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Dumpshock Forums _ Shadowrun _ [SoA2064] Sota 64 Finally

Posted by: Casper Oct 5 2004, 10:55 PM

Well I just picked it up about an hour ago. I havn't been able to read anything out of it yet. But I will see what i can put together in a few hours after I get some other things out of the way.

How about anyone else? Find it yet?

And can we get a forum for it.

Zach

Posted by: JongWK Oct 5 2004, 11:43 PM

QUOTE (Casper)
Well I just picked it up about an hour ago. I havn't been able to read anything out of it yet. But I will see what i can put together in a few hours after I get some other things out of the way.

Cool. Hope to be hearing you bitching soon. wink.gif

Posted by: Bane Oct 6 2004, 01:21 AM

Expect a SOTA:2064 forum when your address bar no longer says "forums-temp.dumpshock.com"

Posted by: Siege Oct 6 2004, 01:25 AM

Some long overdue spook gear - although I think the briefcase rocket was a tad much.

The adept powers range from absolutely rocking to downright scary. So help me, I'm gonna make an adept with a -2 delusion: Batman.

A couple of new flaws, including the much bandied "Character Dossier" which isn't quite as bad as a "Police Record", but still beefy. Also "Incomplete Deprogramming" for all you Alias junkies.

Which leads me to the aliaschips - finally, p-fix chips have numbers and stuff. Let the fun begin. Although the number support is a little weak, it's more than has been printed before.

And you thought mages were nervous before - "magic cameras." The line that made me cringe - "captures astral signatures."

-Siege

Posted by: Tanka Oct 6 2004, 01:34 AM

QUOTE (Siege)
[...]And you thought mages were nervous before - "magic cameras." The line that made me cringe - "captures astral signatures."[...]

...

'Scuse me, but I thought it was pretty canon that magic and tech don't mix like that. Doesn't there have to be a person connected to the camera via Essence for it to even consider working?

Posted by: Kanada Ten Oct 6 2004, 01:40 AM

QUOTE
'Scuse me, but I thought it was pretty canon that magic and tech don't mix like that. Doesn't there have to be a person connected to the camera via Essence for it to even consider working?

Makes you wonder if they have a biological component that scribes the image or something. Using biologicals to detect magic has been typical until now, so using partial or engineered critters seems like a logical step.

Posted by: Tanka Oct 6 2004, 01:44 AM

Possibly, but it seems likely that it would need to be able to make the disctinction between "person" and "object," as some objects have auras or aura-equivalents. (Mainly foci, manifested spirits, et cetera.)

Posted by: Kanada Ten Oct 6 2004, 01:47 AM

I would imagine it is a layer of dual natured cells, like an optic nerve, that simply translates astral impressions into some kind of photo-chemical reaction. It may even take astral perception to see what the 'image' looks like or to 'feel' the impressions.

Posted by: Edward Oct 6 2004, 01:51 AM

I can conserve of several possible ways to build a camera that could detect astral objects.

The easiest would involve some form of astral detecting physically reactive compound or organism connected to a detector. I believe there was a fluresnt moss that did this.

A traditional camera with awakened film (ether traditional film roll or hooked to electric receptors for digital image) would be of limited utility without some form of awakened lenses.

Or they could find or create an awakened critter that could have a transducer installed and be trained to transfer what it sees threw the transducer (meaning that you get what it thinks it sees not what it is actually seeing). Cut away the unnecessary portions and put it in an elegant box.

Edward

Posted by: Eyeless Blond Oct 6 2004, 02:02 AM

QUOTE (Edward @ Oct 5 2004, 08:51 PM)
A traditional camera with awakened film (ether traditional film roll or hooked to electric receptors for digital image) would be of limited utility without some form of awakened lenses.

Wouldn't regular glass work for this purpose? From that I've seen, whatever the astral equivalent of light is seems to refract in exactly the same manner as regular light does. (Edit:) I mean, line-of-sight works in the same manner, and stuff that's transparent in visual space is transparent in astral space too. Fiber optics affect LOS, so it would seem refraction works as well.(/Edit) You just need the awakened film or CCD-like device. Oh, and Aura Reading to interpret it, of course. smile.gif

Posted by: Kanada Ten Oct 6 2004, 02:07 AM

A second use for the Astral Window spell, hooray!

Posted by: Jason Farlander Oct 6 2004, 02:13 AM

Umm... I dont think there is any canon indication that either fiberoptics nor binoculars have any effect on Astral perception. They both can generate physical LOS, but I do not believe it is mentioned anywhere that you can astrally percieve through a fiberoptic cable or binoculars (dont have books, cant check immediately, will do so when i get home unless someone else does first).

Posted by: mfb Oct 6 2004, 02:25 AM

i went round and round about that with some other players, recently. i contended that since the astral senses section of SR3 say that you have your normal sense of sight, things like optical magnification should work just fine. they disagreed, saying that light doesn't even exist on the astral plane. i dunno.

Posted by: Wireknight Oct 6 2004, 02:26 AM

Okay, so, care to give a list of the adept powers/metamagics? I'm going to pick up the book as soon as it's available here(where is "there" that you acquired it, anyhow), but I'm curious as to what's been done for(or to) adepts, as I play quite a few.

Posted by: Tanka Oct 6 2004, 02:27 AM

Light is created from living things, so it does exist. (On the astral, that is.)

IIRC, anything you pay Essence for works properly with Astral Perception. (Not Projection, as you are no longer "home.")

Anything that is natural magnification works as well (so no electronic zooms for you magical snipers).

Posted by: Jason Farlander Oct 6 2004, 02:37 AM

QUOTE (tanka)
Light is created from living things, so it does exist. (On the astral, that is.)

Thats not actually light at all though, "light" is just the closest approximation that can be given in language understandable to mundanes (such as all of us). It is a psychic sense that is not related to the eyes, in that blindness has no effect on it and dual-natured critters without eyes (like awakened jellyfish) can still utilize astral perception.

You don't run into a *whole* lot of problems if you rule that lenses and such affect astral perception, I just don't think it makes any sense at all to rule that it does.

Posted by: Bane Oct 6 2004, 02:38 AM

Yes, I believe the book says that the astral plan is lit by the glow of auras and such, so you could argue that that light can be magnified.

I think FAB-I is the one that dies when an astral form passes through it and glows under an ultraviolet light. I don't think it's too big a stretch to extend a similar principle to film.

Posted by: SilverWolf_assassin Oct 6 2004, 02:45 AM

Magic Camera's eh?
Start the damage control team off with a good ritual tracking.
Sounds like a regular Witch-Hunt.

As far as I can tell fiber optics by virtue of their lack of electronic reliance allow light refractions to create a line of sight for casting purposes (with modifiers). It is safe to say that with "magic camera's" in place that astral light (auras and such) operates in the same way as physical light.

With that line of logic in place I say, "Bring in the astral wood pyre and the fire elementals! We are having ourselves a BBQ."

Lep, illusionist extraordinaire
“Welcome to the fun house”
dead.gif

Posted by: mfb Oct 6 2004, 02:45 AM

farlander, your proposal that the output generated by auras and interpreted as 'light' isn't actually light isn't supported by the books.

Posted by: Jason Farlander Oct 6 2004, 02:59 AM

I dont even know how to begin to respond to that statement, mfb. That it isnt self evident to you baffles me.

However, while I do a little bit of research to back up my claim definitively, I ask that you provide a canon quote that indicates, unambiguously, that astral "light" is the same as physical light.

Posted by: FlakJacket Oct 6 2004, 03:00 AM

Sod the debate, I want adept powers! Gimme! biggrin.gif

Posted by: mfb Oct 6 2004, 03:13 AM

bah. i do have a page number--first sentence under the Astral Senses section of SR3, page 173, where it says that your astral form has the normal senses of sight and hearing (the normal sense of sight involves the manipulation and measurement of light; anything else isn't normal). and, i'd like to point out that every passage but one talks about light as if it works the same on the astral as it does in the physical (for instance, on page 82 of MitS, under Astral Visibility, it states that the light level of the physical plane has no effect on astral visibility because of the light provided by the auras of the Earth and other living beings).

however, on page 104 of SOTA:63, under the Prometheus Fiberoptic Observation Network section (which begins on pg 103) it states in no uncertain terms that astral perception cannot be used through fiberoptics. fie, i am defeated. i'll get you next time, Gadget!

Posted by: Kanada Ten Oct 6 2004, 03:19 AM

QUOTE
However, on page 104 of SOTA:63, under the Prometheus Fiberoptic Observation Network section (which begins on pg 103) it states in no uncertain terms that astral perception cannot be used through fiberoptics.

Does this imply mirrors no longer reflect in Astral Space as well?

Posted by: Jason Farlander Oct 6 2004, 03:22 AM

I notice that you have admitted defeat, and SOTA63 was the next book I was going to check for exactly that device - but I'll go ahead and post the quotes I accumulated from SR3 so the time it took to assemble them wasnt entirely wasted.

A slew of quotes that indicate that astral "light" is not analogous to physical light:

"Astral perception does not rely on physical vision in any way; it is a psychic sense." SR3 171

"blind magicians can see perfectly well on the astral." SR3 173

"physical light level does not affect visual perception on the astral." SR3 173

"Written information and symbols carry their emotional intent rather than their informational intent... you could scan a sheet of paper and get feelings of love and longing from it, but you can't read it to see that it's a love letter." SR3 173 [since when does light reflect off of emotional intent???]

"All astral forms have the ability to manifest, to make themselves visible and audible to beings in the physical world through an act of will. The astral form appears as a ghostly image to all viewers on the physical plane.... A manifestation is entirely psychic. Machines cannot percieve it in any way; cameras do not see it, microphones do not hear it, and so forth. For characters with cybereyes, the image is in their minds, so they can see the manifestation despite their cyber." [emphases mine. if the astral form is actually producing real light, why cant machines see it? why is it described as being in the viewers' minds? why are they using the terms "image," "visible" and "audible" to describe something that is neither really actual light or sound?]

But yeah... as long as I have Penny and her trusty dog Brain over here to help me out of these tricky situations, I will always triumph!

Posted by: SilverWolf_assassin Oct 6 2004, 03:43 AM

I am to understand that the Magic Camera, or at least the idea of it functioning as a normal camera, is contrary to actual game mechanics. Either it works on a completely different function then I imagine it or perhaps this explains it.

Page 19 of Harlequins Back
"Yes, this does mean that a character's world view shapes how magic works for him in the Shadowrun Universe."

Those crazy scientists.

Hany, Pirate of the mega-corporate waters.
"Giving the Middle East a bad name."

Posted by: Edward Oct 6 2004, 04:05 AM

Where dose it say fiberoptics affect LOS.

I was farley shore mirrors don’t and they work on the same principals as fibre optics.

Binoculars will extend LOS if thay are purely optical (I believe this is listed in MM under eyewear optimag and in SR3 street gear surveillance equipment binoculars. But I don’t have my books with me) so maybe a glass lens would work.

I can see a large range of experiments involving astral perception and prisms of various materials maybe mirrors of metal radicals or even oricalcom. Unfortunately I don’t have astral perception.

Edward

Posted by: Jason Farlander Oct 6 2004, 04:29 AM

Edward, do you have SOTA63?

The prometheus system mentioned by mfb allows a mage sitting in an enclosed room and looking through a fiberoptic lead to cast spells at hapless runners. Anything that involves purely optical manipulation of light (no digitization or magic) can provide physical LOS.

Posted by: mfb Oct 6 2004, 05:51 AM

also, SR3 page 181 states explicitly that optical lenses, mirrors, and fiber optics can enhance LOS. of course, it also goes on to say that cybernetic vision enhancements can as well, since they've been paid for with essence, which means that optical mag cyber is pretty much useless.

Posted by: JongWK Oct 6 2004, 12:47 PM

QUOTE (Siege)
The adept powers range from absolutely rocking to downright scary.  So help me, I'm gonna make an adept with a -2 delusion: Batman.


Care to elaborate which ones rock and which ones scare you? A list of them wouldn't hurt, either. wink.gif

How did you find the Culture Shock chapter, by the way?

Posted by: Nikoli Oct 6 2004, 01:07 PM

What about Kirlian Photography? Though dismissed in the real world, it could be seen as a method for aural photography in SR

Posted by: Edward Oct 6 2004, 01:18 PM

Fore some reason I believed a mirror dose not enhance LOS. Apparently I was wrong.

I do not own SOTA 2063 but Kremlin KOA dose and I have looked threw it a few times. I will have to look up that item when I am back in town.

It is interesting that somebody said the Prometheus system explicitly prevents astral perception so LOS is not tied to astral perception and aura camera would not necessarily work with a simple glass lenses.

It is strange that the electrical mag cyber wear specifically states it is not good to a mage inspite of the fact that SR3 says anything payed for with essence works. As the image magnification cyber wear came out after SR3 I would take the later reference as being an exception.

Kirlian Photography could be n interesting method. I have seen the results but I don’t know how they create them.

Edward

Posted by: Nikoli Oct 6 2004, 01:49 PM

The film is sanwiched between two thin plates and a low current is passed through. Kirlian, the Russion that discovered this got a nasty burn to his hand the first time because he didn't know just how little voltage was necessary.

