From: | Alfredo B Alves <dghost@****.COM> |
---|---|
Subject: | Re: Shadowrun Companion (D. Dhost's Review ... LONG!) |
Date: | Sat, 22 Aug 1998 22:38:33 -0500 |
>>Sure, the SrCo *GAG*....
><lots o' snippage>
>Okay, I've been here for a little while, and I keep seeing this reaction
to
>the SRC. And having seen it enough, I've got one little question that's
>bugging me: Why is the reaction so negative?
>
>---
>(>) Texas 2-Step
<SNIP SIg>
First, in the introduction, it says that the book contains stuff that
experienced players probably already incorporate into their games.
Okay, here's my evaluation of the book based off my opinion of it and my
perceptions of general attitudes on the list. Anyone interested, read on
but it's LONG! Anyone else feel free to delete. :)
Let's go through the Table of contents:
Character Creation
-The Concept (Semi-Con)
An elaboration basicly on what's in SR2, trying to hammer home starting
with the background first. (IMO, this is going to be the most ignored
sections ... In most cases, either you already do that or you won't do
that.)
-The Numbers (Semi-Con)
An elaboration on assigning numbers to match the character's
background.
-Character Creation Options (Semi-Pro)
Discusses mucking with the priority system but, IMO, didn't really go
into enough detail in some cases. Also introduces the fairly porpular
build point system and a 10 point system (this is actually a variation on
the priority system.).
-Edges and Flaws (Pro)
This is the system for fleshing out a character that can result in very
interesting characters but some people don't like it because it basicly
rewards players for doing what their supposed/expected to do.
-New Character Types (con)
FASA's PC Shapeshifter rules that most people dislike. I don't think I
know ANYone who uses the rules as they are printed. (ie, they use a
house rule or they don't use them.)
-Metahuman Variants (Null)
FASA's attempt to add spice to the standard races. The problem is that
most of the races are impractical/unbalanced. A comon House rule is to
allow the variants but the variants use the same stats as the base race.
Skills and Training
-Revised Skill Web (Pro)
-Revised Default Rule (Pro)
This *gasp* revises the defaulting rules and is, IMO, and improvement
over the basic rules
-Optional Dice Pools (?)
Don't if this is good or bad but it offers an Athletics Dice Pool a
Social Pool and a Dodge Pool (The Dodge is barely a change) for those who
think the game needs it.
-Optional Training Rules (Semi-Pro?)
Suggestions for training requirements for skill advancement. I think
alot of people have problems with this, but I'm not sure.
-Training Days (Semi-Pro?)
Related to the above, this section includes how much time per day is
normally spent on studying and how to get more out of your day (ie, get
in more hours)
-Improving Attributes (Semi-Pro?)
Suggets applying the above 2 sections towards attribute improvement.
How To Hire a Shadowrunner (Pro)
A nice little bit of shadowtalk that basicly says that a Johnson will
screw you (as a runner) over as SOP, and how s/he'll do it.
Contacts and Enemies
-Maximizing Contacts (Semi-Pro)
A little bit about how players and gamemasters can get the most out of
contacts in a RP sense. Unfortunately, it's a bit short for what it's
trying to accomplish.
-Contact Levels (Pro)
A variation of the basic Contact versus Buddy distinction in SR2. Also
includes a variation on maintaining contacts. The upkeep costs are, IMO,
a bit lame but the rationale and suggestion for getting around them in RP
are pretty good. (Basically, if, for example, you treat your contact to
a meal, the cost of the meal goes towards the upkeep.)
-Friends of a Friend (Con)
This is an optional rule which turns every contact into an information
network, which, IMO, is unbalancing and already reflected in the
contacts' natures.
-Special Contacts (Pro)
Goes into detail about certain contact types that needed some
elaboration. This is the section where getting access to Shadowland is
discussed.
-Playing Contacts (Pro)
Suggests really fleshing out contacts and making sure that they have
drawbacks and depth. The rundown is fairly extensive (compared to SR2),
taking up about 3 pages including one example.
-Enemies (Pro?)
Suggested rules for recording enemies and giving them stats as well as
roleplaying them.
Advanced Rules
-Karma (Pro)
Clarifies the karma rules (how to divide Good Karma and Karma Pool)
printed in SR2. This also includes the optional rules for trading
exxhanging nuyen and karma. (The guidelines, IMO, aren't that good but
aren't that bad... However, I gave the section a "Pro" rating mainly
because of the clarification of the Karma rules.) There is also an
optional rule for karma pools for games where the Karma Pools get too
big. Lastly, this has the Hand of God (HOG) optional rule.
-Magic (Pro)
This section gives optional rules to restrict magic (including a
gradual intiation system which is resembles [but is not identical to] a
net.book.) It also reprints the magical hazards from the Bug City book
and suggests apllying them against mages anytime. The section finishes
off with some other suggestions to keep magically active characters off
balance.
-Creating Prime Runners (?)
Suggestions for creating NPCs ... IMO, this section doesn't contribute
much. But, that may just be me and my games.
-State of the Art (?)
Optional rules for tech advancement ... the system seems good and
simply but it's still something I don't want to deal with in my games.
It basically serves to keep your characters spending money.
-Retirement (Pro?)
Suggestions for how to retire a character (aside from stop playing
him/her.;) IMO, the suggestions aren't as "useful" as the bit on leaving
a Team and replacing a team member that has retired. They are
interesting though.
-Optional Rules (Pro)
This section has some pretty good optional rules.
Running the Game (Pro)
These sections give gamemasters some help on gamemastering. The
"problem" is this is commonly (in other RPGs) printed in the main book.
Alternate Campaign Ideas
-Alternate Campaigns (Null)
Alternate campaigns where characters play Doc Wagon, Lone Star agents,
gangs etc ... Somewhat interesting but not overly useful, IMO.
-Gangs in Shadowrun (Pro)
Info on some pretty nasty gangs in SR.
Okay, that's my rundown. Overall I give it a low rating because a lot of
what was printed in it was not that useful, printed elsewhere, SHOULD
have been printed elsewhere, or most likely covered in houserules.
In retrospect it does seem to be a harsh review but I still feel it is
appropriate ... feel free to disagree. :) It's not the worst SR product
printed ... *thinks of DMZ and tales that Predator and Prey was worse*
... not even close. However, it is, IMO, sub-par.
D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`
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