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Mailing List Logs for ShadowRN

From: Daniel Kollmer <dkollmer@**.OR.AT>
Subject: Re: The Versitility of Shadowrun
Date: Mon, 12 Jun 1995 16:07:00 +0200
> Hi. Just finished my first month as a Shadowrun player and I gotta to
admit that
>a Shadowrun is a very slick game and probably the most versatile world you
can imagine.
---------------------------------------------------------------------------I
think so too.
Judging from what you told about the runs,you seem to have a very creative
and imaginative GM.Give him my best regards,we seem to be a vanishing species.
---------------------------------------------------------------------------

>
>1. Don't peg down Shadowrun to a certain genre. Many of our players do
it, FASA does
>it, some guys on this list do it. Shadowrun is a cyberpunk game but it can
also
> cross
>over into Fantasy, Science Fantasy, Science Fiction, Gothpunk (for all you
World of
>Darkness Fans), Spatterpunk (cyberpunk with all the chrome shaved off; mean
and nasty
>and very messy), Horror, and Techno-Horror. After playing with our GM I've
experienced
>alot of the above.
---------------------------------------------------------------------------I
've used SR-rules for fantasy and medieval adventuring as well as quite
serious techno-horror.I agree with you.
---------------------------------------------------------------------------

>2. The golden rule (thou shalt not mix magic and tech) should not be followed
>religiously. Just because FASA wants to keep the holy game balance
shouldn't hamstring
>your imagination. This is not to mean that you start handing out spell-casting
>firearms, but it does mean that the enemy could have some nifty
techomagical stuff
>(such as TORG's Occultech or Aztechnology's weird black pyramid which
appeared in our
>game; highly technical and highly magical...though we never did figure out
what it
>did, but it sure scared those who did astral scans on it.).
---------------------------------------------------------------------------M
ixing magic and tech is one of the funniest things possible in the SR-rules
---------------------------------------------------------------------------
>3. Physical adepts are not too weak. I'm playing a kensai adept (basically
a physical
>adept specializing in swordsmanship). I get hurt more often that the
Street Samurai
>and he often beats me in initiative, but I heal a heck of a lot easier and
fit into
>most situations easier. Cybernetics mean that when you hurt you are down
for while (no
>magical healing) and that you are treated with suspicion in many
establishments. And
>with power foci I can also get more abilities (I don't think Street Sam get
essence
>foci hehehe).
---------------------------------------------------------------------------A
lso quite true.One of my players has a PA-character.All of the above is
correct.The fun about it is,if the character ever initiates,he'll get even
more abilities,and it's much cheaper than cybertech.

I'm glad you're having so much fun playing SR.I wish you lots of hours of it
in the future.
Welcome to the sixth world chummer.
HAVE A GOOD DAY-HAVE A BETTER TIME
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E.lectron P.owered S.ound P.erformance
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