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Mailing List Logs for ShadowRN

Message no. 1
From: jkoke@****.edu (Jak Koke)
Subject: SR developer
Date: Sat, 18 Nov 1995 16:42:56 -0800 (PST)
In the wake of a personnel crisis involving Carl Sargent, which I don't
think I'm allowed to discuss, Mike Mulvihill has been promoted from acting
SR developer to the real thing.

Mike's a great guy with a lot of awesome ideas for Shadowrun. Along with
Jordan Weisman and Paul Hume, Steve Kenson and I have been working closely
with him on ideas for next year's product and I think the plotline that
we've developed is pretty cool.

I don't know how much I can say about it right now, but I'll find out. Maybe
Mike'll let me drop some clues as to what we're doing. Don't worry, I've
been lurking on this list for a little while and I think I've alerted Mike
to the general likes and dislikes. The list membership (at least of those
who post regularly) has proven to give valuable feedback on current projects
such that we can adjust the emphasis we give to certain projects in the future.

Please welcome Mike into his new position. He has big shoes to fill since
Tom Dowd had been the developer since the creation of the game. And Tom had
some big honkin' feet! <grin>

--Jak


----------------------------------------------------------------
Jak Koke jkoke@****.edu
----------------------------------------------------------------
Message no. 2
From: Claudio - CAESB <claudio@****.ucb.br>
Subject: Re: SR developer
Date: Sat, 18 Nov 1995 22:11:48 -0200 (EDT)
On Sat, 18 Nov 1995, Jak Koke wrote:

> In the wake of a personnel crisis involving Carl Sargent, which I don't
> think I'm allowed to discuss, Mike Mulvihill has been promoted from acting
> SR developer to the real thing.
>
> Mike's a great guy with a lot of awesome ideas for Shadowrun. Along with
> Jordan Weisman and Paul Hume, Steve Kenson and I have been working closely
> with him on ideas for next year's product and I think the plotline that
> we've developed is pretty cool.

What kind of changes can we expect? I know that Tom Dowd had some
unique ideias for the SR universe. How deep are the changes involved? Is
the SR-ED crossover compromised by these changes of staff. I've been
quite woried about the SR development since the death of Mr. Findley and
the leave of Mr. Dowd. Now these latest news brought by you got me even
more conserned. I've heard rumors that FASA is not doing very well
latelly and that SR and ED (specially ED) is not selling as well as
expected. In 1992 FASA was the second largest gaming company of the
market, but according with Capitol Distributor, it now holds the 8th
place, surpassed by companies like Palladium, White Wolf and West End.
How bad is it really?


[]s
Pedro Calmon
Message no. 3
From: gt6877c@*****.gatech.edu (S.F. Eley)
Subject: Re: SR developer
Date: Sun, 19 Nov 1995 00:27:10 -0500 (EST)
Jak Koke writes:

> I don't know how much I can say about it right now, but I'll find out. Maybe
> Mike'll let me drop some clues as to what we're doing. Don't worry, I've
> been lurking on this list for a little while and I think I've alerted Mike
> to the general likes and dislikes. The list membership (at least of those
> who post regularly) has proven to give valuable feedback on current projects
> such that we can adjust the emphasis we give to certain projects in the future.

Yay!! Someone's been LISTENING!!!!!! >8->

Thanks, Jak, for letting us know you're around. I find it reassuring to
know that someone from FASA is reading this list and paying attention to
how we (a sizable and mostly-pretty-intelligent group of Shadowrun gamers)
feel about the game.

Welcome, Jak, and now that you've come out of the Lurk Closet I hope you
don't flee after all the questions about SR's future you'll get plied with.
>8->


Blessings,

_TNX._

--
Stephen F. Eley (-) gt6877c@*****.gatech.edu )-( Student Pagan Community
http://wc62.residence.gatech.edu| Gray's Corollary to Clarke's Theorem:
My opinions are my opinions. | "Any technology that is distinguishable
Please don't blame anyone else. | from magic is insufficiently advanced."





