than Low
> Budget, for obvious reasons.. maybe that's the solution to LB --
have
> it offer a Rep gain?
>
Shopping Spree
Type: Special
Rarity: Common
Cost: X¥ v-------------- ???
Text: UPKEEP: 2¥. All players must spend X¥ per turn. If a player does
not spend at least X¥ in a turn, he or she loses the
difference in Reputation.


[snip]

>
> > = Wiretap - personally I would bump up the cost (or add upkeep) and
> > ditch the "trash" statement.
>
> You've *gotta* be kidding. As it stands, it's weaker than a
> Microskimmer (which can at least absorb a point of damage). The cost
> should adjusted to zero, especially given it's "use only when.."
> clause.
>
I know, personally all I've found microskimmer useful for is trade
fodder. That's why I would like to see this card a bit stronger.
Something more along the lines of Bugged Deck than Microskimmer...
Just a thought.

> I'm kind of surprised on the cards that you didn't comment on (the
> grenades, the narcoject, Luckless, Lightning Reflexes...)
>
Well, let me see... :-)

I like the grenades, considering they are disposable and only 1 gear
can be used per combat I think they are a good idea. Sorry, maybe I
should have thrown a couple of move positive comments in to balance
out the message.

I also like the Narcojets. In fact, can I "borrow" the concept on
some of my ideas? ;-) Of course narcojet weapons only seem like they
will be useful against the other runners. Is there the concept of
fatigue for challenges?

I originally had a comment for Luckless, but as more and more card
(presumably) come out that allow you to attack or directly remove
runners from play, the comment seemed pointless. Maybe I would add no
tokens can be removed during the first turn...

Since Lightning Reflexes only works on a target player and not the
whole team you are relying on one person to take out the challenge,
before you even know what it is. While not entirely impossible, it
does take some planning. You might want to add something about what
to do if the challenge is a bluff, or doesn't have a threat rating
though.


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

Check out: www.geocities.com/Area51/Zone/3056/srccg.html
-- TRADES -- SRTCG List card ideas -- LINKS -- & more!
-----------------------------------------------------------
_____________________________________________________________________
Sent by RocketMail. Get your free e-mail at http://www.rocketmail.com
Message no. 8
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The High Seas net.expansion!
Date: Sun, 28 Sep 1997 20:38:28 -0700
> > Ahh -- a zero Rep objective that just might eat all your Runners, get=

> > switched with Lofwyr, can be trashed with Cherry Bomb or stopped with=

> > Bomb Threats. It should be noted the location is Unique, definitely.=

> > Not sure about a Requirement for the objective or upkeep -- sheesh,
> > an upkeep just makes the card useless.

> Points well made. I was just thinking of the "my world" (TM) where
> the objectives are taken easily ;-)

Man. The few guys I play with are all the "don't bother running 'til
you're huge and monstrous" types. Anrd the funny thing is they still
sleaze the challenges most of the time..
=

> [snip]
> > > = Coinspinner seems a bit expensive for a weak runner and the 1
> > > shot loaded dice ability

> > ...And Razorback, man, I'd never use *his* sleaze ability.

> I don't either, especially at that price :-) I just think the stats
> are a bit low such that I would probably not be motivated to put him
> in a deck. Maybe it's just me...

You're right.. at least Razorback is decent enough to use in a deck. =

Coinspinner will definitely get a little boost.
=

> > > Name: Hell House
> > > Type: Objective
> > > Cost: N/A
> > > Text: 20 Reputation - Any runner that dies while on a run against
> > > Hell House become a "ghost" runner and is put on Hell House (all
> > > gear is trashed). Combat against these runner becomes the
> > > Requirement for scoring Hell House. If the objective is not taken
> > > trash runners at the end of the turn. +5 rep for each "ghost"
> > > runner.

> > Interesting, but leads to terrible possibilities. (Load it up with
> > weenies, four Statics, two Foxies.. ) It also should be made clear
> > that the Runners can't use special abilities (although, think -- Fat
> > Man and a Ghostly Marek?) or have Specials played on them, either.

