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Mailing List Logs for ShadowRN

From: John E Pederson <lobo1@****.COM>
Subject: Re: SHADOWRUN, 3rd EDITION!
Date: Fri, 4 Jul 1997 00:36:32 EDT
Figured I'd go ahead and give a few more comments while I was at this:)

My personal pet peeves with SR:

What does all this stuff do???
-Three fourths of the the cyberware isn't really explained as to how it
does what it does. Wired Reflexes is my current favorite example. What
about the blood filter? How on earth do you filter *everything* that goes
into someone's blood? :) I guess I just like to have answers.

Lots of people have problems with the binding, I've seen this, too. I've
watched four different people buy copies of the SR softcover, only for
three of the four to have the covers falling off and pages falling out
within months. The one guy whose book isn't suffering this problem is the
guy who had the covers and spine laminated (via contact paper) to protect
them.

Sample adventure. I don't know how many times I've wished to have had a
sample adventure in the main book I coul look at, just for reference, if
nothing else.

Staging. I've seen some of the stuff on the staging from SR1, and it
really looks to me like it could provide mmore variety and realism to the
game. It'd be nice to at least provide alternate rules for the use of
staging.

Allergies. Nuisance allergies shouldn't give any bonuses at all, and the
allergies rule needs to be better described. As it is, it is *totally*
vague and *very* open to abuse by munchy players (voice of experience
here, having seen players create characters with something like 20+ extra
attribute points with nothing except nuisance allergies - and no, they
didn't tell me first).

Grounding. Of course:)

What does all this stuff look like? We've got pics for heavy pistols,
HMGs, and ligt pistols, but what about everything else? Just how big *is*
an assault cannon, anyway?

Lethality rules. Leave them as-is. Be sure, however, that they're a
little more obvious, and that references are made for people who might
want to use them.

More metas. Leave as optional. It's a good idea to leave it in as a
possible idea. It might be a good idea to put some of this stuff in a
sort of 'GM's Chapter' of the book.

Negotiation, Etiquette, Languages, et al. Put the rules for social skills
in a more prominent fashion. Don't toss them in the miscellaneous
section, make sure to emphasive that SR isn't just about blowing things
up.

Encumbrance rules. ditto. Might put these as guidelines in the character
creation section, it avoids things like characters lugging around 100kg
of C-12 at a time.

Color plates. I like 'em, but they seem to be among the first things to
fall out of the books I've seen other people abuse. So, either put them
all together in the middle of the book (like in every other SR Sourcebook
I've seen), or space them out, one at a time throughout (like in Seattle
Sourcebook).

Maps. Lots of people want more of a map, I'd wouldn't be against it
myself. I'm curious to see just where the Heavenherders founded Azania
and all:)

Intro fiction. I think Plus ca Change was a good story, because it
involved most of the major archetypes and it wasn't very hard to figure
out what Nameless and company were.

Decker comments. The player will probably see lots of these as they play,
might as well get 'em started early. "And So It Came To Pass..." might be
a good place to put these (and get listmember names in <hint, hint> :)
Let the player get familiar with people like Capt. Chaos, The Smiling
Bandit, Bung and the other Shadowland people early on.

Timeline. An updated, complete timeline would be really nice. See the
previous comment:)

Listmember names:) I'm sure lots of us are feeling pretty darn envious of
a certain group of four or five listmembers right now (I know I am:)
Heck, I'd be happy to find my name in the background as graffiti on a
wall in a picture in the book:) Just something to point to and say "This
is why *I* am your GM" ;)

Websites. If you do that, pick only a couple, things that are a) stable
and b) well-known. The Shadowrun Archive, Dave Hyatt's Shadowland and The
Shadowrun Webring are all good ideas. Definitely include a URL for FASA's
website. My website would not be a good idea (I think it's rather nice,
but it's not *that* stable, and I wouldn't call it well-known)

Sourcebook updates/Errata sheets. I don't know if any of these will be
necessary, but I want to find out about any mistakes in my books, even if
they are corrected in a later printing. I don't mind if FASA corrects it
later, I would just like for them to be willing to let me know, anyway,
so that I can make those corrections to the copy of the book that *I*
have. Put both Sourcebook Updates (unless they list *massive* amounts of
gear, etc stats - like the ones for the SSC) and Erratas on the SR
website, probably also include in printings of the Shadowland magazine.

