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Mailing List Logs for ShadowRN

From: Sommers sommers@*****.edu
Subject: SR2 v. SR3 [was: Re: Deciper press release link]
Date: Fri, 10 Sep 1999 10:13:41 -0400
At 08:47 AM 9/10/99 -0500, you wrote:
>[snip]
> > Yeah, but say you had just sat in on a Shadowrun game somewhere (Say, at a
> > convention), and you were interested in picking up the basic book to start
> > a game of your own. BUT... Wait! YOu need to pick up these two books
> > since the systems in the Shadowrun 2 book are obsolete.
> >
>Someone mentioned this earlier but a SR2 Expanded would have sufficed.
>Replace the appropriate sections with the new Matrix and Rigger rules, bound
>it in a hardcover, and, voila!, a brand new book that would get snapped up
>by a good percentage of the SR gaming population, as well as those newbies.

Okay, so you throw in a little bit of different artwork and change the
typeface, and change the name to SR3. So what's the difference between SR2
Expanded and SR3? What you suggested is a big part of what they did for 3rd
edition.

>[snip]
>
> > And, since we have to make these chages anyways, lets clean up the system.
> > Fix some of the stuff that's been driving all the Shadowrunners out tehre
> > nuts. Magic is one big mess, only the super-cyber-sammies like the
> > initiative system, and most groups have about 30 house rules to fix all
> > the
> > stuff that simply doesn;t work, or is down rigt broken.
> >
>Well, I guess I'm atypical for this list, but I'm not into gaming the
>micromillmeter difference in your ammunition that make a whole heck of a lot
>of difference, nor was I into analyzing the very substance of the Astral
>Plane, so I guess all these little fixes were lost on me. What were they?
>What changed? I guess I missed those in my quick read through of SR3. I'd
>love to be proven wrong on this, seeing as how I've already purchased the
>book.

They really didn't do anything with the differences in ammuntion. They
changes the way magic worked a bit so there were less gray areas around
astral space. No more problems with grounding, wards are easier, physads
were improved more for their playability. They are a lot of small little
changes that give a better feel to the whole feel. IMHO there's a good
chance that if you have any problems with magic in SR2, they were fixed in SR3.

If you already have the book, I'd suggest that you read through it again.
There are a lot of good things in there.

> > Don;t play with SR3 if you don;t want to. But whether the few of you that
> > don't like SR3 agree or not, it WAS necessary.
> >
>Bull, read this statement again. Whether we think it was necessary or not,
>it was. So, no one's allowed to disagree with you?

I think that majority of people out there think it was necessary to clean
up a lot of the bad rules out there, and especially get everything into one
book that you could start playing right away. At the previous point, that
was not possible, and now it is.

As to the question of do you like the job they did or not, that's open to
much more open interpretation.



Sommers
Insert witty quote here.

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