Posted by: Botch Oct 6 2004, 02:28 PM

The magic camera operation is simple.

Open the battery compartment and you will find a little imp with a paintbrush and easel. Look behind the chip slot and you'll find a tiny scanner to digitise the image.


Posted by: bitrunner Oct 6 2004, 03:06 PM

The Kirlian method (one of the methods) is exactly what is being talked about in SOTA64 - just as "ghost hunters" can capture strange images, presumably ghosts or spirits, using cameras that have natural optics and old fashioned film, it can be postulated that these were early successes in photographing astral entities...

not to worry too much...it requires special cameras (such as daguerreotype with silver plates) and long exposure times...an astral mage *should* be long gone by then...

Posted by: Vera53 Oct 6 2004, 03:22 PM

I am glad that they are making reference to something more real such as the Kirlian camera than silly imps with paintbrushes silly.gif. In an awakened world Kirlian photography would have more value and acceptance than it does today in our boring mundane world. I am surprised that it took 50+ years of the awakening to develop useful application of such technology.

Can't wait to buy the book and read it. I hope my Local store has it in already. wink.gif

Veracusse

Posted by: RangerJoe Oct 6 2004, 03:58 PM

QUOTE
not to worry too much...it requires special cameras (such as daguerreotype with silver plates) and long exposure times...an astral mage *should* be long gone by then...


Can't wait to make old-time-y astral family portraits.... "That was me an yer maw, well our astral bodies, anyways, way back in '64. To the left is Uncle Bob, who fell into a rift, and curled up at our feed is Betsy. What kind of dog was she? Use your aura-readin' skill, boy, she's a barghest!"

Posted by: Nomad Oct 6 2004, 04:17 PM

Since my FLGS doesn't yet have this in, I'd like to know about the spy gadetry.....what's new and exciting to torture my players with?

Posted by: hobgoblin Oct 6 2004, 04:22 PM

QUOTE (mfb)
also, SR3 page 181 states explicitly that optical lenses, mirrors, and fiber optics can enhance LOS. of course, it also goes on to say that cybernetic vision enhancements can as well, since they've been paid for with essence, which means that optical mag cyber is pretty much useless.

not exactly as a sr cybereye dont do any computeing on its own. its just a passive device that convert incomeing light into a small electric jolt into the optical nerve (this is allso why people with the blind flaw cant take cybereyes, messed up optical nerves). a digital zoom system on the other hand requires preprosessing of the image data to make it human readable (x amount of digital zoom and you normaly have a whole lot of pixels). optical zoom on the other hand just pass the available light on to the cybereye or normal optical nerve.

Posted by: Nomad Oct 6 2004, 04:39 PM

Here is my take on the magic camera arguement. The "lens" is a compound structure of two basic parts. The out portion is two thin sheets of transparent plastic, with a uni-direction coating (one-way mirror on the outmost one) which encase an awakened bio-lumenescent structure - (think along the lines of FAB). The light projected from this is then absorbed by hypersensitive reciever (similar to what is used in today's satellite, with the ability to divide up the spectrum into very minute wavelength differentiation). The resulting image is a "representation" of the astral plane without being truly astral in nature. Of course, this was developed without reading the book yet.

Posted by: mfb Oct 6 2004, 04:52 PM

hobgoblin, that's a sensible argument, but it's weakened by the fact that there's nothing in the description of ultrasound cybernetic enhancements that keeps a mage from using that. given the extensive discussion of how magic interacts with ultrasound vision in that description, you'd think it'd have been mentioned if spellcasting and ultrasound cybernetic vision were incompatible. given that the data provided by ultrasonic vision doesn't even start out as light, it seems silly to me that electronic mag doesn't work.

Posted by: TheDude Oct 6 2004, 05:17 PM

It appears that the only thing of importance out of the whole book is the camera wink.gif.

Posted by: mfb Oct 6 2004, 05:19 PM

i wouldn't say that. i want those new adept powers and metamagics.

Posted by: hobgoblin Oct 6 2004, 09:45 PM

mfb, ultrasound isnt a hole. the point is that for the input to be useful for magic it have to be raw, unprosessed in any way. and ultrasound reciver that just acts on the sound in and dont try to interpet it before its feed to the visual system of the brain is just as useful as a raw image based on light. a digital zoom will most likely try to interpet what is lines and what is noise before passing the image on to the visual cortex of the brain.

ie, stronger sounds become stronger signals so in many ways ultrasound dont enable you to see shapes pr see but allow you to see brighter and darker spots of echo (and sounds weaken as they travel so therefor you can judge distance). and based on that general info you can make guesswork as to what shapes a thing have (or with high enough resolution you can in fact see the general outline of a object as a bright "aura"). basicly there must not be a chip or anything that tryes to interpet the image before its passed on to the magican.

a closed circuit camera on the other hand interpet the data into new data that the tv at the other end can use to rebuild a similar image on the screen.

they have in fact done replacement surgery based on passive chips placed inside the patients eye to replace the damaged biological "sensors" in there. and they are starting to develop lense replacements for patients with a common eye problem among older people (dont recall what its called in english). sooner or later one can replace the whole eye and even cure blindness as long as the blindness comes from damage to the eye itself and not the brain.

then its just a matter of patching this so that instead of useing visible light as the input its ultraviolet, infrared or ultrasound that is used to stimulate the nerves directly.

hmm, i wonder, could a flashbang give a ultrasound user the effect of "glare"?

Posted by: mfb Oct 6 2004, 10:00 PM

dude, it converts sound into sight. there is no image, before the chips in the ultrasonic cyber do their thing. that's a whole lot of processing. you can't cast spells on things you can hear but not see--unless you have ultrasound vision cyberware.

Posted by: Ecclesiastes Oct 6 2004, 10:12 PM

QUOTE (TheDude)
It appears that the only thing of importance out of the whole book is the camera wink.gif.

Seriously. Can you guys open your own thread to talk about this stupid camera and leave this thread for giving us hints and spoilers about what is in the book?

Posted by: mfb Oct 6 2004, 10:55 PM

nah, this is only peripherally related to the camera. if we started a thread for the camera, we'd just derail that one instead of this one!

Posted by: Zenmaxer Oct 6 2004, 11:03 PM

seconded, another thread for this please. dunnae mean to be a pain in the bum...
also I can think of PLENTY of ways to run a magical camera, and I'm sure there's a canon explanation. What you guys should remember is that what the canon says, goes.

Posted by: Kanada Ten Oct 6 2004, 11:05 PM

QUOTE
What you guys should remember is that what the canon says, goes.

Um, no. No no no.

Posted by: Req Oct 6 2004, 11:06 PM

QUOTE (Zenmaxer)
What you guys should remember is that what the canon says, goes.

...unless, for the purposes of your game, you don't want it to. Canon is all well and good, but GM >>>>> canon. Just don't come here and try to convince everyone.

Oh wait, we spend most of our time doing exactly that. Carry on then.

-Req

Posted by: Zenmaxer Oct 6 2004, 11:12 PM

:: laughs :: touche, Req, and yeah I agree with you and Kanada. However for the purposes of discussing whether or not something works within the universe, based purely off of rules and fluff interpretations, if it's in the canon, it works. If you want to house rule it out of existence ::grins :: then shoot that rule till it's dead, but don't bother to point to spots in the canon that support you, because it's not relevant. Okay grinbig.gif I'll stfu now.

Posted by: Siege Oct 7 2004, 12:32 AM

Since nobody else has posted, I'll do a quick skim:

And sorry, I'm not debating the merits of the mage camera, I am simply noting it's presence in the book.

[ Spoiler ]


None of them are really, really scary - but considering I play goofball adepts anyway, I have way too many choices now. grinbig.gif

Oh, a Geas for all you melee types: "Berserker". Apparently "Shamanic Mask" can also be a geas, but it isn't specifically spelled out in the text.

The spy gadgets include rules on "Disguising" gear, such as the hollowed out book trick, the pen transceiver, a brief case rocket and so on. Other fun toys include low-light contact lenses, a "null" suit which is amazingly incompatible with armor and gecko climbing gloves that cannot, under any circumstances, get wet. Which means you'll never see them in Seattle.

Lessee...photo manipulation software, infrad film and yes, a cellular trigger for activing things with a phone call. "Reach out and Touch Someone" takes on a whole new meaning.

As for the shock section, I haven't read it yet - I was drooling over all the new toys, the fanboy that I am. I will, however, endeavor to read the section tonight. grinbig.gif

-Siege

Edit: My roomie is demanding his copy back at very large knife point, but I did skim the shock section.

The whole "Ork tusker popularity" craze left me cold and the "gangsta" rap parallels were a tad uninspired, but the rest seemed quite entertaining. The "Top Ten" lists were highly amusing and great plot hooks if any GM is so inclined.

The Corp Culture notes do add a depth of role-playing options that usually aren't explored particularly thoroughly, but now you have a use for that "wardrobe and fashion" knowledge skill. grinbig.gif

The Gambling was a tad large for the amount of impact it will have on most games, in my humble opinion.


Posted by: FlakJacket Oct 7 2004, 12:46 AM

Just to be an ungrateful bastard, any chance of adding a quick explanation of what the powers are/do? Some of them are fairly obvious, some I can take a guess at but others less so. biggrin.gif

Posted by: Kanada Ten Oct 7 2004, 12:50 AM

I would think not at this point. I think we can wait until they're all loaded into the NSRCG in a few weeks.

Posted by: mfb Oct 7 2004, 12:50 AM

these sound fun.

Posted by: Siege Oct 7 2004, 01:03 AM

I wouldn't mind, but I think that's treading a little close on "Incoming! Angry author(s) inbound!"

Most of the powers are self-explanatory - just because I am a surly bastard. grinbig.gif

-Siege

Edit: Although the "Aid Spell" will turn adepts into a mage's best friend. grinbig.gif

Posted by: Zenmaxer Oct 7 2004, 01:33 AM

Okay, this rocks, I'm definately snagging this book, especially as adepts are my fave chars.

Posted by: SilverWolf_assassin Oct 7 2004, 02:08 AM

What is this nasty rumor I heard about social adepts. .??

Smokes, a guy. . so cyberware, no skills higher the 4
"When the going gets tough, I like to smoke the whole pack at once."

Posted by: Siege Oct 7 2004, 02:12 AM

A more general note about adepts and Paths - a number of Paths are mentioned, but game mechanics and adepts behind these Paths are a tad lacking.

Is this a deliberate omission?

For example, the "Path of the Invisible" gives vague descriptions, but there isn't a thorough mechanical evaluation of the pros and cons of these roughly-sketched out Paths.

And my roomie noted the book is a little light on solid mechanics and instead focuses more on fluff, which isn't necessarily bad - but more numbers would be useful to balance the fluff.

-Siege

Posted by: Siege Oct 7 2004, 02:15 AM

Adepts now have options for impacting things other than massive sneakiness or walking quisinarts o death.

They can buy IA: Social skills at a steepish cost and certain adept powers are now geared towards human interaction.

-Siege

Posted by: Jason Farlander Oct 7 2004, 02:16 AM

QUOTE (SilverWolf_assassin)
What is this nasty rumor I heard about social adepts. .??

Check out the list of powers Siege posted... note the presence of powers such as "Commanding Voice," "Enthralling Performance," Improved Social skills, "Kinesics" and a few others.

Posted by: mfb Oct 7 2004, 02:56 AM

infusion, hahaha, infusion focus, hahahaha, hahahaHAHAHAHA, HAHAHHAHAHA! I HAVE THE POWER OF GREYSKULL!

Posted by: Jason Farlander Oct 7 2004, 03:03 AM

dont you mean that, by the power of greyskull, you have the power?

Posted by: mfb Oct 7 2004, 03:22 AM

i will pretend for a moment that i am not too mad with power to concern myself with your petty mortal concerns, mortal, and answer your question. in a word: no, my utterance was correct. i have the power of greyskull. it is in my pocket, and i call it George.

Posted by: Fortune Oct 7 2004, 04:14 AM

Infusion is pretty bad-ass, especially if you throw in a couple of Infusion Foci.

On the subject of Foci, the Adept Focus is cool, but it might open a whole can of worms in regards to magic loss. Hmmm...

I dislike the whole idea of Improved Ability: Social Skills! I can see a case being made for some of the individual skills, but not as a blanket rule.

Multi-tasking...Mmmm, munchie goodness! lick.gif

I can't believe that nobody has mentioned Living Focus?!?

I'm not too thrilled about Penetrating Strike, but it costs a lot.