> How would the weenies help? If you start off with 6 weenies and 3 of
> them die along the way, you now have 3 weenies against 3. I might be
> missing something here though. I thought up this card "on the fly"
> this morning so I haven't taken the time to think about it much.

I hadn't thought of that (hey - Five weenies and Lord Torgo on a run..) =

What I meant was to go on one run, slag off a lot of low Threat runners,
and then go *back* with a larger, more powerful bunch. In the meantime,
it is open to run on, but you can either intercept of give it a Wild
Goose Chase..

What happens when Hell House gets Covered Up? Lofwyred? -- eh,
there's another card that affects Objectives that I can't think of right
now..
=

> [snip]
=

> > > = Aqualogies - Throw in statement about only 1 runner per turn,
> > > instead of the turn location. Just to be consistant with the game
> > > already.

> > ? I don't find anything inconsistent, actually. The Location turns.=

> > (All Aqualogies do.) The turning bit is key, given the presence of
> > International Fright Agents.

> Ah, I see now. I was just going by the current rules where locations
> don't turn but runners visiting locations do (maybe). If you want all
> Aqualogies to turn, it's your cards, your rules :-) Actually, given
> International Fright Agents, I would say that Aqualogies shouldn't
> turn. Just me though...

I was just being peevish. The rules don't say locations don't turn -
there just aren't any locations (yet?) that do. And you're right again
- *especially* with the IFA, the Location shouldn't turn.

And while I like tossing out new, interesting rules, I'm not looking to
rewrite the RBT.

> > > = Riverine - does alot for only 5Y. Consider having it only on
> > > riggers and count toward drone total. I designed a motorcycle like=

> > > this:

> > A2 might seem a bit much, but then, a Harley gives +1/0 A+1 for 2..
> > Note that the Riverine gives (A2), not A+2. And the Marine ability
> > is nothing, though it might be noted the Runner should lose Marine if=

> > he/she becomes not present (GAQ.)

> Missed that (the (A2) not (A+2)). So I take it this armor isn't
> cummulative then? Overall though 5Y sounds about right.

Yup. If you're unarmored, or have (A1), it gives you a boost. If
you've got A2 already then.. wow, you're well-protected! :)

Five yen? Six yen? Still not sure.
=

> > > Name: Harley Kanada
> > > Type: gear/vehicle
> > > Cost: 5Y
> > > Text: +1/+2 (A1) Can only be played on a rigger. Not considered a
> > > drone but counts as 1 toward total number rigger can control.
> > > Picture: bike from Aikira

> > Cf. the Harley. Simply not worth it.

> Another one off the top of my head, w/o looking at the spoiler list.
> I agree 5 is a bit much, probably drop it to 3 or maybe even 2 given
> the restrictions.

Ah, don't worry about it. The "not a drone but counts as one" is an
interesting idea, though -- I was thinking of some non-vehicle drones,
myself.
=

> > > = Sandbars - what does trashing the gear gain you? sleaze or
> > > resetting alarm?

> > Neither. When you encounter Sandbars, the owner can trash a Gear on
> > one of your Runners. [snip]

> Apologies, I was getting distracted by work at this point in the list.
> I'll make sure to try and reread my comments when I send them from
> work again.

Aqualogies accepted.. er.. y'know what I mean.

And, tsk tsk! Surfing while working! ;)
=

> > > = Shopping Spree - Does the upkeep cost on this count toward your=

> > > total spent?

> > Upkeep? What Upkeep? Stays until LotI'd. Allowing an auto-trash by=

> > the user makes it far too weak. I like this card a lot more than Low=

> > Budget, for obvious reasons.. maybe that's the solution to LB --
> > have it offer a Rep gain?

> Shopping Spree
> Type: Special
> Rarity: Common
> Cost: X¥ v-------------- ???
> Text: UPKEEP: 2¥. All players must spend X¥ per turn. If a player d=
oes
> not spend at least X¥ in a turn, he or she loses the
> difference in Reputation.

