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Mailing List Logs for ShadowRN

Message no. 1
From: Ian Smith <KildTheCat@***.COM>
Subject: Vehicle variety ( was re:intro )
Date: Wed, 9 Aug 1995 14:56:14 -0400
Have you ever noticed how sams use all sorts of different guns, and yet there
isn't *really* any big differences between them? Pretty much, all guns of
the same class are the same, neh? But there isn't really one gun that all
sams prefer.
My point is thus: everything in Shadowrun is simplified. That's just the
way Shadowrun is - the computers, for another example, go along a very clear
and obvious progression from drek to wizhot. In life people endlessly debate
which computers are best, but in SR nobody who isn't WAY out on beetles would
argue that A Fuchi-4 is better than a Fuchi-6.

I think what SR needs is more vehicles, especially drones. Not necessarily
more stats. And as to the road layout, as a GM I always describe the road
layout and enforce skill checks as necessary. Isn't that just like
describing where a combat takes place and enforcing vision/cover modifiers
appropriately? There is no game mechanic to randomly decide where walls are
for diving behind. . .
Message no. 2
From: Gurth <gurth@******.NL>
Subject: Re: Vehicle variety ( was re:intro )
Date: Thu, 10 Aug 1995 11:35:59 +0200
>I think what SR needs is more vehicles, especially drones. Not necessarily
>more stats. And as to the road layout, as a GM I always describe the road
>layout and enforce skill checks as necessary. Isn't that just like
>describing where a combat takes place and enforcing vision/cover modifiers
>appropriately? There is no game mechanic to randomly decide where walls are
>for diving behind. . .

But there is a system for making random Matrix systems. I think I'd like to
see a random street generation system -- roll at the start of every turn to
see what comes up next, to make it less predictable for the players.


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
I'll live through this even if it kills me
GC3.0: GAT/! dpu s:- !a>? C+(++) U P L E? W(++) N K- w+ O V? PS+ PE Y PGP-
t(+) 5 X R+++>$ tv+(++) b+@ DI? D+ G++ e h! !r(--) y? Unofficial Shadowrun
Guru :)
Message no. 3
From: Ian Smith <KildTheCat@***.COM>
Subject: Re: Vehicle variety ( was re:intro )
Date: Fri, 11 Aug 1995 02:18:39 -0400
>But there is a system for making random Matrix systems. I >think I'd like to
>see a random street generation system -- roll at the start of >every turn to
>see what comes up next, to make it less predictable for the >players.

Although played in a *very* different setting, there's a good system for
random road construction in Palladium's Road Hogs. If'n youse guys are
interested I'll trudge that sucker up from the cavernous catacombs in which
it resides and post it. . .
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Vehicle variety ( was re:intro )
Date: Fri, 11 Aug 1995 12:05:32 +0200
>Although played in a *very* different setting, there's a good system for
>random road construction in Palladium's Road Hogs. If'n youse guys are
>interested I'll trudge that sucker up from the cavernous catacombs in which
>it resides and post it. . .

It shouldn't be too hard to cobble something together, should it? Roll on a
table with things on it like, "hard right turn," "intersecttion,"
"straight," and so on. Maybe we could even give pictures :)

But why not post that system? I'd like to see it.

--
Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
I'll live through this even if it kills me
GC3.0: GAT/! dpu s:- !a>? C+(++) U P L E? W(++) N K- w+ O V? PS+ PE Y PGP-
t(+) 5 X R+++>$ tv+(++) b+@ DI? D+ G++ e h! !r(--) y? Unofficial Shadowrun
Guru :)

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.