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Mailing List Logs for ShadowRN

Message no. 1
From: shadowrn@*********.com (shadowrn@*********.com)
Subject: sr1 vs. sr2 vs. sr3
Date: Sun Jan 28 08:15:01 2001
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In a message dated 1/27/01 2:05:50 PM Pacific Standard Time,
shadowrn-request@*********.com writes:


> Yes. I'm actually the munchkin-king. I don't give a damn about plot or art
> or complexity, what I really like is playing multiple-grade initiates with
> "Summon Verjigorm" spells and 300 essence points worth of cyberware.
Haven't
> you heard? I hate role-playing; bring on the dice, man!
>
> "We represent the munchkin-king, the munchkin-king, the munchkin-king. We
> represent the munchkin-king, the munchkin-king, the munchkin-king..."
>
> [This post, in case no-one had guessed, is a lie. An absolute, bald-faced
> lie. AE actually has been known to play the Street Kid contact for months at
> a time, and generally conducts his sessions without the use of dice or
> rulebooks. In actuality, AE thinks that SR3 is /far/ more munchkin-friendly,
> since the emphasis is /away/ from plot, from in-world writing and issues,
> and toward rules and dice-rolling. But that's boring to tell people! No-one
> wants to hear, for the millionth time, how AE is dedicated to plot,
> characterisation, and realism. No-one! Not even Doc! So, here, for your
> edification, is my lie. I hope you like it.]
>

As an old SR player recalling the days of Tom and Paul, I can say that SR1
was aimed at experienced players, hence the Q&D rules. This ended up being a
problem after a while because the game was picking up a lot of newby players
(no previous experience), this of course led to SR2 and than eventually to
SR3 (of the rules sets I prefer SR1 or 2 over 3 if only because 3 had the AD&
D aspect stressed to much).


Bryan


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<HTML><FONT FACE=arial,helvetica><FONT SIZE=2>In a message dated
1/27/01 2:05:50 PM Pacific Standard Time,
<BR>shadowrn-request@*********.com writes:
<BR>
<BR>
<BR><BLOCKQUOTE TYPE=CITE style="BORDER-LEFT: #0000ff 2px solid;
MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px; PADDING-LEFT: 5px">Yes. I'm actually the
munchkin-king. I don't give a damn about plot or art
<BR>or complexity, what I really like is playing multiple-grade initiates with
<BR>"Summon Verjigorm" spells and 300 essence points worth of cyberware.
Haven't
<BR>you heard? I hate role-playing; bring on the dice, man!
<BR>
<BR>"We represent the munchkin-king, the munchkin-king, the munchkin-king. We
<BR>represent the munchkin-king, the munchkin-king, the munchkin-king..."
<BR>
<BR>[This post, in case no-one had guessed, is a lie. An absolute, bald-faced
<BR>lie. AE actually has been known to play the Street Kid contact for months at
<BR>a time, and generally conducts his sessions without the use of dice or
<BR>rulebooks. In actuality, AE thinks that SR3 is /far/ more munchkin-friendly,
<BR>since the emphasis is /away/ from plot, from in-world writing and issues,
<BR>and toward rules and dice-rolling. But that's boring to tell people! No-one
<BR>wants to hear, for the millionth time, how AE is dedicated to plot,
<BR>characterisation, and realism. No-one! Not even Doc! So, here, for your
<BR>edification, is my lie. I hope you like it.]
<BR></BLOCKQUOTE></FONT><FONT COLOR="#000000" SIZE=3
FAMILY="SANSSERIF" FACE="Arial" LANG="0">
<BR>
<BR>As an old SR player recalling the days of Tom and Paul, I can say that SR1
<BR>was aimed at experienced players, hence the Q&amp;D rules. This ended up
being a
<BR>problem after a while because the game was picking up a lot of newby players
<BR>(no previous experience), this of course led to SR2 and than eventually to
<BR>SR3 (of the rules sets I prefer SR1 or 2 over 3 if only because 3 had the
AD&amp;
<BR>D aspect stressed to much).
<BR>
<BR>
<BR>Bryan
<BR></FONT></HTML>

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