Wow. That's funny. Originally it had one, then I deleted it (simply
because it's too easy to cop out on.) The Telnet Gremlin must've liked
it, though, and typed it back in.
=

> [snip]
=

> > > = Wiretap - personally I would bump up the cost (or add upkeep) a=
nd
> > > ditch the "trash" statement.

> > You've *gotta* be kidding. As it stands, it's weaker than a
> > Microskimmer (which can at least absorb a point of damage). The cost=

> > should adjusted to zero, especially given it's "use only when.."
> > clause.

> I know, personally all I've found microskimmer useful for is trade
> fodder. That's why I would like to see this card a bit stronger.
> Something more along the lines of Bugged Deck than Microskimmer...
> Just a thought.

I'm a bit hesitant to make too many Reconners out there -- I really like
the folks to *not* know what Objectives of mine they're running against
:). Bleh - this from a guy who has Dolphins do it for you.

Passing thought:

(Phone clone? Need a good name quick..)
Gear/2Y/Common
Trash XXy. Roll d6: 1-3: User gains Recon until end of turn. 4-6:
Target opponent gets to choose a runner he or she controls to gain
Recon.
=

> > I'm kind of surprised on the cards that you didn't comment on (the
> > grenades, the narcoject, Luckless, Lightning Reflexes...)

> Well, let me see... :-)
=

> I like the grenades, considering they are disposable and only 1 gear
> can be used per combat I think they are a good idea. Sorry, maybe I
> should have thrown a couple of move positive comments in to balance
> out the message.

Oh, don't worry. I have a bash list for your card ideas being made up
as we speak :)

In all seriousness, I don't mind the (perceived) negativity.. the ego
comes from creating and writing in general, and tends to get wounded
easily. =

=

> I also like the Narcojets. In fact, can I "borrow" the concept on
> some of my ideas? ;-) Of course narcojet weapons only seem like they
> will be useful against the other runners. Is there the concept of
> fatigue for challenges?

I wasn't so sure on how to resolve Challenges - the original rules for
Narcoject have the Challenges remain on the Objective (regardless if
they're "killed") until the Objective is taken. Not sure if this is
still on the page.

> I originally had a comment for Luckless, but as more and more card
> (presumably) come out that allow you to attack or directly remove
> runners from play, the comment seemed pointless. Maybe I would add no
> tokens can be removed during the first turn...

> Since Lightning Reflexes only works on a target player and not the
> whole team you are relying on one person to take out the challenge,
> before you even know what it is. While not entirely impossible, it
> does take some planning. You might want to add something about what
> to do if the challenge is a bluff, or doesn't have a threat rating
> though.

It's a good card for the Torgo fiends to drool over. And it's meant to
be wasted on non-Threat cards, too (from a defender's POV, of course) --
Bam-Bam gets all hyped up and zings around the corner, guns blazing,
only to find that no matter how many times he shoots it, the retinal
scanner just won't go away ;)

Still... there's a lot more for the "set" that should be developed.. I
like the Marine and Animal skills, but they're very undeveloped at the
moment. I should (hopefully) have an update to the page by the end of
the week.
=

> Check out: www.geocities.com/Area51/Zone/3056/srccg.html

This URL didn't seem to work (I got the GeoError page instead).


-Matt
Message no. 9
From: Nemein <eness@**********.COM>
Subject: Re: The High Seas net.expansion!
Date: Tue, 30 Sep 1997 05:23:03 -0700
---Matb <mbreton@**.NETCOM.COM> wrote:
>
[snip]
>
> Man. The few guys I play with are all the "don't bother running 'til
> you're huge and monstrous" types. Anrd the funny thing is they still
> sleaze the challenges most of the time..
>
I usually try to do a few runs with whatever runners I get on the draw
as soon as I can. Hoping that the person was either bluffing or
didn't get their "nice" challenges on the draw. Frankly a lot of
times it doesn't work out, but when it does :-) After that I do the
usual sit back and wait thing.