>
> Please welcome Mike into his new position. He has big shoes to fill since
> Tom Dowd had been the developer since the creation of the game. And Tom had
> some big honkin' feet! <grin>
>
> --Jak
>
>
> ----------------------------------------------------------------
> Jak Koke jkoke@****.edu
> ----------------------------------------------------------------
>
>
> ------------------------------
>
> Date: Sat, 18 Nov 1995 22:11:48 -0200 (EDT)
> From: Claudio - CAESB <claudio@****.ucb.br>
> To: shadowrn@********.itribe.net
> Subject: Re: SR developer
> Message-ID: <Pine.LNX.3.91.951118220504.1349B-100000@****>
>
>
>
> On Sat, 18 Nov 1995, Jak Koke wrote:
>
> > In the wake of a personnel crisis involving Carl Sargent, which I don't
> > think I'm allowed to discuss, Mike Mulvihill has been promoted from acting
> > SR developer to the real thing.
> >
> > Mike's a great guy with a lot of awesome ideas for Shadowrun. Along with
> > Jordan Weisman and Paul Hume, Steve Kenson and I have been working closely
> > with him on ideas for next year's product and I think the plotline that
> > we've developed is pretty cool.
>
> What kind of changes can we expect? I know that Tom Dowd had some
> unique ideias for the SR universe. How deep are the changes involved? Is
> the SR-ED crossover compromised by these changes of staff. I've been
> quite woried about the SR development since the death of Mr. Findley and
> the leave of Mr. Dowd. Now these latest news brought by you got me even
> more conserned. I've heard rumors that FASA is not doing very well
> latelly and that SR and ED (specially ED) is not selling as well as
> expected. In 1992 FASA was the second largest gaming company of the
> market, but according with Capitol Distributor, it now holds the 8th
> place, surpassed by companies like Palladium, White Wolf and West End.
> How bad is it really?
>
>
> []s
> Pedro Calmon
>
>
> ------------------------------
>
> Date: Sun, 19 Nov 1995 13:44:57 +1100 (EST)
> From: "Damion Milliken" <adm82@***.edu.au>
> To: shadowrn@********.itribe.net
> Subject: Re: Smartgun
> Message-ID: <199511190244.NAA13395@******.cc.uow.edu.au>
>
> Nathan Walker writes:
>
> > I got my "Popular Mechanics" the yesterday (It's a geek magazine) and
I
> > saw something in it I thought was really cool. It's an article about
> > "smart guns" which will only be able to fire if the owner of the gun
is
> > holding it. I just thought this was kind of an interesting forerunner to
> > smartlinks, and I wondered if maybe there was any way to do something of
> > the sort on a SR gun. There probably woundn't be all that much call for
> > it, but it might be a little enhancement for the Sec gaurds...
>
> I think it's already been done. Check out the "Individualized Biometric
> Safety" system on page 71 of the Corp Security Handbook.
>
> --
> Damion Milliken University of Wollongong E-mail: adm82@***.edu.au
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>
> ------------------------------
>
> Date: Sun, 19 Nov 1995 13:48:24 +1100 (EST)
> From: "Damion Milliken" <adm82@***.edu.au>
> To: shadowrn@********.itribe.net
> Subject: Re: Enchanting
> Message-ID: <199511190248.NAA13636@******.cc.uow.edu.au>
>
> Victor Rodriguez, Jr writes:
>
> > Why not just by the focus and save the nine months of ones life
>
> I don't think nuyen is the issue. I have a feeling the idea is to save
> _karma_ rather than nuyen. Karma tends to be sooo much more valuable to
> magicians than nuyen (in fact we call the teams mage the karma black hole).
> Bonding foci costs heaps of karma (sure it costs heaps of nuyen to buy them,
> but like I said...), so it is quite attractive to make your own and bond
> them on the cheap.
>
> --
> Damion Milliken University of Wollongong E-mail: adm82@***.edu.au
