From: | "Norbert G. Matausch" <NMATAUSC@****.cip.fak14.uni-muenchen.de> |
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Subject: | Initiative, second take |
Date: | Mon, 29 Jul 1996 15:39:43 +1000 |
David Buehrer wrote on Mon, 29 Jul 1996 07:22:58 -0600 (MDT)
> In your previous post you said you didn't like lasers
> because they weren't cyber-punk. Increased reflexes is one
> of the cores of cyber-punk (along with cyberspace). Sure,
> it might be unrealistic, but it's part of the cyber
> environment. Take away increased reflexes and you've
> changed the very nature of the game.
Hi David! I don't think so. Maybe I have expressed myself too
vaguely. I don't want to take away IncReflexes, no way. IOC, we use
'em, too. I just want to power down them a bit. Wireheads who act
three times while other people act once are a bit too much for me. I
follow pretty much the "bible of cyberpunk" (you know what books I'm
talking about). None of the protagonists there act *that* fast. Don't
misunderstand me. I want cybered reflexes in my game, but I don't
want them to be so incredibly fast.
> And to argue the realism part - SR takes place 60 years in
> the future. If you could go back in time 60 years in the
> past and tell someone what kind of technological advances
> would be made they would think you were nuts (1936, when
> thinking machines were only an abstract idea in the realm
> of fiction). Who know's what will be possible in the
> future.
Point for you, chummer. I don't have a clue what might be possible
then. ;)
> And the last arguement I would have would be, it's
> a game. It reflects fantasy and fiction. Do you disallow
> spells?
Right you are, it's only a game, and games should be fun. After all,
SR characters are kinda heroic. When I'm GMing SR, spells are part of
the package. When we play Cyberpunk, we disallow them.
Domariga-to usairu mas-da! (sp?)
Norbert
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