[snip]
>
> > > > Name: Hell House
> > > > Type: Objective
> > > > Cost: N/A
> > > > Text: 20 Reputation - Any runner that dies while on a run
> > > > against Hell House become a "ghost" runner and is put on
Hell
> > > > House (all gear is trashed). Combat against these runner
> > > > becomes the Requirement for scoring Hell House. If the
> > > > objective is not taken trash "ghost" runners at the end of
the
> > > > turn. +5 rep for each "ghost" runner.
>
[snip]
> I hadn't thought of that (hey - Five weenies and Lord Torgo on a
> run..) What I meant was to go on one run, slag off a lot of low
> Threat runners, and then go *back* with a larger, more powerful
bunch.
> In the meantime, it is open to run on, but you can either intercept
> of give it a Wild Goose Chase..
>
Originally I was thinking about having it continually build like that.
However, I agree with you, that it could get a bit out of hand. Ah!
Oops I see what my mistake was. Take a look at it now, the ghost
runners are discarded at the end of the turn. Hopefully that clears
things up a bit. This way each runner only has to face their own
ghosts :-)

> What happens when Hell House gets Covered Up? Lofwyred? -- eh,
> there's another card that affects Objectives that I can't think of
> right now..
>
Since the "ghosts" are part of the requirement, when the objective
changes, so does the requirement. I imagine the best thing to do
would be to discard them.


[snip]
>
> Ah, don't worry about it. The "not a drone but counts as one" is an
> interesting idea, though -- I was thinking of some non-vehicle
drones,
> myself.
>
Yeah, the whole idea for this bike came from the only rigger I ever
played in the RPG. He would sit back in the chair (don't know if you
have seen the movie, "Akira", where I'm getting the image from) with
his arms crossed or behind his head and cruise around :-)


[snip]
>
> (Phone clone? Need a good name quick..)
> Gear/2Y/Common
> Trash XXy. Roll d6: 1-3: User gains Recon until end of turn. 4-6:
> Target opponent gets to choose a runner he or she controls to gain
> Recon.
>
How about Phone Phrek (or however they spell it)
Flavor text: "Of course I know what I'm doing, I read about on the
matrix just this morning."

[snip]
>
> In all seriousness, I don't mind the (perceived) negativity.. the
ego
> comes from creating and writing in general, and tends to get wounded
> easily.
>
I understand. I should state I'm a fragile person, please take it
easy on me :-) ;-) :-) ;-) Actually I'm a firm believe in "if you
can't take it, don't dish it out" "Do your worst, I'm not afraid" :-)

[snip]
>
> I wasn't so sure on how to resolve Challenges - the original rules
for
> Narcoject have the Challenges remain on the Objective (regardless if
> they're "killed") until the Objective is taken. Not sure if this is
> still on the page.
>
I like this concept as well (leaving challenges in place until the
objective is trashed) ;-)

[snip]
>
> > Check out: www.geocities.com/Area51/Zone/3056/srccg.html
>
> This URL didn't seem to work (I got the GeoError page instead).
>
Give it another try and let me know what happens. I just tried it and
didn't have a problem. Hopefully you either caught me in mid update,
or geocities was having a problem.

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

Check out: www.geocities.com/Area51/Zone/3056/srccg.html
-- TRADES -- SRTCG List card ideas -- LINKS -- & more!
-----------------------------------------------------------
_____________________________________________________________________
Sent by RocketMail. Get your free e-mail at http://www.rocketmail.com
Message no. 10
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The High Seas net.expansion!
Date: Mon, 29 Sep 1997 08:14:12 -0700
> > Man. The few guys I play with are all the "don't bother running 'til
> > you're huge and monstrous" types. Anrd the funny thing is they still
> > sleaze the challenges most of the time..

> I usually try to do a few runs with whatever runners I get on the draw
> as soon as I can. Hoping that the person was either bluffing or
> didn't get their "nice" challenges on the draw. Frankly a lot of
> times it doesn't work out, but when it does :-) After that I do the
> usual sit back and wait thing.

Gotta love the differences in play. Okay, I can see where even being
zero Rep objective, the Aqualogies give a lot for bang for the
(comparative) buck. I'm still scratching my head as far as what an
appropriate counterbalance might be, though. Hmm....

