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Mailing List Logs for ShadowRN

From: Kevin P Dargis <NEORAZORBOY@*******.NET>
Subject: Re: New Thread - What is broken/what needs revising?
Date: Wed, 23 Dec 1998 18:07:59 -0800
>With the potential of new net expansions on the horizons, if you were able
>to change something about the game, what would it be? I am not looking for
>such things as 'make <fill-in a name here> stronger', but more along the
>lines of game mechanics. What have you seen in other card games that you
>would like to see in this game? Or what aspect of the game do you feel
>needs expanding? For me, I would like to (have) see(n) two attack values
>for runners : one based on hand-to-hand weapons and the other based on
>weaponry. How different decks would appear if Stomper could only
>specialize in pistols while someone like Lord Torgo, being a ganger,
>specialized in knives.
>
>I have some others, but I'll wait and see what others have to say first.
>>>>>>Axlrose - ...<<<<<

Me and my chums have been working on alternative ways to play faster while
keeping the feel of the game genuine and not helping or hindering any decks.
This is the point we are currently at..........

Credstick Phase
Each player starts the game with 6¥ and 7 cards in hand. Determine which
player plays first as usual and that person draws their 8th card. This ¥ can
only be spent to deploy Runners (& their upkeep), Gear, Locations (&
visiting them) & Contacts (& using them). If you do not spend the 6¥ you
start off with, the remaining ¥ is carried over until the beginning of your
next turn. You now have two options, draw your hand back up to 7 (+1 in Draw
Phase) and keep what cred (¥) you had remaining OR refresh your cred to 6¥,
thereby losing what you had left over. You no longer cumulate cred. If you
do not spend it all from the beginning of your previous turn, it is lost and
refreshed back to 6. Current Runners receiving Fame alter this number as
usual. Cred given from any other source (Moonlighting/Bonus from Objectives)
is kept seperate, for use at any time you wish. This will make the "Mafia
Goons" & "Yakuza Street Thugs" Challenges useless, but an alternative
to
that is that those cards target Cred given from outside sources
(Moonlighting, etc.) and if they don't have it they would face the
consequences.

Karma Pool
This is also non-cumulative and kept track of seperate from your cred. As
with your Credstick, you also receive 6 to start the game with and all the
same rules stated above with cred apply to karma. Karma is spent on all the
other aspects in the game. Stingers, Specials (& their upkeep), pumping
challenges & Runners, Runner's Bonus abilities & burst-fire.

Swapping Cred & Karma
At any time outside of combat, you may take 2 points of cred away to give
you 1 in your Karma Pool, and vice-versa. You may use this 2 for 1 exchange
multiple times either way, until you cannot exchange any further.

Karma Pool Alterations
Karma can be adjusted permanently in one fashion: facing Challenges! An
owner adds 1 to their Karma Pool for each Challenge their Runners confront
and defeat in any manner. An owner also subtracts 1 point permanently for
each Challenge their Runners face in which they fail to remove from an
Objective.

Faster Reputation
No one on the streets or in the biz respects Runners who just sit in the
safehouse. True, dead men tell no tales, but the good folk on the streets
don't brag about Runners who sit around the safehouse all the time. They're
more than likely going to tell you about the group of mages that was
confronted by a fraggin' hellhound and were able to get by it without a
fight or the gun-totting mercenaries that brought down a dragon and lived
on. However, among the shadows, quiet is better. Confrontation brings
attention, or puts you in the light, and the true shadow dwellars keep the
light off of themselves as much as possible. So to reflect this reality of
the Shadowrun world and translate it to this game, we have decided to add
the following small adjustments to speed up the game a bit as well. Format:
+2 Reputation for each Challenge you Sleaze
+1 Reputation for each one you defeat in combat.
-1 Reputation each time your Runners face a Challenge and it remains.

We have gamed through many methods seeking a faster alternative and are
currently happy with this one. Here, as an owner, you gain power by going on
shadowruns and facing the world. Stress on less hesitation, more go-go-go.
It works pretty good, just a bit more complicated. Got suggestions or
situations we have failed to come by yet?

<<<alternative taken from my posting at
http://pages.prodigy.net/neorazorboy/cczaltgm.htm almost word for word.
Have a good one, chums! Hoi, hoi, hoi....Merry Generation-X-mas! Laterz,
Raz>>>

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.