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Mailing List Logs for ShadowRN

Message no. 1
From: bktoys <bktoys@*********.COM>
Subject: The hunt for Information
Date: Mon, 16 Mar 1998 04:25:19 -0500
I have a question for everyone out there in VR land. Where is a good list
of merits and flaws for SR.

Thanks in advance

Sean Conway

PS Hi everyone. Yes Newbee. (At least to this List)
Message no. 2
From: Gurth <gurth@******.NL>
Subject: Re: The hunt for Information
Date: Mon, 16 Mar 1998 13:10:07 +0100
bktoys said on 4:25/16 Mar 98...

> I have a question for everyone out there in VR land. Where is a good list
> of merits and flaws for SR.

If you own the Shadowrun Companion (FASA #7905), you have most of the
edges and flaws in SR already. If you don't, it could be worth buying if
you're looking for other things as well, like optional rules, alternative
campaign settings, more races, etc.

> PS Hi everyone. Yes Newbee. (At least to this List)

Welcome to the list :)

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Message no. 3
From: Ereskanti <Ereskanti@***.COM>
Subject: Re: The hunt for Information
Date: Mon, 16 Mar 1998 18:22:41 EST
In a message dated 98-03-16 04:25:31 EST, bktoys@*********.COM writes:

> I have a question for everyone out there in VR land. Where is a good list
> of merits and flaws for SR.
>
> Thanks in advance
>
Principle list of "Edges and Flaws" is from the Shadowrun Companion. The only
other additions to that from FASA were introduced in R2 (some of which are
cool, especially "Gremlins" for vehicles (lots of good laugh potential there).

-K
Message no. 4
From: Bull <chaos@*****.COM>
Subject: Re: The hunt for Information
Date: Tue, 17 Mar 1998 04:21:35 -0500
At 04:25 AM 3/16/98 -0500, bktoys wrote these timeless words:
>I have a question for everyone out there in VR land. Where is a good list
>of merits and flaws for SR.
>
>Thanks in advance
>
Shadowrun Companion

>Sean Conway
>
>PS Hi everyone. Yes Newbee. (At least to this List)
>
% Access file: Bull-Bot
% Actvate Program: Bull-Bot

+++++ SEQUANCE INITIATED
+++++ AUTO INSERT NAME: Sean

+++++ BULL-BOT v3.60a ACTIVATED
+++++ AUTO GREET v2.5 INITIATED

Greeting, new list-member Sean! Welcome to the Shadowrn Mailing List!

It's a great place, with good people and great discussion! Hope ya like mail!

Please read or request the Shadowrn FAQ and read it immediately! It'll
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FAQ: http://coastnet.com/~dvixen/shadowrn/srnfaq1.html

A few things in particular to note, or you will get yelled out by GridSec
(Our local list security)

1) Trim your replies: Only quote relevant portions. We;ve seen it once,
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2) No flames! We try and be friendly here on the list, so try not to
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3) Read the FAQ! (yeah, I said this once, but... It's important! :))

4) Also: Don't ask about Woodchucks.

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Message no. 5
From: Mike Elkins <MikeE@*********.COM>
Subject: Re: The hunt for Information
Date: Tue, 17 Mar 1998 13:14:04 -0500
>> I have a question for everyone out there in VR land. Where is a good
>> list of merits and flaws for SR.
>
>If you own the Shadowrun Companion (FASA #7905), you have most
>of the edges and flaws in SR already.

Gee, I assumed the original poster was asking about the merits and
flaws of Shadowrun the game.

I don't think such a list has been made up, but I'm sure we could all come
up with our favorite and least favorite parts. Here are mine:

1) FASA is (for a game company) quality conscious, and Shadowrun
products are usually well concieved and well executed.

2) Shadowrun is a dynamic, living game world, with an advancing
timeline. This keeps interest high.

3) The game mechanics are simple and consistent.

4) The setting is interesting (and unique).

Gripes:
1) The best modules are out-of-print.

2) There are a few spells, guns, pieces of equipment or optional rules
that could have used a little more playtesting before putting them out in
print. Still, FASA does a better job of this than anyone else I know of.

3) Learing the magic, decking, or rigging system takes too long for a
new player. I'm not sure this could could be cured in a way I'd be happy
with.

Double-Domed Mike
Message no. 6
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: The hunt for Information
Date: Tue, 17 Mar 1998 16:49:09 -0800
Mike Elkins wrote:

> Gee, I assumed the original poster was asking about the merits and
> flaws of Shadowrun the game.

> I don't think such a list has been made up, but I'm sure we could all come
> up with our favorite and least favorite parts. Here are mine:

(Clip - note: I'm playing devil's advocate. Of *course* I like SR!)


> 2) Shadowrun is a dynamic, living game world, with an advancing
> timeline. This keeps interest high.

Some see this as a drawback: When you want to do 'your own thing', other
players will still be caught in 'standard SR' mode.

IE: Let's have the Universal Brotherhood be nice people for once. Oohh,
I tried this, and how they failed...

> 3) The game mechanics are simple and consistent.

And dice-heavy.

> 4) The setting is interesting (and unique).

Sez you. :)

> Gripes:
> 1) The best modules are out-of-print.

Well.. some like to use modules, some don't. And for a new player, it
doesn't matter.

> 2) There are a few spells, guns, pieces of equipment or optional rules
> that could have used a little more playtesting before putting them out in
> print. Still, FASA does a better job of this than anyone else I know of.

(thinks of cp2020) Oh, yes!

Again, it'll be interesting seeing what tech finds its way into SR3 as
'standard' gear. Especially since, in some areas, Shadowtech and
Cyebrtechnology are soo hard to find, it's silly to try and refer people
to them.

> 3) Learing the magic, decking, or rigging system takes too long for a
> new player. I'm not sure this could could be cured in a way I'd be happy
> with.

One of the reasons I still use SR2 over VR2 and R2. Grim2/Awakenings
didn't change the basis of magic as much as VR2 and R2 changed their
respective fields; just added layers on top. It'll be interesting
seeing VR2 get squished into thirty-odd pages of the SR3 sourcebook.


-Matt

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Further Reading

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