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Message no. 1
From: Richard Gaywood r.gaywood@**********.com
Subject: Character "classes" [was Riggers and Drones Question]
Date: Tue, 28 Mar 2000 14:40:14 -0000
Mark wrote:
>>>>>[I've noticed that when a character "class" gets banned,
it's usually
because it's been tried once, or at least thought through pretty
carefully. When the situation is explained to the players, there's
usually little complaint. Usually, most of them are in favor of it,
with an ambivalent minority.
I do sympathize though. Speaking of banning stuff, I've been in
campaigns where I feel bad for the non-mages, because the majority of
the legwork/recon happens in astral space. What are you going to do
though, ban astral space? The usual solution was to incorporate recon
drones into the recon, and have a couple of people on the scene. If you
couldn't blend into the surroundings, you lost. (You were also usually
a combat monster who didn't mind anyways.) ]<<<<<


I've always felt that one of SR's niggling flaws is the number of characters
who have specialities that take them off on tangents away from the group,
such as mages doing astral reconnaissance. The worst offender, though, has
got to be deckers.

Course, (and I know I'm preaching to the converted), there are ways around
this, and where there isn't you can always minimise the amount of stuff by,
say, using the ultra-simplified decking rules posted earlier for basic
legwork. Still, I always found it useful to encourage my deckers to be a bit
handy in a rumble, just to balance things out a little. Essentially, I've
never really had a "pure" decker - mostly dual-class deckers/sammys, to mix
my gaming notation. Always worked OK for me, although I do kinda miss the
ability to really go to town on a deck run.

Anyway, all the required GM athletics at least give us guys something to
talk about.

-=R=-
http://www.clmconsulting.co.uk
ICQ: 66545073
UT ngStats: RichBeard
Message no. 2
From: Sebastian Wiers m0ng005e@*********.com
Subject: Character "classes" [was Riggers and Drones Question]
Date: Tue, 28 Mar 2000 15:35:03 -0600
:I've always felt that one of SR's niggling flaws is the number of
characters
:who have specialities that take them off on tangents away from the group,
:such as mages doing astral reconnaissance. The worst offender, though, has
:got to be deckers.

Its also one of its strengths that one game sytem covers all those
areas, and even allows simultanious use of all the mechanics / co-operation
between people opperating in those environments. When you can do a real
nailbiter of a matrix run while the team has to fight of mundane security
and the mage scouts astrally for a safe route out of the building- well, its
pretty cool. Its the kind of theing that drew me to the game, in fact.
How many people commonly do that sort of "concurrent effort" run? It
seems like lately, its less and less common- why is that? Is it just that
FASA stopped basing every security system on a matrix linked computer and
integrated some real astral security, or is it something else?

Mongoose



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Message no. 3
From: Richard Gaywood r.gaywood@**********.com
Subject: Character "classes" [was Riggers and Drones Question]
Date: Wed, 29 Mar 2000 19:35:14 -0000
Sebastian Weirs wrote:
> How many people commonly do that sort of "concurrent effort" run? It
> seems like lately, its less and less common- why is that? Is it just that
> FASA stopped basing every security system on a matrix linked computer and
> integrated some real astral security, or is it something else?

You're right, it's cool when it works like that by found that doing it that
way every week starts to feel artificial after a while. And if you don't do
it, you need do do some mean GM gymnastics to avoid one player just sitting
round twiddling his thumbs.

Still, it's essential to the nature of the game; I'm not really complaining,
just whining slightly ;o)

--
-=R=-

SRGC SR1+ SR2++ SR3+++ h++| web: http://www.clmconsulting.co.uk
b+++ !B UB IE++ RN++ W- | ICQ: 66545073
ri++ ma++ m+ gm+ M+ !P | UT ngStats: RichBeard

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