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Mailing List Logs for ShadowRN

From: DJ Schwa2 <DJSchwa2@***.COM>
Subject: Re: Skillsofts and Chipjacks
Date: Fri, 12 Dec 1997 15:33:09 EST
>Not sure if I understand you completely... A runnner can carry more
>skillsofts than they currently have jacks for. It just needs to be
>decided before the run whichs ones are "active". Another way would be
>to allow it either before a challenge is exposed, or in that "natural
>pause" after a challenge is exposed and combat/sleazing begins. The
>first of those makes chips A LOT more versatile, almost to the point
>of being broken. The second option would definately make chips/jacks
>broken IMHO.


---G-Man-99 <G-Man-99@******.com> wrote:
>
>
> This I like, it may be the best and simplest way but there is no
reason one can't carry more than 1, 2 or 3 skillsofts.
>
> G-Man-99
> >>
> >
> >
> >I think the best approach would be a "choose before you run" sort of
> >thing. That way a runner can have as many chips as they want, you
> >just have to select which ones you "jack in" before you go on the
run.
> > This also justifies the cost/benefit of chipjack-3 over chipjack-1
in
> >that it gives you more opportunities to gamble you are choosing the
> >right chips.
> >
> >

I do not think it should be decided before going on a shadowrun which
skillsofts are being used. I believe it should be at the very beginning of the
legwork phase. I am not sure how much this would break the cards but I think I
will playtest it. - DJ Schwa

We are the Robots - Kraftwerk
We are Showroom Dummies - Kraftwerk

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