From: | Frank Pelletier <jeanpell@****.IVIC.QC.CA> |
---|---|
Subject: | Re: Cyberware 2060 |
Date: | Fri, 1 May 1998 13:46:48 +0000 |
>
> TYPE ESSENCE COST
>
> ALPHA (-20%) (this is at standard cost and Availiabilty)
> BETA (-40%) ( Cost x7, as per SSG) (Availability = +5 )
> *DELTA (-60%) ( Cost x12) (Availability = +9)
> *GAMMA (-80%) ( Cost x20) (Availability = +13)
> *EPSILON (-90%) ( Cost x100)(Availability = +20)
> *SUPER EPSILON (-99%) ( Cost x200)(Availability = +35)
Huh...
You know... technology can only carry roleplaying so far, past a point
where it becomes nothing more than "My toy is better than your toy",
adding nothing to the roleplaying enjoyment.
I think this fits in there. I mean... 99% essence reduction? For a
truckload of money only someone with God's checkbook would buy? That's
the basis of Munchkindom right there.
Now, I'm a fan of the "Street-grime-scum" level of SR roleplaying... I
like my games darker, edgier and somewhat more "punkish" than
"cyberish".
So maybe I'm biaised.
Creating new gear is fun, I agree. But you gotta take it to a new level,
not just adding more munchkin categories to already existing cyber. (or,
in this case, cybergrades). How about a drug dispersal system (I'm
working on one)?... A nanite internal repair factory with MASSIVE
drawbacks? etc. etc. etc...
Trinity
------------------------------------------------------
Frank Pelletier
Trinity@********.com, jeanpell@****.qc.ca
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