From: | DV8 gyro@********.co.za |
---|---|
Subject: | VR2 (wasRe:[minutely OT] New Products) |
Date: | Fri, 9 Jul 1999 10:11:47 +0200 |
To: shadowrn@*********.org <shadowrn@*********.org>
Date: 09 July 1999 06:04
>Odd, I find VR2.0 to be the best Shadowrun book to date, and the
rules are
>far beyond the ultra-pain of the system maps and nodes. Maybe I'm
just weird
>this way, but it seems to me Hume did an excellent job with the book,
taking
>deckers from the NPCs and making them truly interesting without
driving the
>GM crazy. Or maybe the GM just needs to love decking in order to get
into
>it. It took two solid readings for me to get the book down, but
that's the
>same as for MitS or Rigger 2, both excellent books in their own
rights.
>Again, personally (ignore the AI speaking through me), the Shadowrun
rules
>expansions are better than they've ever been, and we're in the
hay-day of
>Shadowrun as far as the rule system goes (I don't think M&M or CC
will let me
>down, but who knows?).
I agree with Twist on this one.
I can't understand why GM's would relegate deckers to NPC status.
Under SR1 and SR2 rules, sure.
Since VR2 and now SR3, though, deckers are a joy. If you have a copy
of the system operations table nearby and know the routine for
cybercombat and trace IC, you are OK. And I find it most amusing to
run cyber, astral and real world PCs at the same time. Gives a feeling
of coordination and mutual cooperation to the teamwork.
Lotsa fun. I admit decking isnt easy, but it's not more difficult that
adjudicating combat (or astral combat), the numbers rae just more
important.
SNIPOLLA
>Now if he would just bring back the Neo-Anarchists......
agreed again.. I loved the feel of the Dowd era books too... a little
more of that would not go amiss.
- - BRUCE <gyro@********.co.za>
<hard@****>