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>
> ------------------------------
>
> Date: Sat, 18 Nov 95 21:13:42 -0600
> From: Justin Thomas <Justin.C.Thomas-1@**.umn.edu>
> To: SHADOWRN@********.iTribe.net
> Message-ID: <30aea0e53093002@****.tc.umn.edu>
>
> test sorry for the inconvinence
> ******************************
> Justin Thomas
> "Farr"
> Email:
> thom0767@**.umn.edu
> or if that doesn't work
> justin.thomas@*********.mn.org
>
>
> ------------------------------
>
> Date: Sat, 18 Nov 1995 22:40:12 -0500
> From: Stainless Steel Rat <ratinox@***.neu.edu>
> To: shadowrn@********.itribe.net
> Subject: Re: Smart Bows
> Message-ID: <199511190340.WAA27015@******.ccs.neu.edu>
>
> -----BEGIN PGP SIGNED MESSAGE-----
>
> >>>>> "PJA" == Paul Jonathan Adam
<Paul@********.demon.co.uk> writes:
>
> PJA> Now, either high-angle fire is possible or it isn't. If you can do
> PJA> it for bows why can't you do it with medium MGs? (Which are a
> PJA> damned sight more effective in that role, BTW).
>
> In theory, no reason you can't. That isn't the point. Firearms are
> parimarlly direct fire weapons and bows (not crossbows, they're much
> different beasts, more akin to firearms) are primarilly indirect fire
> weapons. You can use firearms as indirect fire weapons but they're much
> less effective in that role than weapons designed as such. The point is
> that a smargun system designed for a direct fire weapon will not work
> with an indirect fire weapon; the dynamics are completely different.
> You could, theoretically, make an indirect fire smartgun system, but it
> would by necessity be a much more complex piece of equipment.
>
> The trajectories of most bullets under most circumstances, not counting
> suppressive fire, are flat enough that you don't need a "real"
> ballistics computer, just an automatic sight up/down "clicker" tied to
> the ranging system and maybe a little bit of input from the shooter. A
> sophisticated upgrade to the laser sight, one that puts a dot on the
> shooter's retina instead of the target.
>
> The trajectories of most arrows beyond short range are demonstrably
> parabolic and you would need a ballistics computer sensing minute
> changes in tension in the bow (for best reliability they would have to
> be manufaturered in the bow itself; aftermarket surface sensors would be
> much less exact) and string (not easy at all) in real time. It would
> have to be mounted to the bow with a motorized gymbal; simplest from a
> mechanical/sensory perspective. It has to be compact and reasonably
> light or it's useless.
>
> So, what you end up with is a very expensive, moderately fragile system.
> Not impossible, but certainly not as simple as taking a generic
> aftermarket smartgun system and sticking it on a mounting bracket.
>
> And to address your point, go ahead, shoot at targets at 2000 meters
> with your GPMG. Just don't expect your smartgun system to be at all
> useful because the best you can do is suppressive fire and hose the
> area, and smartlinks are pretty much useless for that.
>
> -----BEGIN PGP SIGNATURE-----
> Version: 2.6.2
> Comment: Processed by Mailcrypt 3.4, an Emacs/PGP interface
>
> iQCVAwUBMK6nEZ6VRH7BJMxHAQF7XwQAqVk6PlfqtmHZzC6QRYE/l1uNPhqD7a9r
> ao2+NPm+NY3JN5Egtow/xnVcc+IuCtlnPgotJN+iufAHYnJ4J+do5a0LqGWEMJ2M
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> pdChSPzPYT0=
> Ìmt
> -----END PGP SIGNATURE-----
>
> --
> Rat <ratinox@***.neu.edu> \ Do not use Happy Fun Ball on concrete.
> PGP Public Key: Ask for one today! \
> http://www.ccs.neu.edu/home/ratinox/ \
>
> ------------------------------
>
> End of SHADOWRN Digest 19
> *************************
>
Message no. 4
From: "J.D. Falk" <jdfalk@************.org>
Subject: Re: SR developer
Date: Sun, 19 Nov 1995 00:46:31 -0500 (EST)
On Sun, 19 Nov 1995, S.F. Eley wrote:

