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Mailing List Logs for ShadowRN

From: rabiola <rabiola@**.NETCOM.COM>
Subject: Re: FASA's On/Off Course?
Date: Wed, 6 May 1998 12:09:26 -0500
>
>I was involved a somewhat heated debate on this topic at one point. I
>tend to like things mystical with strong tie ins to myth, legend and
>magic. If I wanted to play gritty cyberpunk I would be using a
different
>gameing system. :) Magic is what makes Shadowrun special and IMO a much
>enriched game by not being just one of many games in the cyberpunk
>gerne.
>
>

I'm with you, Sheldon; one of the things that attracted my group to the
game was the addition of magic and how FASA tied it all in with myth,
mysticism, and a logical explanation on how the astral, spells and
spirits all tied together and worked as a whole. I tried a CP campaign,
and a pretty punkish Spacemaster campaign, but they were too dark and
serious for those not into the real CP end of things. SR was a great
mesh of near-future punk, magic, and an inclusive background that
brought it all together. I have to say that FASA's support and
receptiveness to consumers and attitude all contributed to that success
as well.

>> But still, we play the same game... That's the beauty of SR, or any
other
>> RPG... Play like you damn want shall be the whole of the law, or
>> something :)
>
>This we can argee on at least... Do I think FASA is off base personally
>yes I do I agree with making the IE's not such a big big deal, but that
>is the only thing I like about the new direction.
>

The most fun we ever had role-playing has been romping through the two
Harley adventures, and I will continue to use the influence of the IE's
for years to come; others can focus on other aspects of the game, and
that is great. It makes the whole much greater that the sum of its
parts, and we all benefit from that.

Tony Rabiola rabiola@**.netcom.com
Fourth and Sixth World Adept
Still working on the Fifth...

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