Side Step...hello Dodge Pool. smile.gif

If someone combined a few (or even not-so-few) of the more social powers and abilities with a couple of the social edges it could result in a very scary and potentially unbalancing character. eek.gif

Posted by: hobgoblin Oct 7 2004, 04:16 AM

QUOTE (mfb)
dude, it converts sound into sight. there is no image, before the chips in the ultrasonic cyber do their thing. that's a whole lot of processing. you can't cast spells on things you can hear but not see--unless you have ultrasound vision cyberware.

hmm, i just dug thru the m&m text and it seems that there is in fact a small limitation on the use of ultrasound and magic. the text says that a person that is under the cover of a invisiblity spell and the observer/caster have ultrasound he will see a outline but cant use said outline ot target the person coverd by the spell. the can maybe be transferd to other areas like say when a person is coverd in darkness so that you cant tell where he is except via the ultrasound image.

so this invalidates my statement about it being unprosessed but it allso invalidates your statement about ultrasound not limiting magic in any way.

this however brings up the waspsnest that is termographics. but i guess as infrared is just a part of the em band (below normal light) the modification done is basicly similar to the normal cybereye, only that it reacts to a diffrent band of the em spectrum. but as it behaves mutch like light the brain can interpet the input without needing preprosessing the way ultrasound needs. this leads to a black and white image (similar to modern night vision goggles) and not what thermographics stands for normaly, the classical robocop image. but then thermograph and infrared is more or less interchangeable terms.

but what bring the whole discussion about is the copout from the writers that cybereyes work when doing magic based on them costing essence. what they could have done was to try and give a explanation for why. but then sr rules are not know for being clean or easy to work with smile.gif

Posted by: mfb Oct 7 2004, 04:25 AM

whoops, you're right. missed that sentence. and, yeah, that's the crux of the whole argument--"it's been paid for with essence, so it interacts with magic" seems to only be true if the effect in question is unwanted by the person with the cyber.

Posted by: Jason Farlander Oct 7 2004, 04:43 AM

No, it doesnt actually invalidate the point about it being unprocessed. ultrasound is layered over normal vision, so you are still getting unaugmented visual LOS in all cases except those of full darkness and invisibility - circumstances under which, as you mention, ultrasonic vision does not grant LOS. SO the argument against digital manipulation still holds strongly.

Put another way - lets say youre holding up a little screen displaying a digital image of a person who is standing in front of you. You see both the digital image and the person standing there. Simply seeing the digital image does not negate your existing LOS to the target... but if the target were in a different room and you ONLY had the digital image, that image could not provide LOS to the target.

Posted by: hobgoblin Oct 7 2004, 04:55 AM

it invalidates the point about it being unprosessed by the very fact that the text lists a prosessor that turns the echo into visual images.

and one small problem with your post is that the same text says that its what thermographics allso does (put stuff on top of the normal vision). so does that mean i cant use thermographics to target someone with magic in complete darkness? or can trolls and dwarfs (that have it naturaly) do so but not others that have to get by cyberware?

ok so it can be brushed to the side by saying that the ultrasound stuff was someone that had not fully read up on thermographics or that thermographics is still a nonprosessed effect but gets overlayed by the fact that its plugged into the same optical nerves that normal vision goes into (it just uses passive sensors that react to heat, not normal light).

Posted by: Edward Oct 7 2004, 04:55 AM

hobgoblin. Thankyou. I new there was a point in MM that suggested that untrasound vision was no good to mages. I had considered a teem of runners all with ultrasound vision (eyes, goggles or scopes) firing of ir smoke grenades like nobody’s business but I ad considered it would have to be a no spell caster team and was beginning to think I had it wrong.

This tells me that US will not ever grant LOS but will not interfere with LOS achieved with a different vision system.

I want back with my books. Well we there tomorrow.

My take on the “if you payed essence it works with magic” is that it only applies to things that can be natural. Speed, attributes, hearing sound and seeing with light and IR are all cybernetic enhancements of natural things. Ultrasound vision is not an expansion of a natural sense it is an entirely new sense that the brain has no natural way to process so the technology overlays it on the visual sensors.

If you where to implement it in a way more closely aligned to a bat’s sonar (a procedure that would probably require cultured biowear to give the brain the ability to proses object locations threw the hearing centres of the brain) you might be able to use it to target spells.

Witch brings up an interesting point, can you shape change into a bat and use its sonar to target spells, do you even get its sonar.

Edward

Posted by: hobgoblin Oct 7 2004, 04:57 AM

ok, now this is getting messy to say the least. and it all started by a comment about a camera being able to see the astral silly.gif

Posted by: Jason Farlander Oct 7 2004, 05:11 AM

QUOTE (Edward)
This tells me that US will not ever grant LOS but will not interfere with LOS achieved with a different vision system.

Well said, Edward. My thoughts exactly, but with greater concision.

Nothing is invalidated because the processed input from US vision is not, itself, granting LOS.

Posted by: SilverWolf_assassin Oct 7 2004, 05:17 AM

So in conclusion,
State of the Art 2064 is like crack.
It drives everyone crazy and if you don't have it then you can't possibly understand.
And in some states it will be outlawed.
Excellent work!!

--------------------------------
TheBlackDwarf, Decker
"Fear me Renraku. . . I am PAIN"

Posted by: hobgoblin Oct 7 2004, 05:38 AM

well, two more books to my must buy list i guess. sota64 and mrjlbb. gah...

Posted by: Fortune Oct 7 2004, 05:58 AM

QUOTE (SilverWolf_assassin)
So in conclusion,
State of the Art 2064 is like crack.
It drives everyone crazy and if you don't have it then you can't possibly understand.

People would post more in the way of specifics, but that would sort of defeat the whole buying-the-book concept.

I'm sure if you're patient you will see more and more of SotA '64's minutae over time.

Posted by: Edward Oct 7 2004, 08:38 AM

QUOTE (Jason Farlander)
QUOTE (Edward @ Oct 6 2004, 11:55 PM)
This tells me that US will not ever grant LOS but will not interfere with LOS achieved with a different vision system.

Well said, Edward. My thoughts exactly, but with greater concision.

Nothing is invalidated because the processed input from US vision is not, itself, granting LOS.

I thought I was agreeing with you.

Edward

Posted by: Canid13 Oct 7 2004, 09:53 AM

I've not read it my self per se, but one of my players has his and we talked about it. The null suit is said to "make the wearer immune to thermograpic vision" but only applies a +2. This seems kinda weird but I suppose it's suggesting that the thermo is integrated with other vision modes.

And for the canon explaination of the astral camera, the text says that it works using silvered plates like in the olden days. Apparently, the old technique picked up astral images back then but no-one knew them to be astral images. It's definately not real time either, it's more a forensic thing.

One thing about the culture shock section - what are the sports scores?!?! It mentioned sports, but doesn't say who won which championship. I thought that info in SOTA 63 was a nice inclusion and both I and my player are a little miffed it hasn't been included in this one.

Posted by: Zenmaxer Oct 7 2004, 10:21 AM

why would you EVER use the null suit when you can just use thermal dampening?

Posted by: Canid13 Oct 7 2004, 11:41 AM

How does a character use thermal dampening???

Also, the null suit protects you against "most motion detectors".

Posted by: Backgammon Oct 7 2004, 01:18 PM

QUOTE (Canid13)
How does a character use thermal dampening???

It's an armour mod found in CC. Very usefull.

Posted by: Jason Farlander Oct 7 2004, 01:44 PM

QUOTE (Edward)
I thought I was agreeing with you.

Edward

And, indeed, I was acknowledging that agreement. What part of "Well said, Edward. My thoughts exactly" could be construed as disagreement?

Posted by: TheDude Oct 7 2004, 05:08 PM

QUOTE (Siege)
A more general note about adepts and Paths - a number of Paths are mentioned, but game mechanics and adepts behind these Paths are a tad lacking.

Is this a deliberate omission?

For example, the "Path of the Invisible" gives vague descriptions, but there isn't a thorough mechanical evaluation of the pros and cons of these roughly-sketched out Paths.

And my roomie noted the book is a little light on solid mechanics and instead focuses more on fluff, which isn't necessarily bad - but more numbers would be useful to balance the fluff.

-Siege

Yes, the ommission of game mechanics was deliberate.

I'd have to go back and check the drafts (I haven't received my copy yet frown.gif), but I believe we included some optional rules regarding Ways that have some game mechanics.

I can't remember. I must be getting old (bust as old as my pal Fortune! wink.gif)

Posted by: mfb Oct 7 2004, 05:16 PM

i don't really like the idea of mechanically-defined paths, at least as-written. as it stands, they just saddle adepts with one more hurdle to overcome; luckily, the paths don't list powers, so you can make an "invisible path" adept with six points of IA: Heavy Weapons, if that fits your character concept. now, if you wanted to list paths that have 2pp worth of 'related' powers and 2pp of 'unrelated' (+/-25% cost, respectively), i'd be more amenable to the concept.

Posted by: TheDude Oct 7 2004, 06:13 PM

QUOTE (mfb)
i don't really like the idea of mechanically-defined paths, at least as-written. as it stands, they just saddle adepts with one more hurdle to overcome; luckily, the paths don't list powers, so you can make an "invisible path" adept with six points of IA: Heavy Weapons, if that fits your character concept. now, if you wanted to list paths that have 2pp worth of 'related' powers and 2pp of 'unrelated' (+/-25% cost, respectively), i'd be more amenable to the concept.

The idea was more that some Ways are more condusive to some powers, but it is dangerous to apply mechaincs to it.

Synner always like to reference use of Killing Hands for an artist adept following the Artist's Way. Not a natural match, but certainly not worthy of mechanics that exclude the match, or explain it for that matter.

With an explanation, players with imiganations can explain most anything. A really aggressive performance artist into elaborate displays of destruction art?

Posssible.

Anyway, applying game mechincs to Ways isn't something I wanted to do. I like having optional rules for Adepts that don't follow a Way, or trying to define what it means to be "Lost" without a way and such. Look for that stuff in SOTA 64.

Posted by: Patrick Goodman Oct 7 2004, 08:26 PM

QUOTE (Fortune)
I dislike the whole idea of Improved Ability: Social Skills! I can see a case being made for some of the individual skills, but not as a blanket rule.

{snip some more}

If someone combined a few (or even not-so-few) of the more social powers and abilities with a couple of the social edges it could result in a very scary and potentially unbalancing character.  eek.gif

Care to cite specific notions that you would find unbalancing? I'm genuinely curious about this, since I lobbied for some of these powers (and man, you should see the pile of stuff that didn't make it because of space restrictions...).

Posted by: Ecclesiastes Oct 7 2004, 09:01 PM

QUOTE (Patrick Goodman)
(and man, you should see the pile of stuff that didn't make it because of space restrictions...)

I gotta ask... Any possibility of putting together something where we can see those? Maybe something for the next Shadowrun Supplemental?

Posted by: Patrick Goodman Oct 7 2004, 09:12 PM

It is my understanding that Synner and the rest of the adept crew are compiling those for inclusion on the SR website at some point in the not so distant future, but I'm not 100% sure about that plan or the timing of same. I do know that it was pretty thoroughly discussed, though, since there was a lot of stuff that a lot of us hated to see go by the wayside.

Posted by: Ecclesiastes Oct 7 2004, 09:15 PM

Awesome... smokin.gif

Posted by: hobgoblin Oct 7 2004, 09:27 PM

applying rules to ways are silly as a way is not similar to a difference between a shaman and a hermetic. a way is just a theme, and the ways listed are the most usual themes you will run into. a person locked in his way so firmly that he cant see when his way hinders his development he is brittle like a block of concrete rather then flexible like a banch. a brick wall may stop you but will take damage in the impact. a branch will flex and come right back at you wink.gif

a way is not a cage, its a map smile.gif

Posted by: Req Oct 7 2004, 09:31 PM

QUOTE (hobgoblin)
a brick wall may stop you but will take damage in the impact. a branch will flex and come right back at you wink.gif

your metaphor-fu is weak. smile.gif

Posted by: SimpleRunner Oct 7 2004, 09:32 PM

As a note on the "Aid Spell" Psyad ability. I don't think that power should be allowed unless the Psyad has the ability to see Astral. It may be stated in the book but then I don't have it with me at the moment.

The other ability in question is the "Penetrating Blow" I can see this as costing to low for what it can do. Can we say free called shot ability that no test is needed for? With the ability listed the way it is and what powers it can't be combined with fails to address how it would affect drones, vehicles, barriers etc... if it is able to bypass armor and such.

I will check this again when I get home and have the book infront of me.

Posted by: Siege Oct 7 2004, 09:36 PM

Ways
If it's just designed to be role-playing fluff, that's fine. But they get mentioned a lot in canon material and I was curious to know if they had any relevant impact on the mechanics behind the fluff or not.

Fortune:
IA: Social Skills: I read this as per specific social skill and not "all social skills possible". Much like the description of IA: Firearms - you can buy IA: Handgun, but not IA: All things Bullet-laden.

Which, to my mind, makes the price a little steep, but not impossible to live with.

Penetrating strike is like icing on the cake - if you can kill people with your bare hands already, PS will nudge the odds in your favor but not so much so it'll make a massive difference. My GM argued the price was too low, but then he's used to the Troll Adept, more commonly known as the "Purple People Eater."

Social Unbalancing:
Combine an edge like: "Good Rep" or even "Knack: Ettiquete" with the enhanced dice or Kinestics (sp) and you've got an adept with some seriously modified TNs, particularly if he's a gear acquisitions specialist.

The flip side is - he'll still get owned in combat if he spends all his points on things social. Unfortunately, NPCs don't have the same worries when the GM is making them. grinbig.gif

Mage Support
It used to be the Troll and the mage playing choo-choo train. Now it's gonna be the Troll, the Mage and the mage-battery Adept. grinbig.gif

-Siege

Edit: If anyone rolls a Social Adept into a game, the GM had best make a cheat-sheet of all the social interaction mods to keep the player in check. Using straight numbers, a good face adept could have a fair shot at talking his way into acquiring military-grade hardened armor and making the Fixer pay Faceman to take it off his hands.

