From: | zebulingod@*******.net (Zebulin) |
---|---|
Subject: | Deckers in SR3 (WAS RE: A few answers regarding SR4) |
Date: | Mon, 28 Mar 2005 17:56:58 -0800 |
>
> According to Zebulin, on 28-03-2005 17:36 the word on the
> street was...
>
> > I cannot say that I agree with you or Gurth here. I found the SR3
> > rules to streamline decking so well that you could have
> deckers doing
> > their thing alongside everyone else. Now they aren't any more
> > distracting than, say, someone astral projecting.
>
> Glad to hear your game is different in this respect than mine
> :) Deckers always went off to do their own thing in a way
> that had no relationship to the rest of the group, and so
> they very quickly lost interest -- often, an astral magician
> is at least scoping out the area you're going into in the
> physical world, so paying attention will come in handy.
>
See, I have that problem with Mages, and yet, more people want to play them.
See, there's a stigma attached to playing deckers, and it has never gone
away. I tried to get some players to play a decker, but the rest of the
group doesn't want it, so they just give up without giving it a shot. I, for
one, love deckers, and always will. I think they're the coolest game
concept.
Zebulin
>From The Top 100 Things I'd Do
If I Ever Became An Evil Overlord
15. I will never employ any device with a digital countdown. If I find that
such a device is absolutely unavoidable, I will set it to activate when the
counter reaches 117 and the hero is just putting his plan into operation.