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Mailing List Logs for ShadowRN

From: TopCat <topcat@******.net>
Subject: Re: Metamagic
Date: Tue, 7 May 1996 17:08:55 -0500
>At the end of the day though if you let the non magicians get alpha,
>beta ware (let alone delta) and/or bioware the magicains should be
>allowed to initiate its only fair.

Here is represented a little peeve of mine...

Alpha-grade cyberware is readily available in 2057 (per Cybertechnology).
Beta is easier to get than it was, but still not easy. Delta is all but
unheard of. Bioware is also readily available and it seems as if cultured
bioware is too.

Now, due to costs and the limited resources of starting characters, I feel
that normal and alpha grade cyberware should be available at character
generation. I also feel that bioware should be too (cultured as well).

Now, before I get yapped at for giving things away to 'ware-types (even
though the books say "this is available") I'd like to explain myself a bit
in my usual stream-of-thought way.

Without any doubt, magicians and shamans are the most powerful archetypes in
SR. You can argue all you want about this, but when you crunch the numbers
for hours on end (as I am wont to do, Champions player that I am) you find
this to be the irrefutable proof. So does it really hurt the game to allow
alphaware (0.8 essence for 3x cost) and bioware (WAY expensive)? No. More
reasons to follow.

If only base 'ware is used, too many people will drop their character into a
template (wired 2, smartlink, eye mods, etc) and they end up just like every
other cyber-schmoe out there. What happens when you give 'em the ability to
take more stuff and to cram more of it into them? They begin to create a
character around the 'ware. Instead of loading up as normal, they might
grab that mnemonic enhancer (with a few maps its as good as an orientation
computer, besides all the other benefits) or maybe an alpha-grade commlink
with all the goodies (the essence cost isn't nearly as heinous then and the
nuyen cost is low enough to make alpha-grade worth it).

Instead of the typical "street samurai" you get a guy who can actually do
something other than move fast and shoot accurately. You might even end up
with something that doesn't look like FASA printed it at one time or another.

Another thing, magicians and physads and everything under SR's skies (and
above them) can use any 'ware. So don't EVEN try to convince me that this
is strictly a samurai thing. Alpha-grade makes for lower-essence costs as
well, which makes cyberware more tempting for magic types, besides giving
all those silly adepts with A resources a place to dump some cash.

As I said before, this is the way the game is in 2057. If you want lower
power, allow the same but keep resources to B or lower. If you want lower
still, then go with C resources or maybe go by the Shadowrun MUSH character
generation numbers (they produce decent low-power characters in a fair
manner). If you want mages to run rampant, use "straight from SRII only"
rules except for letting mages grab spells from other books or make their
own at chargen (which is what a lot of people do, but that isn't biased for
mages, it's just the way the game is *catches some sarcasm that was dripping
down his chin*).

So here's a point, and I'll end it after this, many GM's (mostly without
realizing they do it) make life hideously easy for mages (who have it
easiest already) by allowing them goodies from the Grimmy or Awakenings but
steadfastly refuse to allow things from Shadowtech or Cybertechnology
because they make samurai too powerful (???).

I love samurai, I'm the Last of the Samurai/Mohicans (or at least I was,
Paul and Eve also can lay claim to that title), but I am also a fair man.
And for the most part, people don't give 'ware a fair shake. So here I am
asking for that and that alone. Watch the numbers carefully and you'll see
what I've known and preached/ranted all along.


--------------------------------------------------------
* Bob Ooton -- <topcat@******.net> *
* Golden Tiger Association -- Submission Fighting Team *
--------------------------------------------------------
* All you need to start up an insane asylum is *
* an empty room and the right kind of people *
--------------------------------------------------------

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