> Thanks, Jak, for letting us know you're around. I find it reassuring to
> know that someone from FASA is reading this list and paying attention to
> how we (a sizable and mostly-pretty-intelligent group of Shadowrun gamers)
> feel about the game.

More than reassuring -- it's a kind of a benediction (is that the
right word? Probably not), knowing that somebody from FASA knows we're
here and talking about the game.
Welcome, Jak. Oh, and as long as you're here, could you help me
update the following portion of the FAQ?

] FASA Email Addresses
]
] The following two email addresses have been reported to eventually
] end up before the eyes of somebody associated intimately with FASA:
]
] * FasaMike@***.COM
] * FASA.SUPPORT@*****.GEis.COM

We'd been wondering about that for a while, now.

---------========== J.D. Falk <jdfalk@************.org> =========---------
| "...the [American] taxpayer has paid for lots of innovations: |
| satellites, radio, drugs, energy, networking, |
| air-traffic control, police, firefighters, congress." |
| -- Erik Seielstad |
----========== http://www.cybernothing.org/jdfalk/home.html ==========----
Message no. 5
From: "k.lin-student-civ-ghostgum-93087284" <kwlin@***.itd.uts.edu.au>
Subject: Re: SR developer
Date: Mon, 20 Nov 1995 14:49:58 +1100 (EST)
On Sat, 18 Nov 1995, Jak Koke wrote:

> In the wake of a personnel crisis involving Carl Sargent, which I don't
> think I'm allowed to discuss, Mike Mulvihill has been promoted from acting
> SR developer to the real thing.

Don't know him personally, but I hope Carl overcomes the crisis soon.
"Live long and prosper" - Dr Spock

> Mike's a great guy with a lot of awesome ideas for Shadowrun. Along with
> Jordan Weisman and Paul Hume, Steve Kenson and I have been working closely
> with him on ideas for next year's product and I think the plotline that
> we've developed is pretty cool.

Good to hear.

> I don't know how much I can say about it right now, but I'll find out. Maybe
> Mike'll let me drop some clues as to what we're doing. Don't worry, I've
> been lurking on this list for a little while and I think I've alerted Mike
> to the general likes and dislikes. The list membership (at least of those
> who post regularly) has proven to give valuable feedback on current projects
> such that we can adjust the emphasis we give to certain projects in the future.

We want more bugs... We want more bugs... We want more bugs...

> Please welcome Mike into his new position. He has big shoes to fill since>
> Tom Dowd had been the developer since the creation of the game. And Tom had
> some big honkin' feet! <grin>

Congrats Mike, "Share and Enjoy" - Sirius Corp. (if my memory serves me
correctly)

Fade to the Black...

Kin
Message no. 6
From: "Mark Steedman" <RSMS@***.rgu.ac.uk>
Subject: Re: SR developer
Date: Mon, 20 Nov 1995 13:26:23 GMT
>
> Please welcome Mike into his new position. He has big shoes to fill since
> Tom Dowd had been the developer since the creation of the game. And Tom had
> some big honkin' feet! <grin>
>
Well done Mike.

> --Jak
Mark
Message no. 7
From: Craig S Dohmen <dohmen@*******.cse.psu.edu>
Subject: Re: SR developer
Date: Mon, 20 Nov 1995 18:18:02 -0500
On Sun, 19 Nov 1995, k.lin-student-civ-ghostgum-93087284 wrote:

> We want more bugs... We want more bugs... We want more bugs...

Actually, I'm kinda tired of Bug plots myself. But, to each his own. :)

--Craig
Message no. 8
From: tkerby@***.net (Tim Kerby)
Subject: Re: SR developer
Date: Mon, 20 Nov 95 20:06:08 EST
On Mon, 20 Nov 1995 18:14:30 -0500 Craig Dohmen wrote:


>On Sun, 19 Nov 1995, k.lin-student-civ-ghostgum-93087284 wrote:
>
>> We want more bugs... We want more bugs... We want more bugs...
>
>Actually, I'm kinda tired of Bug plots myself. But, to each his own. :)
>
>--Craig

I second that.


