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Mailing List Logs for ShadowRN

From: Lars Ericson lericson@****.edu
Subject: Priorities in the SR2/SR3
Date: Mon, 27 Sep 1999 14:32:17 -0500
abortion_engine wrote:
>
> Only two things;
>
> 1. I guess I just feel too much emphasis is placed on game-balance. If you
> want to play a mage, you should want to play a mage no matter whether or not
> that makes you "weaker." I think that the emphasis on game-balance, in a
> way, lends credence to the idea that these numbers are actually important,
> and far too many people end up thinking that.
>
> 2. I always forget that people aren't using roleplaying as a simulator run
> on real life, with a few of the rules changed. Most people aren't all that
> concerned with full-out realism. But because of the reasons I play, realism
> is essential. So I am, as usual, coming from a different place than most
> people on this. For instance, I never, ever, once, thought that roleplaying
> should be fair. Most people do. So, in a way, it's pretty safe to ignore
> what I have to say on this topic, as it likely has little bearing on your
> own situation.

Keep in mind, that game balance is the responsibility of the GM not the
players. I wholeheartedly agree that when making a character, a player
should not do much number crunching. If they want to play a mage, they
should play a mage for the style and concept, not for the game
mechanics. However, that only works when the player thinks their
characters are going to be useful and comparable to the other characters
in the party.

Let's say you decided to play in a campaign and choose to play a decker.
The GM approves it and everything is looking good. However, on your
first adventure you learn, straight from the GM, that the campaign is
going to be a jungle guerilla fighting campaign with no computers or
electronics and no you cannot have a satellite uplink. Suddenly, all the
points you put into computer skills and resources are completely
useless, or at least *extremely* reduced in effectiveness. Is this fun?
By your definition this should be plenty fun and challenging, because
such a thing could happen in real life. However, ask 100 shadowrun
payers and 95% are going to say, "That sucks," and ask to make another
character.

Roleplaying is an excellent simulator for social interactions,
puzzle-solving, and planning/tactics. However, all of that doesn't
amount to squat if the people are not having fun. People don't have fun
in a *game* if they are considerably out-performed by their peers. It's
a simple fact. That's why, as a GM, I strive to make the character
creation fair and the gaming sessions fun.

--
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Lars Ericson: Professional Vagabond
Smalley Research Group, Rice University
E-Mail: lericson@****.edu
WWW: http://www.ruf.rice.edu/~lericson/

Life is like a Wankel Engine. In between the emptiness of boredom and
despair, and the compression of stress in one's life, there's that one
spark of enjoyment that keeps you going.

Disclaimer

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.