Ok, that's a little extreme, but future GMs will have to keep a sharp eye on what the face adepts are doing and be prepared to say "no" even if the rules might suggest otherwise.

I refer you to the earlier thread regarding concerns of adepts buying aircraft carriers...at a discount.

Edit 2: SimpleRunner - Astral Perception is not required for the Aid Spell power, although arguments could be made either way.

And knowing some of the players in your crew, it wouldn't be a bad requirement to have in place. grinbig.gif

Posted by: Siege Oct 7 2004, 09:42 PM

As for the concern about "penetrating blow" rendering called shots obsolete - I don't see that as a major concern because:


-Siege

Posted by: hobgoblin Oct 7 2004, 10:12 PM

QUOTE (Req)
QUOTE (hobgoblin @ Oct 7 2004, 01:27 PM)
a brick wall may stop you but will take damage in the impact. a branch will flex and come right back at you wink.gif

your metaphor-fu is weak. smile.gif

im out of training and working outside my native language wink.gif

Posted by: Edward Oct 7 2004, 11:31 PM

I built what amounted to a null suite already. How dose this comparer with what 64 has.

Start with your choice of armour, I used a rapid transit jumpsuit add ruthenium polymers with the maximum number of sensors thermal dampening at half that rating and the highest rated ultrasound detector emitter I could get.

Edward

Ps Jason Farlander I was not meaning to say that I thought you said we where disagreeing. I was commenting that I had not been certain of the meaning of your previous post. Unfortunately speech inflection dose not translate well into text.

Posted by: RangerJoe Oct 8 2004, 12:17 AM

Just wanted to let folks know SOTA64 is up on Stiggybaby at long last... and at nuyen.gif 17.50, it makes wallets happy....

Posted by: RangerJoe Oct 8 2004, 12:18 AM

(That's nuyen, for all y'all who thought I meant real yen. it was a joke... sort of....)

Posted by: Zenmaxer Oct 8 2004, 12:35 AM

QUOTE (Edward)
Start with your choice of armour, I used a rapid transit jumpsuit add ruthenium polymers with the maximum number of sensors thermal dampening at half that rating and the highest rated ultrasound detector emitter I could get.

careful with availability there... however the layering rules do not state that Armor MODS cannot stack beyond the two layers used to calculate armor, if I remember. Please correct me if I am wrong..

Posted by: Fortune Oct 8 2004, 01:39 AM

QUOTE (Siege)
IA: Social Skills:  I read this as per specific social skill and not "all social skills possible".  Much like the description of IA: Firearms - you can buy IA: Handgun, but not IA: All things Bullet-laden.

Which, to my mind, makes the price a little steep, but not impossible to live with.

I never even thought of it being IA: All Social Skills. Now that would suck!!! eek.gif

I meant that not all skills from the Social category should be allowable. YMMV on the cost issue. I think it's too low, but can't see it reasonably being any higher, as it is already on a par with IA: Combat Skills and shouldn't be higher than that.

Patrick: Seige gave a few examples, but it could be taken to even greater extremes without trying. There are a fair number of Social Edges that when combined now can make a character pretty powerful in that type of setting. Adding some (if not all over time) of the Social Adept Powers into the mix can make for devastating Social Gods. Judicious use of Cultured pheromones and Social Bioware (for a minor cost since now Bio-Index is halved when calculating for Magic Loss biggrin.gif) would only make things even worse.

People have tended to downplay the social aspect of Shadowrun in the past (it's getting better now), but a Social Adept in the hands of an imaginative roleplayer is enough to give me nightmares.

As to the 'pile of stuff', I don't doubt you. I was peripherally associated with TheDude and Synner in the infant stages of some of development process (not that I deserve, or even want any credit...I did Sweet FA except play devil's advocate), so I know the volume of material they had. I can imagine that multiplied manyfold with the addition of other peoples' submissions. biggrin.gif

I argued strenuously against the validity of a number of Social Power aspects for another reason as well. There really is no equivalent once you put throw a Social Adept into the mix. There aren't that many that every Johnson, or even Corp would have enough on call to handle all negotiations, and without one they'd be at a serious disadvantage because there is no non-magical counterpart.

Posted by: Zenmaxer Oct 8 2004, 01:49 AM

EEP! double post... misclicked... sorry.

Posted by: Zenmaxer Oct 8 2004, 01:51 AM

QUOTE (Patrick Goodman @ Oct 7 2004, 04:12 PM)
It is my understanding that Synner and the rest of the adept crew are compiling those for inclusion on the SR website at some point in the not so distant future, but I'm not 100% sure about that plan or the timing of same.  I do know that it was pretty thoroughly discussed, though, since there was a lot of stuff that a lot of us hated to see go by the wayside.

I would love to see that material that was cut make it out to the public, preferably on the website. That would be a really nice bonus, especially considering that it is already written and (I assume) play tested.

Posted by: SilverWolf_assassin Oct 8 2004, 01:58 AM

I like the new stuff, especially in regards to the charisma adepts.
So Game machanics aside, Does anyone feel this over powers the adept or does it just further specialize them?

--------------------
Chase, Spider Conjurer of the Spiders
"Where there was one, There was a dozen"
"Where there was a bug spirit, there was a smear."

Posted by: Fortune Oct 8 2004, 02:15 AM

Don't get me wrong. I have nothing against the idea of Social Adepts per say. They are just one more thing that can be munched in Shadowrun (or any other RPG).

I think the diversification of Adepts is a good even necessary thing. Adepts have been waiting a long time for some decent attention to be turned their way, and I think the writers were up to the challenge. Way to go guys. smile.gif

Posted by: Zenmaxer Oct 8 2004, 02:16 AM

I am quite happy to see them... If you play a straight priority system with no edges or flaws, they're at least a little harder to munch out.

Posted by: Cochise Oct 8 2004, 12:17 PM

Found the first thing that IMHO is in dire need of Errata:

Mana-sensitive films / cameras: Apart from the fact that the pricing of film plates is IMHO far to cheap for something that allows purely mundane persons to "assense" (with an equally low avail of 6) there's one major bug:

Mana-sensitive film easily captures manifesting magicians and spirits; this requires no Success Test

Hello? Manifestations do only occur within the mind of the persons that the magician manifests to. Photography of such things should most definitely be more difficult than Other phenomena - background count, dual-natured critters, aura scanning and spell signature analysis - require a Success test
Did somebody mix up manifestation and materialization?

Sidenote: While I generally like the idea of "Ghostbuster"-like photography, I do not like how it's presented in SOTA2064. But that could just be me ...

Posted by: krishcane Oct 8 2004, 02:04 PM

QUOTE (Fortune)

I argued strenuously against the validity of a number of Social Power aspects for another reason as well. There really is no equivalent once you put throw a Social Adept into the mix. There aren't that many that every Johnson, or even Corp would have enough on call to handle all negotiations, and without one they'd be at a serious disadvantage because there is no non-magical counterpart.

Guess this just means that SOTA: 2065 will show off all the cool cyberware and bioware that the corps design to take control of the streets back from all the Social Adepts bleeding them dry!

Here's a few ideas...

"Soothing Voice / Intimidating Voice" add-ons for the voice enhancement cyberware

"No sweat" body-cue suppression bioware for lying flawlessly

Ultrasound generator at a frequency to induce anxiety or discomfort... along with a cyberear filter for Mr. J.

Hypnotic Eyes / Hypnotic Face -- a bioware-based "extreme makeover" to make eyes or a whole face that is compelling and stunning to behold

"Not Impressed" bioware -- glands that prevent a person from being impressed, surprised, or intimidated.

Emotion-on-Cue chips -- toned-down versions of a p-fix, that let a person select an emotion or attitude from a chip-library. Body cues, facial expressions, and voice shift automatically respond to relay the chosen emotion in a convincing fashion. Along with a bit of training in tactical emotion-selection, can be highly effective. Also used in the acting industry.

--K

Posted by: Critias Oct 8 2004, 04:33 PM

When was it decided that magic has to be able to do everything technology can, and vice-versa?

Posted by: blakkie Oct 8 2004, 04:37 PM

QUOTE (Critias)
When was it decided that magic has to be able to do everything technology can, and vice-versa?

What, you didn't get the memo?

Posted by: SilverWolf_assassin Oct 8 2004, 06:01 PM

We have kind of been waiting to make the traditional Bard, a balanced Charisma character with a physical presence that isn't overwhelming. We got it, level 2 reflexes. Level 2 kinesics, level 2 in a combat skill. Allocate skills in a balanced fashion and now we have a very balanced starting character with good potential. A person to avoid combat when possible and frag some posers when it isn't possible. Sounds like a good character with every reason to succeed in the shadowrun world to me.

My analysis: Best book since "Man and Machine".
---------------------------------------
Count Silver Wolf a.k.a. Maverick
"You don't understand my friend. You have been dead for an hour."
*Thud*

Posted by: SimpleRunner Oct 8 2004, 06:42 PM

It was filed with those TPS reports!

Posted by: Nikoli Oct 8 2004, 07:25 PM

That's it, I'm blowing up the building.
Tell me I can't listen to the Matrix feeds at a reasonable volumn, I'll show you all!
And, and, and, I want my stapler back.
It's a Red Swingline.

Posted by: Kanada Ten Oct 8 2004, 07:51 PM

QUOTE (krishcane)
Emotion-on-Cue chips -- toned-down versions of a p-fix, that let a person select an emotion or attitude from a chip-library. Body cues, facial expressions, and voice shift automatically respond to relay the chosen emotion in a convincing fashion. Along with a bit of training in tactical emotion-selection, can be highly effective. Also used in the acting industry.

Check out the last issue of TSS.

QUOTE
"No sweat" body-cue suppression bioware for lying flawlessly

That shouldn't be bioware. Either drugs, p'fix chips, or similar used to enchance the skill.

QUOTE
Hypnotic Eyes / Hypnotic Face -- a bioware-based "extreme makeover" to make eyes or a whole face that is compelling and stunning to behold.

While I think you've crossed a line here, cosmetic surgery should be able to fullfill this role (and used to justify an Edge purchased by the character). I'm more a fan of a nanite facial alteration system that can change you facial features from a program, like nanotattoos.

QUOTE
"Soothing Voice / Intimidating Voice" add-ons for the voice enhancement cyberware

Another line crosser. Manipulation of the vocal cords in whatever manner could provide minor benifits, I think. Again, something very akin to cosmetic surgery and an Edge.

Posted by: snowRaven Oct 8 2004, 08:08 PM

QUOTE (TheDude)
Synner always like to reference use of Killing Hands for an artist adept following the Artist's Way. Not a natural match, but certainly not worthy of mechanics that exclude the match, or explain it for that matter.

With an explanation, players with imiganations can explain most anything. A really aggressive performance artist into elaborate displays of destruction art?

Posssible.

I just had the most interesting idea...

An sculptor with Strength Boost and Smashing Blow, using his powers to sculpt solid rock with his bare hands.

Posted by: RangerJoe Oct 8 2004, 08:20 PM

Picasso SMASH!

It would be a little bit rough, as you're looking at a barrier rating of 12 or more (for stone), but provided you want to sculpt in units of 0.5 m or less, it should work fine. I hear the rough-cut, natural stone look might be in for 2064.

Posted by: Nikoli Oct 8 2004, 08:35 PM

I sooo gotta make a troll named picasso now...

Posted by: SimpleRunner Oct 8 2004, 08:47 PM

Add Penetrating Blow from SOTA: 2064 for the more subtle details to your sculpting details.

Posted by: Req Oct 8 2004, 09:53 PM

I played in a game with a deranged rigger named Picasso. He had a camera array on the back / underbelly of his van, and took pictures of the pedestrians he hit / ran over. He liked that "abstract art" idea. eek.gif

That guy was a bit of a loon.

Posted by: Crimsondude 2.0 Oct 8 2004, 10:09 PM

I wasn't aware that Picasso ever used the stone medium.

Posted by: SilverWolf_assassin Oct 8 2004, 10:53 PM

Terre cuite and bronze.
I am sure tire tread marks and flesh would have been used if there were access.
----------------------

I wonder if I could cyber a ghoul up to swallow a person like a snake?
Maybe a snake shape shifter could do it.

Posted by: Zeel De Mort Oct 8 2004, 10:56 PM

Your average runner wouldn't be likely to know one way or the other either!

Posted by: Edward Oct 9 2004, 12:56 AM

I dislike claming cosmetic surgery as a source of an edge. What happens if a character goes out and gets the cometic surgery later?

Edward

Posted by: Kanada Ten Oct 9 2004, 01:10 AM

QUOTE
I dislike claming cosmetic surgery as a source of an edge. What happens if a character goes out and gets the cometic surgery later?

He or she gets a different edge of equal value then.

Posted by: Synner Oct 9 2004, 02:03 PM

Back from vacations and nice to see this thread up and going

I haven't got time to get back on all your doubts, but so far I'm amazed nobody has started picking on either of the Attunements and saying adepts are going to replace riggers too. nyahnyah.gif

Other than that I want to reiterate what Dude has already said. At an early point in development we debated whether or not there should be a mechanic associated with Ways. This posed several problems most of which around the issue that any such mechanic either involved extensive and limiting lists of powers or pure judgement call on the part of the GM.