____TIM KERBY____ |===================================================
tkerby@***.net |"Never relax. Your run may be over, but someone, somewhere,
drekhead@***.com | is just starting his and the target could be you."
_________________ |===================================================
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Message no. 9
From: Marc A Renouf <jormung@*****.umich.edu>
Subject: Re: SR developer
Date: Mon, 20 Nov 1995 21:18:20 -0500 (EST)
On Sun, 19 Nov 1995, k.lin-student-civ-ghostgum-93087284 wrote:

> We want more bugs... We want more bugs... We want more bugs...

What are you, nuts?!?

Marc
Message no. 10
From: Brent Fisher <tsmu@*****>
Subject: Re: SR developer
Date: Mon, 20 Nov 1995 22:29:17 -0500 (EST)
On Mon, 20 Nov 1995, Marc A Renouf wrote:

> On Sun, 19 Nov 1995, k.lin-student-civ-ghostgum-93087284 wrote:
>
> > We want more bugs... We want more bugs... We want more bugs...
>
> What are you, nuts?!?
>
> Marc
>
Marc, I think that he is nuts. For those of you listening, We want less
bugs, we want less bugs, we want less bugs. There that ought to do it
<grin>.

Brent Fisher.
Message no. 11
From: Captain Elvis Sputnik Kid <MALOYD7847@***.edu>
Subject: Re: SR developer
Date: Mon, 20 Nov 1995 21:48:54 -0600 (CST)
On Mon, 20 Nov 1995 18:14:30 -0500 Craig Dohmen wrote:
>
>
>>On Sun, 19 Nov 1995, k.lin-student-civ-ghostgum-93087284 wrote:
>>
>>> We want more bugs... We want more bugs... We want more bugs...

They're not bugs, they're "undocumented features"
*sorry guys, had to do it*
Message no. 12
From: Brian McCallister <mccllstr@*****.bucknell.edu>
Subject: Re: SR developer
Date: Mon, 20 Nov 1995 23:52:50 -0500 (EST)
ENEMY SPOILER

We want less bugs. More Enemy :-) Oh heck, I already use more Enemy :-)
Heck I use the same Enemy as I used in ED. Scares the crap outta the
players cuz they KNOW what their 8th circle ED characters got waxed by...
Message no. 13
From: "k.lin-student-civ-ghostgum-93087284" <kwlin@***.itd.uts.edu.au>
Subject: Re: SR developer
Date: Tue, 21 Nov 1995 17:55:20 +1100 (EST)
Marc A Renouf said on 20 Nov...

>
> On Sun, 19 Nov 1995, k.lin-student-civ-ghostgum-93087284 wrote:
>
> > We want more bugs... We want more bugs... We want more bugs...
>
> What are you, nuts?!?

They say that there is a fine line between genius and madness...

Damnit, I think I'm on the wrong side of it :)

Anyway, in my group I'm the GM who will be running the "Bug City" campaign.

Captain Elvis Sputnik Kid said on 20 Nov 95...

>They're not bugs, they're "undocumented features"
>*sorry guys, had to do it*

Yeah, I bet you "deny everything" about there existance... "terminate with
extreme prejudice" anyone who finds out about the "truth"... and you
"trustno1"... :)

Fade to the Black...

Kin
Message no. 14
From: "Mark Steedman" <RSMS@***.rgu.ac.uk>
Subject: Re: SR developer
Date: Tue, 21 Nov 1995 08:45:58 GMT
Brian McCallister writes

> We want less bugs. More Enemy :-) Oh heck, I already use more Enemy :-)
> Heck I use the same Enemy as I used in ED. Scares the crap outta the
> players cuz they KNOW what their 8th circle ED characters got waxed by...
>

Ok. Yes i think for the time being we have enough bugs. The Gencon
report that someone posted suggesting there might be Lofwry/Tir
Taingire solutions in 'Threats' sounds about the speed we need more
data. We certainly have enough bug stats.
[just try a FASA standard force 10 queen with Grimoire armour, DE
hive queens protection and Bug city attack skill, now give it 10
points of spirit energy. Now try and work out how anything/or anyone
except Harlequin and co who don't follow the rules, can
reallistically kill the thing]

Enemy yes. Some more data would be nice [thoung one can always raid
ED] just as long as the supply of the things wandering about on earth
stays low enough that you can ignore their existance totally if you
want to without ignoring FASA timeline that the general shadow
community would understand [note understand, if you are talking know
then any characters briefed on HB can already put together a very
large ammount of the picture if they only knew to do it!!]