> [snip]

> Name: Hell House
> Type: Objective
> Cost: N/A
> Text: 20 Reputation - Any runner that dies while on a run
> against Hell House become a "ghost" runner and is put on Hell
> House (all gear is trashed). Combat against these runner
> becomes the Requirement for scoring Hell House. If the
> objective is not taken trash "ghost" runners at the end of the
> turn. +5 rep for each "ghost" runner.

> [snip]
> > I hadn't thought of that (hey - Five weenies and Lord Torgo on a
> > run..) What I meant was to go on one run, slag off a lot of low
> > Threat runners, and then go *back* with a larger, more powerful
> bunch.
> > In the meantime, it is open to run on, but you can either intercept
> > of give it a Wild Goose Chase..

> Originally I was thinking about having it continually build like that.
> However, I agree with you, that it could get a bit out of hand. Ah!
> Oops I see what my mistake was. Take a look at it now, the ghost
> runners are discarded at the end of the turn. Hopefully that clears
> things up a bit. This way each runner only has to face their own
> ghosts :-)

Cruel. Perfect with the "owner chooses target" Challenges, too. Why
*does* Torgo always run into the Fusion Gate, anyway? ;)

> > What happens when Hell House gets Covered Up? Lofwyred? -- eh,
> > there's another card that affects Objectives that I can't think of
> > right now..

> Since the "ghosts" are part of the requirement, when the objective
> changes, so does the requirement. I imagine the best thing to do
> would be to discard them.

Actually, this brings in a slight 'problem' with both cards: they
essentially stop Basilisk and others from fragging cards. (Ghod - try
and word it so they don't.. eek.) If you trash Razorback to sleaze a
challenge, does that count as dying?... I might open the wording up a
bit to simply say "any time a Runner is trashed", which solves the first
problem and creates the second. Still easier to deal with, though.

> [snip]

> > Ah, don't worry about it. The "not a drone but counts as one" is an
> > interesting idea, though -- I was thinking of some non-vehicle
> drones, myself.

> Yeah, the whole idea for this bike came from the only rigger I ever
> played in the RPG. He would sit back in the chair (don't know if you
> have seen the movie, "Akira", where I'm getting the image from) with
> his arms crossed or behind his head and cruise around :-)

Seen Akira. Don't remember it :)

Ditto with Heavy Metal.

Ditto with Ghost in the Shell.

I miss out on all the anime!

> [snip]

> > (Phone clone? Need a good name quick..)
> > Gear/2Y/Common
> > Trash XXy. Roll d6: 1-3: User gains Recon until end of turn. 4-6:
> > Target opponent gets to choose a runner he or she controls to gain
> > Recon.

> How about Phone Phrek (or however they spell it)
> Flavor text: "Of course I know what I'm doing, I read about on the
> matrix just this morning."

*Too* cool. Stolen!

> [snip]
> >
> > In all seriousness, I don't mind the (perceived) negativity.. the
> ego
> > comes from creating and writing in general, and tends to get wounded
> > easily.
> >
> I understand. I should state I'm a fragile person, please take it
> easy on me :-) ;-) :-) ;-) Actually I'm a firm believe in "if you
> can't take it, don't dish it out" "Do your worst, I'm not afraid" :-)

Muuuuhaahaa! Remember, you asked for it ;)

> [snip]

> > I wasn't so sure on how to resolve Challenges - the original rules
> for Narcoject have the Challenges remain on the Objective (regardless if
> > they're "killed") until the Objective is taken. Not sure if this is
> > still on the page.

> I like this concept as well (leaving challenges in place until the
> objective is trashed) ;-)

Seems to be popular.

> [snip]

> > > Check out: www.geocities.com/Area51/Zone/3056/srccg.html

> > This URL didn't seem to work (I got the GeoError page instead).

> Give it another try and let me know what happens. I just tried it and
> didn't have a problem. Hopefully you either caught me in mid update,
> or geocities was having a problem.

Geo must've been distracted. Busy making breakfast, or soemthing.


-M

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