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Mailing List Logs for ShadowRN

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!)

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