Mark
Message no. 15
From: "Gurth" <gurth@******.nl>
Subject: Re: SR developer
Date: Tue, 21 Nov 1995 11:57:08 +0100
Brent Fisher said on20 Nov 95...

> > > We want more bugs... We want more bugs... We want more bugs...
[snip]
> Marc, I think that he is nuts. For those of you listening, We want less
> bugs, we want less bugs, we want less bugs. There that ought to do it

Not yet, now you just canceled out the other bit... You need to say it once
more :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Zo'n ambtenaar zit er niet om de burgers te helpen
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/~mortuary.html <-

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Message no. 16
From: Brent Fisher <tsmu@**.astro.lsa.umich.edu>
Subject: Re: SR developer
Date: Tue, 21 Nov 1995 18:47:47 -0500 (EST)
On Tue, 21 Nov 1995, Gurth wrote:

> Brent Fisher said on20 Nov 95...
>
> > > > We want more bugs... We want more bugs... We want more bugs...
> [snip]
> > Marc, I think that he is nuts. For those of you listening, We want less
> > bugs, we want less bugs, we want less bugs. There that ought to do it
>
> Not yet, now you just canceled out the other bit... You need to say it once
> more :)
>
> --
OK Gurth, just for you. We want less bugs <grin>.


Brent Fisher.
Message no. 17
From: tkerby@***.net (Tim Kerby)
Subject: Re: SR developer
Date: Tue, 21 Nov 95 20:41:54 EST
On Mon, 20 Nov 1995 23:49:04 -0500 you wrote:

>ENEMY SPOILER
>
>We want less bugs. More Enemy :-) Oh heck, I already use more Enemy :-)
>Heck I use the same Enemy as I used in ED. Scares the crap outta the
>players cuz they KNOW what their 8th circle ED characters got waxed by...

Exactly why bugs et. al. need to stay the hell out of Shadowrun. They already
have an arena to play in. Shadowrun needs to focus more on tech; how about
space stations and moonbases? Or an alien invasion? Or time travel?
NO MORE BUGS! Enough already!



____TIM KERBY____ |===================================================
tkerby@***.net |"Never relax. Your run may be over, but someone, somewhere,
drekhead@***.com | is just starting his and the target could be you."
_________________ |===================================================
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Message no. 18
From: W.Blount@*******.anu.edu.au (Warwick)
Subject: Re: SR developer
Date: Wed, 22 Nov 1995 18:53:40 +1000
>Exactly why bugs et. al. need to stay the hell out of Shadowrun. They already
>have an arena to play in. Shadowrun needs to focus more on tech; how about
>space stations and moonbases? Or an alien invasion? Or time travel?
>NO MORE BUGS! Enough

