From: | runeweaver <runeweaver@********.NET> |
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Subject: | What's so bad about deckers? |
Date: | Thu, 20 Aug 1998 10:35:19 -0400 |
have to ask one question...What decker rules are you *using*? The rules
presented in VR2.0 and now in SR3 are *very* fast and easy to use. Do your
players have less then a 5min attn span? I'll admit that it takes a little
more work on the part of the GM to incorprate Deckers into a game (another
layer of security and such to design) but again the new rules make it
simple. All you need to do ahead of time is to write up a quick description
of the node and it's contents. The system is very different from the rules
included with SR2, as you don't have to mess with designing an absurd
little maze of system componets, the system is a single area, with links to
other hosts that are directly connected to it. Taking actions in the Matrix
is no more difficult then another player rolling to pick a lock or some
other such action, and I certainly don't here anyone complaining about
'regular' characters making skill tests: what's the difference? Deckers are
an intergral part of the cyberpunk genre, and in my almost humble opinion,
the game suffers greatly without them. Who wants a game full of carbon copy
warriors anyway?
-Adam Lydick
//note that I changed my FROM field to avoid confusion with the other AdamL
on the list ;-)
//Flames to me --- not the list!