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Mailing List Logs for ShadowRN

From: Mark Fender markf@******.com
Subject: SR2 v. SR3 [was: Re: Deciper press release link]
Date: Fri, 10 Sep 1999 11:38:36 -0500
> > > 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.
>
Except that along with SR3, they changed some niggling little rules, changed
initiative, and changed character creation. Not just a few small changes.
Not to mention that we're then induated with products of stuff already
published that needed to be published again because they changed editions.
It's not just a $30 investment. It becomes a $66 investment (based on buying
SR3, MitS, and SRComp).

> >[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.
>
Sorry, never had any problems with magic in SR2. But, like I said, I'm not a
niggling little rules-lawyer so I probably missed the fine points. My loss?
I doubt it.

> If you already have the book, I'd suggest that you read through it again.
> There are a lot of good things in there.
>
But, but it's so thick!! Does anyone have any definite magic changes they'd
care to mention?

> >

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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.