Shadowrunning on the moon...That could be interesting. Does magic work in
outer space? Are there Space Dragons, Moon monsters, etc. waiting to eat
Shadow Runners up?
Message no. 19
From: sedahdro@*****.com (Victor Rodriguez, Jr)
Subject: Re: SR developer
Date: Wed, 22 Nov 95 12:27 EST
>
>>Exactly why bugs et. al. need to stay the hell out of Shadowrun. They already
>>have an arena to play in. Shadowrun needs to focus more on tech; how about
>>space stations and moonbases? Or an alien invasion? Or time travel?
>>NO MORE BUGS! Enough
>
>Shadowrunning on the moon...That could be interesting. Does magic work in
>outer space? Are there Space Dragons, Moon monsters, etc. waiting to eat
>Shadow Runners up?
Unfortunately magic does not work in outer space.
---Sedah Drol
--
ATTN: Due to lack of interest, tomorrow has been canceled.
GC3.1
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Message no. 20
From: Justin Thomas <Justin.C.Thomas-1@**.umn.edu>
Subject: Re: SR developer
Date: Wed, 22 Nov 95 11:57:09 -0600
At 02:48 AM 11/22/95 -0500, you wrote:
>
>>Exactly why bugs et. al. need to stay the hell out of Shadowrun. They already
>>have an arena to play in. Shadowrun needs to focus more on tech; how about
>>space stations and moonbases? Or an alien invasion? Or time travel?
>>NO MORE BUGS! Enough
>
>Shadowrunning on the moon...That could be interesting. Does magic work in
>outer space? Are there Space Dragons, Moon monsters, etc. waiting to eat
>Shadow Runners up?


I don't know if it is ok to post this or not. but here goes anyway... I got
this off of cerebus I believe...

Magic and Space Stations



A.R.Gay (cs6004@***.AC.UK), J.Moore, L.Bryant, M.Archer

---------------------------------------------------------------------------



Space Stations



Something that is only hinted at in any of the Shadowrun material is SPACE

STATIONS. Sure the Zurich orbitals are mentioned, but what are they apart

from well defended banks? No, what I am talking about is proper colony

space stations. What about settelung on other planets? With magic around

for somewhere in the region of the next 5000 years, mankind is bound to be

able to get somewhere on that. It only took 2000 years to get from the

rabbel who once lived in mud huts and caves to a high teck society with

optical computer technology. As we already have a good backing as far as

space travel goes it is more than feasable that before the cycle turns and

magic is only myth again that mankind will be inhabiting space stations and

other planets.



With the problems with overcrouding on this planet, metahumans will

definitely want a bit of the action. The Elves, will probably want there

own terraformed world full of forests and dandelions (well they need to eat

as well, even if they do think they are immortal). A planet that has been

terraformed would have its own gaia-sphere. As would a large space station.



There is evidence to suggest that the mana field that covers the earth, and

astral space as people think of it, is in fact created by the people and

animals that live there:



1. Everyone has an Aura, of magical presence.

2. The emotions of people IMMEDIATLY affect the area of astral space

around them. the example given in the rules, is that of a love letter.

The emotional content can be felt in astral space.

3. Emotions of non awakened people can affect astral space. The

concentration camps in Germany have a very high background count, this

is due to the strong emotion present within them.



If this is the case, then all you need is a lot of happy strong willed

people trying to make a go of it. This is the colonial attitude, and weak

willed, or easily scared people, would not go for this sort of opportunity.

Therefore their emotions and willpower will begin to weave together a new

part of astral space.



This would take some time, and there would be a minimum number of people

necessary, say around 10,000. But after about five years there would be a

new portion of astral space.



Spirits of Astral "Space"



The spirits present in spacestations and other colonies would probably be

different from those presant on earth. After all the attitudes of the

people present would attract a different kind of spirit. Spirits make their

home in the Metaplanes, some of them like earth, but some are going to

prefere a different enviroment.



The Metaplanes existed a long time before the rise of magic. The m-planes

are not really connected to the real world except through astral space,

they are so to speak at right angles to reality. It is quite concevable

that spirits could move through the m-planes from one portion of astral

space to another even if several hundered light years seperated them, this

would make communications between new colonies very easy. Magicians and

shamans would have a lot of power to deal with. Certain kinds of shamen

would make very good communications specialists, these are dog, wolf and

bear. Cat, Coyote and Raven shamen would be some of the first Shamen to go

into space, as they are curious. The possibilities presant in new words and

colonies would be amazing.



Meta Planes and Space travel



Would other planets have a magical aura? If the astral plane is a product

of humans, then yes they would, but if the history of SR holds true to the

mayan calander after a couple of thousand years, the entire empire is going

to collapse as the magic withdraws and leaves all of the other colonies and

spacestations standed with no magical way to contact each other, so we had

better hope that we have a good electronic or scientific way of interstelar

communiction. The corperations would have a field day with this one.



