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Mailing List Logs for ShadowRN

From: Dustin Wood <cukoo@*****.NET>
Subject: Re: Merry Olde England
Date: Tue, 12 Sep 1995 15:48:59 -0700
>Current group all previous **&*ers. I converted them Mwahahahahaha.
>One game under our belts loadsa problems but were learning. Am currently
>running my own game. Have only justed introduced meta's as a character option.
>No spell chuckers or shaymen. All Decking and Magick is done via NPC. I
>have been reading Shadowrun and Cyberpunk for a couple a years now but I
>still dont have a clue on how to GM the Matrix.
>

FASA created Shadowrun a little difficult to learn, instead of one set of
rules, they have three different worlds (astral, matrix and physical) and
all operate by different confines. Some of the basics are the same, but a
lot of things are dramatically different. It can be very difficult to run,
especially if no one in your group is experienced. One trend I have noticed
about Shadowrun as compared to different games is that isolated groups
develope the game totally differently, where as some others, like D&D,
usually evolve along the same lines. Not as open to interpretation.

>I have a Street Sam who has been arguing black and blue about mounting guns
>on her Harley. She keeps wanting to use her smartlink, and she wants moveable
>guns tied in with it. She says why not, I say coz she will crash. Comments
>please. Also what are the modifiers on fixed weapons on vehicles? Someone
>in our group thinks coz its bolted on it doesnt need stabalizing and recoil.

As per FASA rules, Smartlinks are not allowed, but I can see how some
players might rationalize it. In the end, its all up to you.

>second. We have had arguements over ammo and weapons. Why not use AP all
>the time in Fully Auto weapons if it steps up damage levels?

Character concept is one reason, this is one people have a hard time with if
they are not good at role-playing. Lots of people don't like being gun
toting grannies because they can do more damage. I, for one, wouldn't want
to carry around an SMG all the time (or even some of the time). A rules
oriented reason might be that the guy your shooting has information you
need. Dead men don't talk, so maybe it would be good to find a non-lethal
way to take him down, or wound and subdue him for interrogation. This might
be a reason to step down the damage.

>While skulking around Alt.cyberpunk.chatsubo I came across a great excert
>from a story called Big Fish Little Fish. In it there was 3 tech items of
>interest that had me wondering if anyone had come across or designed.
>
>i : Impact armour. A lite wieght padded aromour that hardens when impacted
> ie, melee, falling of bikes etc.

I haven't read the story, but there is something called Gel armor in the
Fields of Fire sourcebook that sounds similar.

>ii : Fly Armour. Sticks projectiles to itself absorbing the energy.

???? This could be a special effect of normal armor.

>iii : A very high caliber heavy round sniper weapon (strip gun or summin)
> hi magnification sight. range 400 - 800 odd kilometers at a guess.

No Damn Idea. There are sniper rifles available that might be easily enough
modified though.

Disclaimer

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.