We decided that the testimonies would provide a lot more in the way of direction and ideas regarding what makes an adept follow a specific Way and provide a framework for character design which didn't box anyone in. A GM's fiat was still reserved as an optional rule IIRC (see under Running Ways - The Lost) for those who wanted to give the concept more teeth in their individual games.

Posted by: Fortune Oct 9 2004, 02:18 PM

QUOTE (Synner)
I haven't got time to get back on all your doubts...

Make time! wink.gif

Posted by: Synner Oct 9 2004, 02:33 PM

I will, I will, I'm just catching up with a week's worth of mail backlog and another freelance project so it might take a while. wink.gif

However, I'd also like to hear what people think of the other stuff in the book besides Adepts. I'm one of the authors on the Euromagic chapter and I had a lot of fun (I think everyone did) helping out in the Culture Shock section - note this one does include several ongoing plot updates.

Posted by: Cochise Oct 9 2004, 02:38 PM

QUOTE (Synner)
I haven't got time to get back on all your doubts, but so far I'm amazed nobody has started picking on either of the Attunements and saying adepts are going to replace riggers too. nyahnyah.gif

Will come sooner or later ...
My current view on the whole adept section is "extremely enraged" to put it in mild words ...

Currently I'm willing to suggest a renaming of the Game into Mage- and Adeptrun

Posted by: Fortune Oct 9 2004, 02:55 PM

QUOTE (Synner)
However, I'd also like to hear what people think of the other stuff in the book besides Adepts. I'm one of the authors on the Euromagic chapter and I had a lot of fun (I think everyone did) helping out in the Culture Shock section - note this one does include several ongoing plot updates.

It'd be easier, and facilitate more open comment if SoE had it's own forum, dont' you think? wink.gif

Seriously, I think most people are holding off until the appropriate forum is opened.

Posted by: Zeel De Mort Oct 9 2004, 03:40 PM

QUOTE (Synner)
Back from vacations and nice to see this thread up and going

I haven't got time to get back on all your doubts, but so far I'm amazed nobody has started picking on either of the Attunements and saying adepts are going to replace riggers too. nyahnyah.gif

Attunement (Item) is pretty strong, particularly for any adepts that have a weapon focus. It's already a material link to you anyway, and paying 9 karma to get a -1tn with your dikoted weapon focus katana is well worth it to such a character. I wouldn't say it's horrific though.

I don't see adepts replacing riggers mind you. VCR 3 + quite a lot of dice >> Just a whole lot of dice.

Otherwise, well we haven't used any of the new powers yet but I don't see anything that's utterly game breaking.

I haven't read the other sections in detail yet. Just skimmed over the rules for some of the spy gear etc. Nothing incredibly good or bad there really, but it looks fine all the same.


Fortune: SoE has it's own forum. I assume you mean a forum for SOTA 2064. wink.gif Which, as has been pointed out to us lots of times, isn't happening 'til the current problems are fixed.


Edit: Even if you attune yourself to a car (bad idea if you ask me), have the Vehicle Empathy and Aptitude (Car) edges, AND a hell of a lot of dice, you're still not as good as a Rigger with a VCR 3 and quite a lot of dice, in my opinion.

Posted by: Fortune Oct 9 2004, 03:52 PM

QUOTE (Zeel De Mort)
SoE has it's own forum.  I assume you mean a forum for SOTA 2064.

D'oh! embarrassed.gif

Teaches me to think as well as type at 1:30 in the morning. smile.gif

QUOTE
Which, as has been pointed out to us lots of times, isn't happening 'til the current problems are fixed.


Yes I know. I was just trying to point out one reason for the lack of wide-ranging response as of yet. Other than people are still just getting the book, of course. smile.gif

Posted by: Zeel De Mort Oct 9 2004, 03:59 PM

True. Besides which, it wasn't exactly hard to predict that the adepts section would be the most controversial.

However, when I've read all the fluff text in the other sections I'll let everyone know what I thought of that as well. Don't hold your breath though!

Posted by: Critias Oct 9 2004, 04:16 PM

QUOTE (Cochise)
Will come sooner or later ...
My current view on the whole adept section is "extremely enraged" to put it in mild words ...

Currently I'm willing to suggest a renaming of the Game into Mage- and Adeptrun

Why? What can they do now that's so hideously overpowering, can't be copied (in some way) with cyber or bioware, and that they also couldn't do before? I don't see what you're so outraged for.

Social stuff? That's fine -- it just means Tailored Pheromones aren't the pack leaders any more, all the time. And given the rules for street rep, etc, in MrJ's book, what's it really matter? If you make a hardcore social-only adept, he's too specialized to be a very fun character to play. If you add social stuff to round out an otherwise-physical adept, but the time you get the karma you need for all those powers, your street rep will be high enough for easy social tests, anyhow. ;)

Physical stuff? Ooh, he can reload a pistol as fast as someone with a smartlink now. With a laser sight and Attunement, he has the same TN mod (whoops, unless he calls a shot!) as a sammie with a smartlink II. He can run on walls -- why? How often, really, does it come up in game (and what walls couldn't be covered with a lot of Athletics, anyways)? Oh, I almost forgot, and now they can buy balance augmentation cyberware (for .6 more essence/power points than a sammie).

Other skills? Fine. He can paint really well (whoopty doo), he can roll more social dice (see above), and now he can drive okay, too. A dedicated rigger will still run rings around a car adept (given that he'll have amazing TN mods, and control pool, whereas an adept won't).

Really, I like the adept section, quite a bit. And I play riggers and street sammies more often than anything else. I don't see what the problem is, at all. Their powers seem quite a bit more balanced and reasonable to me than cigarette missile launchers and briefcase rockets.

Posted by: Cochise Oct 9 2004, 05:08 PM

QUOTE (Critias)
Why?  What can they do now that's so hideously overpowering, can't be copied (in some way) with cyber or bioware, and that they also couldn't do before?  I don't see what you're so outraged for. 




QUOTE
Social stuff?  That's fine -- it just means Tailored Pheromones aren't the pack leaders any more, all the time.


My problem there isn't so much that Tailored Pheromones aren't the end of all means now (actually none of my face-type characters ever had one). My problem is that now Adepts have entered the last remaining fields where magic wasn't that strong and once more Adepts are just plain better than anything else in that field (including the top notch tailored pheromones) ...

QUOTE
And given the rules for street rep, etc, in MrJ's book, what's it really matter?


Next problem: The reputation rules aren't that good either so it's likelier that those rules are left out completely than saying: "No SOTA 2064" or "SOTA 2064? Yes, but you can't use X,Y,Z ..."

QUOTE
If you make a hardcore social-only adept, he's too specialized to be a very fun character to play.


That heaviliy depends on the group ... I have seen more than one character that was a pure social "adept" (without being an adept at all) and the player's in question had more than just a short lived time of fun with them ...

QUOTE
Physical stuff?  Ooh, he can reload a pistol as fast as someone with a smartlink now.


But it doesn't end there ... he's better .. Extra dice, picking up and using simple objects also become free actions ...

QUOTE
Other skills?  Fine.  He can paint really well (whoopty doo), he can roll more social dice (see above), and now he can drive okay, too.  A dedicated rigger will still run rings around a car adept (given that he'll have amazing TN mods, and control pool, whereas an adept won't).


He'll be driving a bit better than just "o.k." ... Of course he can't really beat a rigger with VCR 3 ... but the driving part of a rigger is reduced as well and in general that pushes riggers more into the aeara of CCSS and electonic warfare, because on the Techwizz side adepts are also coming after them ... Adept are now easily better mechanics than mundanes ...

QUOTE
Really, I like the adept section, quite a bit.


That's your perogative ... As I said: Currently I'm having the feeling that SR is heading in a direction that I don't like at all.
And as hard as it might sound: I see that as a result of a great horde of new freelancers (originally coming from a "fan project") that bring in such a vast number of ideas that it turn's into overkill. And on the editing side the quality dramatically goes down: Or why is it that the Ways take up such a large ingame-description that stresses more than once that Ways are nothing strict and depend on the POV of the Adept and yet the first optional rule is about a power cost increase when an Adept derives from "his" Way (that deviation just might be his Way) or hasn't "found" his Way?

The same goes for something I found in SOTA 2063: Back then they introduced Filesharing ... Great, yet another implementation of our real world developments into a world that took a dramatically different development in the course of its history. To make things worse: The core rules suggest that programmes are usually provided in form of next to totally copy-protected OCCs and that source-code is normally not included ... Now tell me: How will Filesharing work on a large scale with such a basis?

I'm waiting to see Metalstorm and other developments of our real world surfacing in SR without back-checking if that really fits with what other parts of the rules say ...

I'll concede that some of this rant is mainly because I'm currently still in my "first shock" about things that eventually will turn out less serious as they appear to me right now ...


Posted by: Herald of Verjigorm Oct 9 2004, 05:51 PM

500 posts saying "adepts are only good at sneaking and melee, make them good at something else" and now when it happens "adepts are too good at everything, cyber is worthless."

Posted by: Cochise Oct 9 2004, 06:00 PM

QUOTE (Herald of Verjigorm)
500 posts saying "adepts are only good at sneaking and melee, make them good at something else"

Actually I never made one such thread or posting wink.gif
The previous possibilities were vast enough for me ...

QUOTE
and now when it happens "adepts are too good at everything, cyber is worthless."


And I'm not saying something like that either wink.gif
I'm saying that the edge a various number of implants had over magic is lost to a certain extend and that this extend is (currently) "greater" than I like it to be.
Escpecially when certain game effects of both worlds are compatible (Still can't combine increased reflexes with any cyber or bio, but Cogniction and Mnemonic enhancer work together just fine .. as do other powers and implants)

Posted by: Dax Oct 9 2004, 06:05 PM

QUOTE (Herald of Verjigorm)
500 posts saying "adepts are only good at sneaking and melee, make them good at something else" and now when it happens "adepts are too good at everything, cyber is worthless."

Talk about hitting the nail on the head.

I swear, the developers finally give people what they were asking for, and what happens? A whole pile of complaints about the developers delivering what was asked for.

Un-frikin-beliveable.

Posted by: Zeel De Mort Oct 9 2004, 06:07 PM

Personally I think the new adept powers and metamagics are generally fine, however I do agree with some of what Cochise says.

More than a few of them do, more or less, replicate or exceed benefits you could previously only get with cyber or bioware.

On the other hand, as we all know, adepts are generally better when they specialise.

For example - Cochise is right that an adept can be a better mechanic than a mundane - just buy lots of bonus dice in your favourite B/R skill and take Centering (B/R). However a mundane can have an equivalent skill, or indeed higher since he's not spending any karma on initiating and generally has more points to put into skills at creation. He can also still manage a respectable +4 dice on B/R tests (Encephalon 2, Cerebral Booster 2, Enhanced Articulation) - and those will apply to ALL B/R tests, as well as a whole bunch of other skills, as well as increasing his intelligence and reaction, and making Int skill learning easier, and increasing hacking pool.

Posted by: Dax Oct 9 2004, 06:12 PM

I would also like to point out that an Adept will always take longer to get good at something than a Mundane will. For the simple fact that for an Adept to gain more points for their powers they HAVE to Initiate. And Initiation gets more and more expensive the higher you go.

A mundane with some a decent pile of cred can get some nifty cyberware installed nice and quick, and get the results right away. They also don't spend as much Karma because they don't have to pay for an initiation.

I don't really see the big problem here.

Posted by: mfb Oct 9 2004, 06:20 PM

how exactly is a starting adept going to have any infusion foci at all, much less multiple infusion foci? or don't they cost karma to bond?

most of what you're complaining about, cochise, will probably be solved in SOTA:65, where (i'm willing to bet good money) they'll have a 'new cyberware' section.

what are you referring to, re: SOTA63 and filesharing? the only thing i see relative to that is the cracking program, which answers your question pretty neatly. how do you fileshare when all you have is the object code? use your cracker utility on it, to rebuild the source code. i don't see anything else on filesharing, though i've missed stuff before.

Posted by: Cochise Oct 9 2004, 06:27 PM

QUOTE (Dax)
I would also like to point out that an Adept will always take longer to get good at something than a Mundane will. For the simple fact that for an Adept to gain more points for their powers they HAVE to Initiate. And Initiation gets more and more expensive the higher you go.

1) Wrong ... no matter what the FAQ might tell you, Adepts do not have to initiate to get new powers (although in most scenarios it would be dumb not to, just because of those nifty metamagical techniques) ... See core rules on the 20 karma rule

2) Initiations up to grad 9 are rather "cheap" when using the full potential of rules

QUOTE
A mundane with some a decent pile of cred can get some nifty cyberware installed nice and quick, and get the results right away.


So can the adept and since the newer powers are compatible with the tech, there's no reason (given the a mindset of a tech-loving adept) not to invest in at least some of those "nifty" implants as well ...

QUOTE
They also don't spend as much Karma because they don't have to pay for an initiation.


They have to spend it on skills, that become equally expensive over time and do not provide secondary benefits as initiation.
It doesn't matter if my char gets 8 dice from a natural B/R skill or 4 + 4 from B/R plus improved ability ...

