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Mailing List Logs for ShadowRN

Message no. 1
From: Ubiquitous <weberm@*******.net>
Subject: [SR] Archteypes and DMZ (was Re: questions on cash)
Date: Sat, 25 May 1996 08:31:48 -0400 (EDT)
At 11:56 PM 5/24/96 -0700, you wrote:

>> > Not out of prison... my last char had a Detective Buddy, Joe (the
>> >detective is one of the best buddies to have IM(not so)HO...)
>>
>> Nah, the Former Mage Detective is better, at least for me it is. The
>> Physedelic Detective is "just" an Astral Adept with more than a dozen
>> contacts.
>
> Ehh... I didn't like the FMD... I found the Detective seemed to work out
>better...

How did the Detective work better?

>Actually I didn't like any of the Archetypes, so my group
>reworked them keeping with the same ideas in the book, and the Detective
>still kicks ass as a buddy... and as far as magical stuff goes, our Mage
>and shaman usually had that covered better than he could...

Well, there aren't quite enough players in my group yet to cover all the bases.
I agree on you with the archetypes though. Some of them really suck! I think
the Troll Bounty Hunter comes to mind...

>> >As for prison security, just use any old corp security as a model... just
>> >modify the layout of the building, mess with guard etc... shouldn't be
>> >too hard...
>>
>> If you have the DMZ boxed set, there's a map of a simple jail. HTH!
>
>DMZ? Qu-est ce que c'est?

Downtown Militarized Zone. It's a boxed set (still in print?) with rules for
conducting large army like battles, kinda like the AD&D Battlesystem rules.
The box comes with maps and rules for conducting those large scale fight scenes.

--
"I remember my first sexual encounter because I kept the recipe."
- Jeff Dahmer
Message no. 2
From: Tom Pendergrast <pendergr@***.EDU>
Subject: Re: [SR] Archteypes and DMZ (was Re: questions on cash)
Date: Sat, 25 May 1996 12:10:12 -0700 (PDT)
<snip FMD vs detective>

> > Ehh... I didn't like the FMD... I found the Detective seemed to work out
> >better...
>
> How did the Detective work better?

For one thing, he had hellaciously better skills; he didn't have the
nasty priority 'A' to magic... his went to skills. Ground veh, eti
(corp, street, etc...) firearms, stealth, biotech, interrogation, magical
theory, psychology, etc... hewas a really cool dude...

> >Actually I didn't like any of the Archetypes, so my group
> >reworked them keeping with the same ideas in the book, and the Detective
> >still kicks ass as a buddy... and as far as magical stuff goes, our Mage
> >and shaman usually had that covered better than he could...
>
> Well, there aren't quite enough players in my group yet to cover all the bases.
> I agree on you with the archetypes though. Some of them really suck! I think
> the Troll Bounty Hunter comes to mind...

Actually, just ONE of my friends reworked them all... he did it
over the course of the time he was at school this year... (he knows what
he's doing too... he's the best player/Gm/Dm that I know... he taught me
years ago)... anyway the ones that made the most imporvement were the
Dwarf Merc, the Ork Street Sammie, Combat/Elf mage, and the Tribesman...

---Tom---
Message no. 3
From: "Paolo Falco" <Falco@****.it>
Subject: Re: [SR] Archteypes and DMZ (was Re: questions on cash)
Date: Sun, 26 May 1996 11:39:43 +0000
On 25 May 96, Tom Pendergrast wrote:
> [snip archetype-talk]
> Actually, just ONE of my friends reworked them all... he did
> it over the course of the time he was at school this year...
> (he knows what he's doing too... he's the best player/Gm/Dm
> that I know... he taught me years ago)... anyway the ones that
> made the most imporvement were the Dwarf Merc, the Ork Street
> Sammie, Combat/Elf mage, and the Tribesman...
>

I'd be interested in seeing them. Could we have them posted with
the mods?

Paolo Falco [Falco@****.it] Ironbound Section (Near Avenue L)
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