Critter stats. I think I'm hearing that both of the critter's books are
out-of-print. Could we at least get a listing of stats/descriptions
somewhere (not necessarily in SR3). What about things like the
Loup-Garou? Or the Talis Cat? Or Dzoo-Noo-Qua?

Define 'cyberpunk'. Very few people who will pick up this game *really*
know what it means. And define by example. Not everyone necessarily
connects written definitions with words when they use them. I, for one,
tend to connect abstract concepts to them instead.

Keep the Twenty Questions, but put them near the beginning of the
character creation chapter, rather than the end. One thing that I have to
say I liked about Vampire was that you defined your characters
personality before you defined his stats.

Tables. The copy of Aerotech I have from - whew! - too long ago (8th or
9th grade, anyway) had all the tables in two different places, on the
back cover and right next to the fighter sheets. You could barely read
them, but they were there.

Character Sheets. I don't know anyone who *wants* to fold their book
cover flat to make copies of the character sheet, at least not when the
book is that big. Could you make them perforated or something? Not
necessarily removable, but perhaps more accessible. Especially for the
hardcover (that I have *got* to get:)

What all does the rating 6 cap apply to at character creation? It doesn't
apply to MPCP, for instance, is there anything else?

Shapeshifters are, IMO, one of the most poorly defined things in the
entire book. Lots could be done with them, if we could ever get some
positive stats nailed down on them. And what about the wolf-man form
(Crinos to those of you who play Werewolf) that has become prevalent in
myth? Vamps could also use some more definition for starting players and
GMs.

The trode setup talked about briefly in VR2 and SR2 (Matrix section,
third page, first column, about halfway down, I think). How well does it
work?

BTL chips?

Place archetypes? Could we get these put in with a revised GM's screen?

Spirits of the Fiery Firmament - I know these appear in the Tir Na nOg
book, will they be listed in SR3? Will we get to find out about a fifth
elemental for us hermetics:) (Wood, please, please, please, let it be the
Wood elemental, if only so I don't have to do my own conversions:)

Computer Theory - What's it do?

Will Elementalists be included in SR3's Magic Chapter(s:)?

Negamages - ehh...sorta dealt with in the Companion, not really
necessary, but you might hint to that sort of thing.

Gear - at least add a few new things and expand on some old. Also, bring
back Program Carriers. They look *real* interesting.

Could we at least get basic rules for modifying vehicles in SR3? Things
like adding on firmpoints and hardpoints, etc. (How *do* you disguise a
hardpoint - mounted LMG on a Westwind?)

Some discussion on what realism is in SR. And at least nominal
explanation of the game background, aside from timeline and intro
fiction. I know of a guy who GMs every so often without any idea
whatsoever of the game's background. Also, define 'power-gamer' and
'munchkin' for new players, and explain why such ideas are generally
discouraged. A little discussion on what can and can't be done with SR's
tech level, for instance.

What about the Astral/Physical stuff? What can an Astral body affect on
the Physical plane without grounding? What stuff can and can't be
grounded through (list, please, for less confusion:)?

Art. Tap your *really* good artists for this book. Karl Waller, Jeff
Laubenstein, Mike Nelson, Joel Biske, (Bradstreet, if you can get him),
Elmore, Jim Nelson are all _very_ good, to a greater or lesser extent.
Ones to avoid (IMO) are Knutson (Okay, but I think I can do as well) and
possibly Bergting. Bergting's okay, but his drawings tend to be real
rough, two color things. They worked well with Bug City, because they
projected the gritty kind of feel that was necessary. However, the art in
this book could make or break it, because a new player doesn't have time
to browse and consider the rules system in the book store (assuming they
don't shrink wrap the copies there like they do in mine). I know that
strong, good art can be used to j

Again, like someone else said, Kudos! Keep up the good work and make this
version as high-quality or better than previous books.



--
-Canthros, the shapeshifter-mage who's still hoping to find his name in
Target: UCAS by some weird fluke:)
I had rather believe all the fables in the legends and the Talmud
and the Alcoran, than that this universal frame is without a mind.
--Francis Bacon
http://members.aol.com/canthros1

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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.