QUOTE
I don't really see the big problem here.


I guess that's why it's called "opinion" ...

But right now I'm feeling pissed again. And that's because I'm voicing my opinion that has been asked for and what I do receive is not a discussion but rather unnecessary comments ... Yes, Herald and Dax this means you ...

Posted by: Cochise Oct 9 2004, 06:34 PM

QUOTE (mfb)
how exactly is a starting adept going to have any infusion foci at all, much less multiple infusion foci? or don't they cost karma to bond?


I'm very positive about a rule in one of the recent supplements that allowed adepts to buy spell points for purposes of foci bonding at chargen ...

QUOTE
most of what you're complaining about, cochise, will probably be solved in SOTA:65, where (i'm willing to bet good money) they'll have a 'new cyberware' section.


Probably? For sure?
While some of my complaints are likely to be rebalanced by then, there's nothing that will reverse the process of adepts entering fields that previously were the sole domain of mundanes, where they could actually exceed the performance of magically active characters ... and "of course" the adpets are better again ...

QUOTE
what are you referring to, re: SOTA63 and filesharing? the only thing i see relative to that is the cracking program, which answers your question pretty neatly. how do you fileshare when all you have is the object code? use your cracker utility on it, to rebuild the source code. i don't see anything else on filesharing, though i've missed stuff before.


It's not so much the cracker program ... I do have a "feeling" (and it's really just that) that currently there is a tendency to just implement whatever real world development into SR ... and I more than willing to repeat: I don't like that ...

Posted by: mfb Oct 9 2004, 06:49 PM

you're thinking of the high-power character creation rules in MJLBB. if you're making high-powered characters, i don't see a problem with adepts starting with foci.

i've never understood the stick-in-the-mud mentality, with regards to either magic or cyber. i mean, why shouldn't magic and technology be expanding into new areas? i mean, consider how incredibly unrealistic that would be--when a culture puts an emphasis on progress (as opposed to tradition, a la the dark ages), the state of the art in that culture grows in leaps and bounds. why in the world should magic and/or technology remain chained to what we had in SR1?

as far as introducing real-world concepts into SR, what would you suggest? re-inventing the wheel every time SR need to introduce a new advance?

Posted by: Herald of Verjigorm Oct 9 2004, 06:50 PM

Any adept could buy any cyber that would help them. That's why almost all pistol adepts have smartlinks. Nothing is purely the domain of mundanes except possibly mana warps. Cyber still achieves power faster than adepts (unless the karma/ nuyen.gif ratio is off in your games) and adepts still aren't limited to 5.99 before they drop dead.

Starting cyber can still make any character more versatile and generally powerful at chargen than starting adept powers.

Posted by: mfb Oct 9 2004, 06:53 PM

no kidding. i'm playing a ~200 karma adept whose focus is combat, and i'm still playing catch-up to well-designed starting-level sammies. the problem is, in order to excel one thing, adepts have to give up almost everything else. that's the balancing factor, for adepts--sure, you can become the greatest pistoleer in the world, but what happens when you don't have your pistols?

Posted by: Eyeless Blond Oct 9 2004, 07:13 PM

What *I'd* like to see coming up: ways for mundanes to counter, duplicate, or just plain be better than magic. Since background counts are already around, maybe SotA 2065 can have ways to create artificial background count or even mana warps. As for duplicating or finding areas that magic simply can't be a part of, I'm at a loss.

Posted by: Snow_Fox Oct 9 2004, 07:28 PM

Mine was shipped by Stiggy babys on thursday, I'm still waiting.

Posted by: Snow_Fox Oct 9 2004, 07:35 PM

QUOTE (Eyeless Blond)
What *I'd* like to see coming up: ways for mundanes to counter, duplicate, or just plain be better than magic. Since background counts are already around, maybe SotA 2065 can have ways to create artificial background count or even mana warps. As for duplicating or finding areas that magic simply can't be a part of, I'm at a loss.

Why?
The part of the difference between awakened and mundanes. Tech can creat magic, if they could it would be a major break through and you could build a whole campaign around magical groups trying to stop it. The awakened are expensive and can command huge saleries, because they are so rare. If tech could replace them, they would not be as rare and so would not be as marketable.

Posted by: Zeel De Mort Oct 9 2004, 08:09 PM

Well, there are some places where awakened characters can be replaced by more mundane things. For example using biofibre instead of wards. It's not the same, but it's not bad either.

If you want to create a background count somewhere, just do lots of really shady things! Murder a few people, ruthlessly sterilise the whole place, etc.

Let's not forget the various strains of FAB. Every mundanes favourite! Or at least mine. smile.gif


A place that magic can't be a part of: The Matrix.

Magic can have a very small impact here, for example with Increase Intelligence spells, Pain Resistance and so on. But to most intents and purposes it doesn't make any difference in the matrix if you're a grade 16 super-adept or not. If you're running on Hot ASIST it's all about tech and natural ability.


Posted by: Eyeless Blond Oct 9 2004, 08:34 PM

And Improved Ability(technical skills). But the point is well-made; the Matrix (and to a lesser extent rigging) are the last bastions of mundanes.

As for tech duplicating magic, I guess that's not really what I'm looking for. What I really want is for magic to not become as pervasive as I see it becoming lately. More and more I'm feeling like SR is becoming like D&D in the sense that if you don't have access to magic you might as well be crippled, especially at mid-to-high levels.

Posted by: mfb Oct 9 2004, 08:51 PM

there are no IA: Technical Skills. at least, not that i'm aware of.

Posted by: Zeel De Mort Oct 9 2004, 08:56 PM

Indeed there isn't. I was just going to say the same! Even if there was I'm not sure I'd allow it to work in the matrix. Hmm, perhaps...

It's just Physical, Combat, Articstic/Performance Knowledge, B/R, Social and Vehicle skills that you can get Improved Ability for - which is quite enough!!


Edit: Although you can get Centering on Technical skills. But again, grumble grumble, magic and the matrix, no no no, etc.

Posted by: hobgoblin Oct 9 2004, 09:29 PM

QUOTE (Cochise @ Oct 8 2004, 02:17 PM)
Hello? Manifestations do only occur within the mind of the persons that the magician manifests to. Photography of such things should most definitely be more difficult than Other phenomena - background count, dual-natured critters, aura scanning and spell signature analysis - require a Success test
Did somebody mix up manifestation and materialization?

care to point me to the book and page that says that a manifesting mage only appear as a image in someones head? from what i read, anyone present will be able to see a mage when manifesting. in fact i belive that a manifesting mage would in fact appear on normal film to as the magican is in fact appearing in sound and image on the physical plane. we are talking about a camera here that can take a photo of something that is purely astral. takeing a photo of a manifesting mage should be the least of its tricks...

manifesting is appearing without physical form. materialization is just that, becomeing material...

Posted by: Jason Farlander Oct 9 2004, 09:31 PM

QUOTE (hobgoblin)
care to point me to the book and page that says that a manifesting mage only appear as a image in someones head? from what i read, anyone present will be able to see a mage when manifesting. in fact i belive that a manifesting mage would in fact appear on normal film to as the magican is in fact appearing in sound and image on the physical plane. we are talking about a camera here that can photograp something that is purely astral. photographing a manifesting mage should be the least of its tricks...

Read the section on manifesting on SR3 pg 173. It is rather explicit on that point.

Posted by: hobgoblin Oct 9 2004, 09:42 PM

QUOTE (Eyeless Blond)
What *I'd* like to see coming up: ways for mundanes to counter, duplicate, or just plain be better than magic. Since background counts are already around, maybe SotA 2065 can have ways to create artificial background count or even mana warps. As for duplicating or finding areas that magic simply can't be a part of, I'm at a loss.

to create a background count. either get a whole lot of people together for a concert, some religious sermony or similar. basicly you have to get peoples emotions going.

to create a mana warp you would in fact have to remove any and all living material within the area, includeing bacteria and similar atleast. then maybe deply some nasty variant of FAB-3 or something to start feeding on the ambient mana.

the only documented man-made mana warp is after the cermak blast (from what mits tells). and that included a tactical nuke and insect spirits eek.gif

countering magic can allready be done when it comes to blocking them out. FAB version 1 and 2, biofiber wallpanels, awakend ivy, hell even a bioengineerd snail like creature that emits a sound when it comes into contact with a astral pressence (the mage may not even notice he passed thru one).

Posted by: hobgoblin Oct 9 2004, 09:46 PM

QUOTE (Jason Farlander @ Oct 9 2004, 11:31 PM)
QUOTE (hobgoblin @ Oct 9 2004, 04:29 PM)
care to point me to the book and page that says that a manifesting mage only appear as a image in someones head? from what i read, anyone present will be able to see a mage when manifesting. in fact i belive that a manifesting mage would in fact appear on normal film to as the magican is in fact appearing in sound and image on the physical plane. we are talking about a camera here that can photograp something that is purely astral. photographing a manifesting mage should be the least of its tricks...

Read the section on manifesting on SR3 pg 173. It is rather explicit on that point.

and let me quote the text:

"the astral form appears as a ghostly image to all viewers on the physical plane".

ok so later on the text says that its not visible to normal technological devices but there is nothing saying that a mage can single out specific persons to apper before.

and as this camera is astraly sensitive, picking up a manifesting mage should be the least if its tricks.

oops, i belive i sound a bit snappy. sorry about that. wrong person to "snap" at...

Posted by: Synner Oct 9 2004, 09:54 PM

QUOTE (Cochise)
That's your perogative ... As I said: Currently I'm having the feeling that SR is heading in a direction that I don't like at all. And as hard as it might sound: I see that as a result of a great horde of new freelancers (originally coming from a "fan project") that bring in such a vast number of ideas that it turn's into overkill

While I'm trying hard not to make this personal I will say the following. All the powers and metamagics introduced in this piece were cooperatively developed and playtested by more than a dozen individuals the overwhelming majority of which have nothing to do with the Adept netbook project (or EuroSBers like me for that matter). Furthermore a number of powers and abilities were included which were contributions from established freelancers who have significant credits under their belts regardless of what you may think of the newbies. In fact you have no idea how much stayed on the drawing board

The areas which undoubtedly recieved the greatest boost were artistic, mental and social powers since the former two were seriously lacking references in previous books and the latter was being properly introduced with the Wa of the Speaker.

A while back I promised there would be stuff in SOTA64 that gave mundanes ways of fragging up mages. The "Kirilian camera" is one such. It's a pity "magecuffs" didn't make it. More will surely follow.

QUOTE
Or why is it that the Ways take up such a large ingame-description that stresses more than once that Ways are nothing strict and depend on the POV of the Adept and yet the first optional rule is about a power cost increase when an Adept derives from "his" Way (that deviation just might be his Way) or hasn't "found" his Way?
.
Maybe because that is the only section of the Game Information directly pertaining to the Ways? Maybe because that's the place where it was most relevant? Maybe because of what I mentioned in my previous post regarding development decisions? Maybe that is why it is the first optional rule (and only one of two).

In fact, I'm wondering how you could possibly have misunderstood the material. It says the GM may as an optional rule choose to apply a power cost modifier if a character strays (or lacks) from his particular way (as in: that "Gamemasters are encouraged to let players detail their character’s personal approach to his particular way and actively incorporate this into the roleplaying aspect of the game, especially in terms of plot and character development.") What this simply means is that if in the GMs eyes a character deviates from the Way the player himself originally "detailed" for the character then he qualifies. How does that possibly reflect on the editing?

Posted by: Eyeless Blond Oct 9 2004, 10:01 PM

QUOTE (Zeel De Mort)
It's just Physical, Combat, Articstic/Performance Knowledge, B/R, Social and Vehicle skills that you can get Improved Ability for - which is quite enough!!

Ah, well that's not as bad then, although I'm not sure why B/R skills are included if Technical ones aren't. *shrug*

Ah well.

Posted by: mfb Oct 9 2004, 10:03 PM

mainly so that you can't take IA: Computers.

Posted by: Jason Farlander Oct 9 2004, 10:14 PM

QUOTE (hobgoblin)
and let me quote the text:

"the astral form appears as a ghostly image to all viewers on the physical plane".

ok so later on the text says that its not visible to normal technological devices but there is nothing saying that a mage can single out specific persons to apper before.

and as this camera is astraly sensitive, picking up a manifesting mage should be the least if its tricks.

You know, hobgoblin, I already quoted that the relevant section back on page 1 of this thread. Anyway, there is an important part that you did not mention here.

"A manifestation is entirely psychic. Machines cannot percieve it in any way; cameras do not see it, microphones do not hear it, and so forth. For characters with cybereyes, the image is in their minds, so they can see the manifestation despite their cyber."

Note the part about the image being in the minds of the percievers. I dont think Cochise ever meant to imply that a manifesting mage could pick and choose which minds to manifest to, but the fact remains that manifestation is a purely psychic mental image. It's not really there in any physical sense. And, though I lack access to SOTA64 at the moment (it should be arriving next week), I share his initial incredulity at the ability of an astral camera to *easily* pick up such a thing. I may comment further when I read the specifics of how it is supposed to work.

QUOTE
oops, i belive i sound a bit snappy. sorry about that. wrong person to "snap" at...