This does raise the question of WHY?



Why does the mana cycle in a set pattern? Where does this power come from?

Is there a source inside our own dimension? Or is it caused by an alignment

of this world with the meta planes? If so, why does this happen? There must

be a reason why, but we have not found it yet.



***************************************************************************

* JackFrost (cs6004@****.wlv.ac.uk) For all your shadowtech requirements.*

* "If at first you don't succeed, use Magic..." *

* -- Shifter, Street Mage *

***************************************************************************




I hope I didn't make a big mistake by posting this, if I did let me know...
******************************
Justin Thomas
"Farr"
Email:
thom0767@****.tc.umn.edu
or if that doesn't work
Justin.C.Thomas-1@**.umn.edu
or
justin.thomas@*********.mn.org
Message no. 21
From: "k.lin-student-civ-ghostgum-93087284" <kwlin@***.itd.uts.edu.au>
Subject: Re: SR developer
Date: Thu, 23 Nov 1995 12:58:58 +1100 (EST)
W.Blount said on 22 Nov 95...

> Shadowrunning on the moon...That could be interesting. Does magic work in
> outer space?

I have not seen anything that says magic does not work in space. Only that
if you go "astral" in space you go mad [like befriend singing potatos... :) ].

>Are there Space Dragons, Moon monsters, etc. waiting to eat
> Shadow Runners up?

Why not? Hey for all I know (which is very little), space could be where the
Enemy/Horros come from.

Fade to the Black...

Kin
Message no. 22
From: The Digital Mage <mn3rge@****.ac.uk>
Subject: Re: SR developer
Date: Thu, 23 Nov 1995 17:17:21 +0000 (GMT)
On Wed, 22 Nov 1995, k.lin-student-civ-ghostgum-93087284 wrote:

> > Shadowrunning on the moon...That could be interesting. Does magic work in
> > outer space?
>
> I have not seen anything that says magic does not work in space. Only that
> if you go "astral" in space you go mad [like befriend singing potatos... :)
].
>
> >Are there Space Dragons, Moon monsters, etc. waiting to eat
> > Shadow Runners up?
>
> Why not? Hey for all I know (which is very little), space could be where the
> Enemy/Horros come from.
>
This is all beginning to sound rather similar to the Near Umbra/Deep
Umbra of WWGS' Mage and Werewolf games. For a mage in M:tA to enter into
the near Umbra he only needs Spirit Sphere at a rating of 3 (of a
possible 5), whereas to go into teh deep umbra he needs more knowledge so
as to fully isolate himself from the menaces and "vacuum" that exists
there having then left the Gaiasphere (the mana limits of Earth): thus
Spirit 5 is needed.

Could something similar be the state for SR mages -to go astral beyong
teh atmosphere requiring a greater level of both Sorcery and Conjuring
and perhaps some particular spell?

Just a thought!

The Digital Mage : mn3rge@****.ac.uk
"So that which I imagine, is that which I believe" -Rush
Shadowrun Web Site http://www.bath.ac.uk/~mn3rge/Shadowrun.html
Message no. 23
From: "Gurth" <gurth@******.nl>
Subject: Re: SR developer
Date: Sat, 25 Nov 1995 11:08:47 +0100
The Digital Mage said on23 Nov 95...

> Could something similar be the state for SR mages -to go astral beyong
> teh atmosphere requiring a greater level of both Sorcery and Conjuring
> and perhaps some particular spell?

IMO, if you allow this, you should not make it a high level of skill; SR
doesn't work that way. Nowhere in the rules does it say something like "With a
skill of 4, you can do <something>" -- instead it says "With this skill,
you
can do <something>" so in theory anyone can accomplish anything regardless of
their skill level.

Although there is the matter of saying "Doing this requires X successes" which
would, effectively, rule out anyone with a lower skill rating than the number
of required successes under basic SR rules. Home rules is a different matter :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Upgrading your PC, lesson 1: if it works, DON'T CHANGE ANYTHING
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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