'sok. Really, you dont need to be snappy at anyone... but I still take the apology for what it is.

Posted by: Zeel De Mort Oct 9 2004, 10:45 PM

I don't think the mana-sensitive camera is worth all the time spent posting about it, but I'll throw my opinion in none the less!

Firstly, for anyone who doesn't have the book it "easily captures manifesting mages and spirits" (can spirits manifest? I think they mean materialising, but I'm too lazy to check up) - no Success Test required, so it just works.

For other things, like background count, critters, spells, etc, you need to make a success test using an appropriate photography knowledge skill or similar and count half the successes, yadda yadda.

I'm not too sure I'm happy with the way that works for one thing, it'd be better that the camera had a rating and you rolled that plus photography as complimentary for the success test.

But anyway that fact means, I think, that this camera can't be used as a passive security device against anything other than manifesting mages and spirits. If it has no "skill" there's absolutely no chance it can possibly capture anything astral other than those. So you either have to have a rigger jumped into the camera using his own skill, or a drone with an autosoft interpretation system or somesuch.


Okay, and there ends anything I have to say about the astral camera!

What else was in there? Did someone mention rocket launchers? Ooh...

Posted by: Caine Hazen Oct 9 2004, 11:02 PM

Look, burnination and fhgwhgads was all the book needed to make it perfect!! Only my name as a shadow commentator would have been better....but I love it so far!

Posted by: FlakJacket Oct 9 2004, 11:09 PM

Heh, just noticed the Credits/Props bit. Ada strikes again. smile.gif

Posted by: Req Oct 9 2004, 11:44 PM

Whoa, fhgwhgads is in it? Now I'm totally psyched I ordered it.

Come on, fhgwhgads... smile.gif

Posted by: Jason Farlander Oct 10 2004, 12:00 AM

I assume you both actually mean fhqwhgads. You are both *so* not to the limit.

Posted by: FlakJacket Oct 10 2004, 12:01 AM

They offed Patrick? Oh now that's just rude. smile.gif

Posted by: hobgoblin Oct 10 2004, 12:13 AM

my last post on the camera subject...

it have the ability to see astral stuff as if it was a astraly active entity when used with a success test, so why the hell should it need a sucess test to pick up on something anyone alive and present can pick up even if they are mundanes? even if its a mental image it still require astral energy. and astral energy to a level where even mundanes can pick it up without being targeted by it. this means radiating astral energys and therefor the camera to should be able to capture said energy. just aim it at the source and snap...

Posted by: Cochise Oct 10 2004, 12:20 AM

QUOTE (mfb)
you're thinking of the high-power character creation rules in MJLBB. if you're making high-powered characters, i don't see a problem with adepts starting with foci.


I don't have an issue with adepts starting out with bonded foci either ... I just have an issue with foci that are supposed to be extremely rare (by the wording of the text) that fit into the avail rating of a normal starting character ...

QUOTE
i've never understood the stick-in-the-mud mentality, with regards to either magic or cyber. i mean, why shouldn't magic and technology be expanding into new areas?


Read my lips: I didn't say that either shouldn't expand into other areas: I'm against magic conquering new areas, taking it with ease and over-taking all mundanes in just one blink of an eye ...
That's why I didn't say anything against the possibilities of adepts when it comes to vehicles with the new powers, but simultaniously have serious grudge against what has been introduced in the field of social adepts ...

QUOTE
i mean, consider how incredibly unrealistic that would be--when a culture puts an emphasis on progress (as opposed to tradition, a la the dark ages), the state of the art in that culture grows in leaps and bounds. why in the world should magic and/or technology remain chained to what we had in SR1?


See that's just that kind of generalization that get's me pissed off. I clearly stated what I do find negative with the current tendencies, but so far most every post against my POV came up with generalizations that I didn't make of any sorts.
Hell, it even looks like is forbidden now to have a slightly negative attitude towards anything that is brought fourth by the makers ...

QUOTE
as far as introducing real-world concepts into SR, what would you suggest? re-inventing the wheel every time SR need to introduce a new advance?


Again something that I didn't saying anything the like ... But I'd like to see a development that actually fits with what has been done before ... And to me it seems that some things that have been introduced during the last supplements (including SOTA '64) leave a sore taste ...
Another example (not against SOTA '64): The overall political development of SR went into balkanization of larger nations and federations. Fine ... Now SoE has reintroduced the EU ... With a "surprinsingly" close relation to real world developments. The currency ECU all of a sudden made the vey same name change to Euro ... just as in our real world ...
I'm not necessarily asking for re-invention of the wheel. But I'm asking for less unimaginative copying of real world events.

Posted by: Deacon Oct 10 2004, 12:37 AM

Real quick here:

Regarding the new astral camera: You all are forgetting something. This is Shadowrun. The rules make reality. Rules can and will contradict each other. The rules have changed. Deal with it.

Regarding adepts: Adepts are specialists. Samurai and mundanes are not. (Though for the purposes of the game, sammies and mundies are the same damn thing -- only diff is the mundie don't like being superhuman, for some strange reason.) I do deplore the fact that the authors of this book decided to screw the mundies, but perhaps in SOTA65, the pendulum will swing back the other way. In any case, it's going to be up to the GM to balance things out -- a position I hate, but then the only other possibility I see is to convert everything to another system and balance things out across the board.

Anyone want to share some of the other things in the book? My copy won't be arriving for a while...

Posted by: FlakJacket Oct 10 2004, 12:40 AM

Yes, the authors of the adept section have obviously watched that Remo Williams film way too many times. biggrin.gif

Posted by: Jason Farlander Oct 10 2004, 12:47 AM

QUOTE (Deacon)
You all are forgetting something. This is Shadowrun. The rules make reality. Rules can and will contradict each other. The rules have changed. Deal with it.

You are forgetting something. Shadowrun is a game. The rules do not make reality, the GM does. We are all free to ignore any rules we do not like. We are also free (and justified) to be annoyed when new rules needlessly contradict existing ones.

Furthermore, the whole *point* of this board is to discuss shadowrun issues, and this is one of those issues. If you don't like the fact that some people have problems with a new rule and wish to voice their concerns, well then you're in the wrong place. Deal with it.

Posted by: Cochise Oct 10 2004, 12:47 AM

QUOTE (Synner)
While I'm trying hard not to make this personal I will say the following. All the powers and metamagics introduced in this piece were cooperatively developed and playtested by more than a dozen individuals the overwhelming majority of which have nothing to do with the Adept netbook project (or EuroSBers like me for that matter).

Try harder Synner ...
Again I can only suggest that you read what I wrote instead of trying to find an insult in what I wrote. I wrote about my feelings. Currently I do have the feeling that as we germans say: Zu viele Köche verderben den Brei ... Too many people working on the same thing and thus "killing" the result ...
It's an impression, no more no less. That impression is strengthened by how you in particular "changed" in your attitude on this board (from my POV) ever since SoE went from fan project to official project with you becoming a freelancer ...
I'm not blaming you or anyone in particular for that overall impression I have. It's an observation ... you may take it as an indication of potential distaste in a larger group of players or you may not. Again: That's your perogative ...

QUOTE
Furthermore a number of powers and abilities were included which were contributions from established freelancers who have significant credits under their belts regardless of what you may think of the newbies. In fact you have no idea how much stayed on the drawing board


Does this actually matter when it comes to my POV which is based on my perceptions?
And before trying to tell me that I should shut up, because I don't have any insight on matters: I was long in enough in closer touch with the german side of development. Part of the reasons why I quit doing what I did for Fanpro Germany was what I saw and heard through the various channels ...
Agreed, I never was an official freelancers (at least none that made it into publications or got any money from it) but I was there ...

QUOTE
A while back I promised there would be stuff in SOTA64 that gave mundanes ways of fragging up mages. The "Kirilian camera"  is one such. It's a pity "magecuffs" didn't make it. More will surely follow.


You saw the part where I said that I like the overall idea? I'm just not too happy with the product itself ...

QUOTE
Maybe because that is the only section of the Game Information directly pertaining to the Ways? Maybe because that's the place where it was most relevant? Maybe because of what I mentioned in my previous post regarding development decisions? Maybe that is why it is the first optional rule (and only one of two).


And this rule doesn't even remotely look contradictory to you when looking at the way how the Ways are presented from the ingame perspective?

QUOTE
In fact, I'm wondering how you could possibly have misunderstood the material


Matter of fact: You're the one missunderstanding something here. I didn't miss the word "optional" in any way, so ..

QUOTE
It says the GM may as an optional rule choose to apply a power cost modifier if a character strays (or lacks) from his particular way (as in: that "Gamemasters are encouraged to let players detail their character?s personal approach to his particular way and actively incorporate this into the roleplaying aspect of the game, especially in terms of plot and character development.") What this simply means is that if in the GMs eyes a character deviates from the Way the player himself originally "detailed" for the character then he qualifies. How does that possibly reflect on the editing?


... what you suggest to be my misunderstanding actually is none ...
Let it put me this way: "Ways" appear to be something depending on the mindset of an adept => Even if an adept (or his player) makes certain changes to what he / she initially described as "my Way", it's (at least to me) unlogical to have rule that a GM might use to "punish" the character with, once he does (even adepts and their mindsets are subject to change, wouldn't you agree?) ... even if it's optional. And things like that leave me with an impression of bad editing, because things do not fit with how they are presented at other places within the rules or background informations ...
Again that's just a personal personal observation and I presented it after I was asked to provide my reason why I have some ill feelings abou SOTA '64 ...

Posted by: Sabosect Oct 10 2004, 12:52 AM

Well, I was going to post something long and argumentative, but after the last post I read, I decided I had better keep out of this one.

I will say this: Perhaps astral cameras work like the real cameras that can photograph auras. They just discovered some new way to play with the filter or the lens.

Posted by: Siege Oct 10 2004, 01:38 AM

Eh, we're falling back into the "mundane versus magic" arguments which are a spin-off from the "samurai versus adept" arguments.

I will make one comparison - "CED" versus "IA".

Can a specialist smoke a generalist in a particular field? Probably. Will the specialist be as useful as the generalist in a circumstance outside of his (or her) specialty? Probably not.

Magic duplicating cyberware and vice versa has been in place since the first adept rules mentioned enhanced senses being able to, generally speaking, duplicate most if not all of the cyber senses. Which was a way of condensing the section and not wasting space to needlessly repeat previous text.

Now it holds true because the justifications and numbers that explain most of the adept's powers can easily be duplicated in mechanical terms. The numbers produced for an adept's "cognition" ability could equally be used to describe the encephalon's multi-tasking ability as mentioned in "ShadowTech."

Which leads to interesting complications for deckers and riggers if a GM allows the encephalon to duplicate said effects.

There are very few adept powers that function "just because" or in such a way as to be unduplicateable by cyber. I think it was mfb who posted a masterful summary of how the same powers could be duplicated by cyberware.

QUOTE ("P-fix chips can now add things like:")
"Perfect Posture 101".  "Yes, you too can stride confidently into your next board meeting!  A person can command attention and respect while slotting our 'Mr. Big' behavior mods."


Define the mechanic - Knowledge Skill "Confidence". Adds comp bonus dice to social interactions that might be influenced by the subject's extremely confident and poised body language.

QUOTE

The "Mr. Cool" p-fix chip.  "Be the Ice Man every woman dreams of.  Be cold and distant like the Alaskan Glaciers."


Or the ever popular...

QUOTE

The "Lon Chaney Thousand Faces" cyberware mod.  It splices into the nerves leading to the face and enables the user to either select a specific facial mannerism or any combination of facial responses to bolster those failing social skills.  "Want to cast 'come hither' eyes like star of 'Stella Goes Dunking', Julie Lovesmore?  See Dunklezahn like you've never seen him before!"


Now, is that a cyberware gizmo or a chipped knowledge skill: "Seduction Techniques"?

-Siege

Posted by: mfb Oct 10 2004, 01:47 AM

haha, George H. W. Bush Center for Intelligence. that's one point for Szeto.

Posted by: FlakJacket Oct 10 2004, 02:06 AM

Other little throwaways include Murtaugh commenting on how diplomatic immunity doesn't make you bulletproof in the intelligence section.

Posted by: Patrick Goodman Oct 10 2004, 02:24 AM

QUOTE (FlakJacket)
They offed Patrick? Oh now that's just rude. smile.gif

Not "they." Me.

It was a little embarrassing, once I actually started writing for the game, to have a character with my own name in there. More than once I was accused of writing myself into the game (I didn't, Erik Jameson did, and I've yet to get him back for that... biggrin.gif ), and it was starting to get to me.

So I asked Rob if I could do something about it, and he let me. It opens up some plot areas that I'm wanting to explore in some fiction for the website, and I hope it'll open up some things for groups who play games set in the CAS.

Posted by: Patrick Goodman Oct 10 2004, 02:25 AM

QUOTE (FlakJacket @ Oct 9 2004, 06:40 PM)
Yes, the authors of the adept section have obviously watched that Remo Williams film way too many times. biggrin.gif

You say that like it's a bad thing....

I like most of the new adept powers; it's helping me with some NPC concepts that I didn't quite have a canon way to work in. Hell, for a while the "author" of the Artist's Way segment was going to be one of my NPCs, but I wasn't altogether happy with how things worked out, so Synner obligingly changed some things around for me.

I've already got a pretty cool scene for an adept with Wall Running in mind for a story, so it's working out well for me.

Posted by: Fortune Oct 10 2004, 03:08 AM

QUOTE (Dax @ Oct 10 2004, 04:05 AM)
QUOTE (Herald of Verjigorm @ Oct 9 2004, 12:51 PM)
500 posts saying "adepts are only good at sneaking and melee, make them good at something else" and now when it happens "adepts are too good at everything, cyber is worthless."

Talk about hitting the nail on the head.

I swear, the developers finally give people what they were asking for, and what happens? A whole pile of complaints about the developers delivering what was asked for.

Un-frikin-beliveable.

If you are in any way referring to me or my posts here ( in either post quoted), then you might want to check your facts before posting wild accusations. I have never...not once...ever complained that Adepts were underpowered. I have gone down on record time and time again as stating that they were, in fact overpowered even before the addition of new material. Opinions were asked for (numerous times), and I am merely expressing mine.

The main reason why I wanted to join the original Adept Sourcebook team in the first place was to try and keep Adepts from dominating the game world, making all other character types less attractive to play. Unfortunately I dropped out of the project prior to the submission stage (for reasons unrelated to Shadowrun), but overall I think the end result was a lot better than it could have been. Credit should be given to the Freelancers for at least shedding light on, and expanding Adepts.

Posted by: Tzeentch Oct 10 2004, 03:14 AM

-- One problem with Shadowrun is there's no followup on anything important. This magical camera is a giant can of worms as it's an electro-optical mana sensor. I'm waiting on my copy of the book, but this sounds even worse then the problems of FAB and thus it's no surprise so many people focus on it.

Posted by: Dax Oct 10 2004, 03:34 AM

QUOTE (Fortune)
QUOTE (Dax @ Oct 10 2004, 04:05 AM)
QUOTE (Herald of Verjigorm @ Oct 9 2004, 12:51 PM)
500 posts saying "adepts are only good at sneaking and melee, make them good at something else" and now when it happens "adepts are too good at everything, cyber is worthless."

Talk about hitting the nail on the head.

I swear, the developers finally give people what they were asking for, and what happens? A whole pile of complaints about the developers delivering what was asked for.

Un-frikin-beliveable.

If you are in any way referring to me or my posts here ( in either post quoted), then you might want to check your facts before posting wild accusations. I have never...not once...ever complained that Adepts were underpowered. I have gone down on record time and time again as stating that they were, in fact overpowered even before the addition of new material. Opinions were asked for (numerous times), and I am merely expressing mine.

The main reason why I wanted to join the original Adept Sourcebook team in the first place was to try and keep Adepts from dominating the game world, making all other character types less attractive to play. Unfortunately I dropped out of the project prior to the submission stage (for reasons unrelated to Shadowrun), but overall I think the end result was a lot better than it could have been. Credit should be given to the Freelancers for at least shedding light on, and expanding Adepts.

Well, I wasn't talking about you in particular. It was a more open ended statement of frustration more than anything else.

Posted by: Fortune Oct 10 2004, 03:36 AM

QUOTE (Synner)
It's a pity "magecuffs" didn't make it.

Can you give up a brief outline on these?

Posted by: Fortune Oct 10 2004, 03:40 AM

QUOTE (mfb @ Oct 10 2004, 08:03 AM)
mainly so that you can't take IA: Computers.

...or IA: Demolitions!

...or IA: Biotech!

...or, worst of all, IA: Small Unit Tactics!

Posted by: Fortune Oct 10 2004, 04:02 AM

QUOTE (Siege)
I will make one comparison - "CED" versus "IA".

What makes them mutually-exclusive? It isn't only a comparison about the various merits of each, but also the fac that Adeps can get both if they choose for very little loss.

Posted by: Siege Oct 10 2004, 05:49 AM

Combining IA and CED skills...

Ya know, my basic reaction is to cry, "oh hell no"...but come to think of it, I don't think IA requires the adept to actually have the skill in question...

I'll have to look at the main book before I can wail in abject fright.

But I was thinking the CED is the mundane's answer to IA before your Halloween trick.

-Siege

Posted by: mfb Oct 10 2004, 05:52 AM

IA does, in fact, require you to have the actual skill. you can't have more dice in IA than you have in the skill.

Posted by: Siege Oct 10 2004, 06:07 AM

Which kills the idea of mixing IA and CED - CED requires the skill to be chipped which automatically overrides any natural talent.

Hmm...but if the adept already has the skill, gets the skillwires and the CED necessary...it doesn't inherently preclude use of IA with the chipped skill.

You can argue the interpretation either way. Bah.

-Siege

Posted by: Fortune Oct 10 2004, 06:30 AM

Oops! Yeah I realized after I logged off that a character actually needed to know the skill to use IA.

As was said though, a case could be made that he would know the skill at the time he are using the Chip, as that is the point of Skillwires. What's even munchier is that he could Gaes the IA Power with the condition that it could only be used with Chipped Skills. wink.gif

That aside though, there are still quite a few Adept Powers that are quite capable of being used in conjunction with Cyber/Bioware. My point was that it isn't only a matter of comparing (and balancing) Magic with Wares, because there is not much to stop the Adept from acquiring the same Wares.

Posted by: Eyeless Blond Oct 10 2004, 07:01 AM

After thinking about it a little more, I believe I've come up with a few more of the reasons that books like this SotA are bothering me. Aside from the fact that there are very few ways to block magic in general, even fewer ways to block an adept's magic specifically, and fewer still wholly mundane ways to block magic of either type, what gets under my skin about the Awakened is:

-they can use anything a mundane can use, and any time they can't they can usually get an identical or better Awakened power that a mundane can't match. The only real exception to this are really high-Essence cyberware/bioware like the rigger's VCR, which takes up so much Essence the mage or adept has a hard time just "dealing with." Not that the mundane can just toss his Essence to the wind either; he has a limited amount for one, and there are a few notable side-effects of spending lots of Essence points as well.
-there is, theoretically, no ceiling to their powers. Mundanes will eventually run out of things to upgrade. There is an Attribute Maximum, a skill maximum based on those attributes, a maximum of 6 Essence (unless you go CZ, which is just stupid for nearly all mundane characters, except *maybe* the sam.) Magic users have these same limits as well. With Initiation and foci, however, came an infinitely-increasing font of power for the Awakened. Naturally it's very very expensive Karma-wise to do so, but it's a path that mundane characters just don't have.

The second of these two issues really isn't that important, except in a psychological sense. There is no way that any mundane character will ever get near the point where they start getting to their power ceiling over the course of a practical game, but the fact that the ceiling exists at all makes me just a little claustrophobic. Why should the Awakened have access to a source of infinitely-scaling power when the mundanes don't?

I seriously doubt that there's really any way to really deal with this second issue. To solve it you'd have to give mundanes some sort of Initiation-like deal that the Awakened by their very nature can't participate in, and I have no idea what that could be or how it could work. This isn't even the real problem anyway, so it might not even need to be solved.

It's the first concern that truly worries me, and most likely the other doomsayers in this thread. Although it's true that you'll never actually see a single character with all or even a significant fraction of the adept powers described here and elsewhere, you will find them all as NPCs, somewhere in the masses. With all these new powers in such wide-ranging areas, I'd be amazed if within a few years of game time there were any mundanes doing anything of consequence that an adept or a mage couldn't do just as well or better.

If I wanted to play in a world where magic did everything important and technology sat in the back until the adults were done doing the real work I'd be playing D&D. nyahnyah.gif

Posted by: Fortune Oct 10 2004, 07:18 AM

QUOTE (Eyeless Blond @ Oct 10 2004, 05:01 PM)
The only real exception to this are really high-Essence cyberware/bioware like the rigger's VCR, which takes up so much Essence the mage or adept has a hard time just "dealing with."

There's nothing even to preclude this. A Grade 3 Initiate (possible in most games) could have VCR 2 and still have 6 Magic Points worth of appropriate Adept Powers. He's sure going to give pretty much any Rigger a run for his money.

Posted by: mfb Oct 10 2004, 09:28 AM

interesting stuff in there, concerning several interesting plot threads. Winterknight, for one; Deus, for another.

here's an odd theme i noticed: feminism. it pops up in the adept section, the euromagic section, and the culture shock section. was this intentional?

Posted by: Synner Oct 10 2004, 10:21 AM

QUOTE (Cochise)
QUOTE
While I'm trying hard not to make this personal I will say the following. All the powers and metamagics introduced in this piece were cooperatively developed and playtested by more than a dozen individuals the overwhelming majority of which have nothing to do with the Adept netbook project (or EuroSBers like me for that matter).

Try harder Synner ...

I dare say you've never seen me take something personally, so I'll take that for what its worth...

QUOTE
Again I can only suggest that you read what I wrote instead of trying to find an insult in what I wrote. I wrote about my feelings. Currently I do have the feeling that as we germans say: Zu viele Köche verderben den Brei ... Too many people working on the same thing and thus "killing" the result ...

I did not take any of your post as an insult. If I had I probably would not have bothered to answer at all. In fact I rarely take anything posted on these boards as an insult.

What I did try to underline was your erroneous belief that there is a significant difference between the way things are developed "now" and the way they were developed "before" in this particular respect. If anything the current system is closer to the original FASA system of multiple playtesters than it had been for a while and development goes through a lot of tweaking and balancing.

But as always everyone is entitled to an opinion (or opinions) and more power to you if yours aren't in agreement with mine or anyone elses.

QUOTE
It's an impression, no more no less. That impression is strengthened by how you in particular "changed" in your attitude on this board (from my POV) ever since SoE went from fan project to official project with you becoming a freelancer ...

Aside from my difficulty in keeping up with prior commitments I made to the Dumpshock community - such as the Seattle Intelligencer and the Idiot's Guide to the Matrix - which are as much to do with real life issues than freelancing I hadn't noticed a change in my approach to the boards. I'm still as long-winded and argumentative as I've always been. wink.gif

There is the fact that I have been less liberal with my opinions because they now carry a different kind of weight (whether they should or not is not the issue) and don't post as many of my own ideas and rules interpretations as I did (you'll notice most freelancers don't). The exception has been, and will likely continue to be, when referring to stuff I personally wrote, in which case I will often explain (as much as possible) what was on my mind and why I made certain choices to avoid assumptions and erroneous deductions. However, even there you'll note that I will mention that these are my thoughts and that they do not necessarily reflect the opinion of FanPro, the developer, other freelancers, or in fact, later writers who touch upon the same material (a good example is a recent DSF thread on the Templars and magic in the RCC).

Admitted, I may be missing the obvious, so I would be indebted for a heads-up by PM (rather than on here), if you wouldn't mind.

QUOTE
I'm not blaming you or anyone in particular for that overall impression I have. It's an observation ... you may take it as an indication of potential distaste in a larger group of players or you may not. Again: That's your perogative....

As you may have noted I do try to debate and discuss matters rather than slam the door on people. Furthermore when I present (some might say defend) my views more often than not these days, I slap a disclaimer on them so people don't mistakenly think they're in any way official or representative of FanPro's own development stance.

Regarding your opinion, I value it as I do any opinion on this board. As a single voice which may or may not represent a wider group. It would be wrong to do anything else. If I were to simply count positive vs. negative posts on this thread as feedback, I'd probably find you are in a minority. The same happened in the SoE forum, if I had added up pro and con comments at the very least they'd probably even out. By the same measure, I don't even give particular importance to hearing that SoE has pretty much sold out in the UK and Germany within a couple of months of coming out... for all I know everyone who bought it hated it.
However, as anyone who's worked with me will know, though I argue my points to death at times (case in point), I take constructive criticism to heart and often change my writing to fit anything I view as representative or valid perspective.

Nevertheless, the first thing you learn as a freelancer is you're never ever going to please everybody. So inevitably you have to settle for pleasing the most people (or you risk losing your audience). In this particular case there had been no less than 4 different fan netbook projects expanding adepts and upwards of 40 threads on new adept powers on all incarnations of Dumpshock. There was a demand for adept powers and (judging by the contents of all those) for expanding the adept's niche in the game. I believe the writers and everyone who contributed to this chapter answered that need, still kept things balanced and managed to throw a curveball or two.

As someone said it was inevitable it was going to be controversial, so I'll settle for having satisfied a fair number of players and provided them with new options. Who knows next year there's the chance we might get to do the same to all the cyber and rigger fans out there.

QUOTE
QUOTE
Furthermore a number of powers and abilities were included which were contributions from established freelancers who have significant credits under their belts regardless of what you may think of the newbies. In fact you have no idea how much stayed on the drawing board

Does this actually matter when it comes to my POV which is based on my perceptions?

Not at all, it simply shows that your inference that there is a certain relation between the new writers and the type/variety of material presented is wrong.

QUOTE
And before trying to tell me that I should shut up, because I don't have any insight on matters: I was long in enough in closer touch with the german side of development. Part of the reasons why I quit doing what I did for Fanpro Germany was what I saw and heard through the various channels ...
Agreed, I never was an official freelancers (at least none that made it into publications or got any money from it)  but I was there ...

If you've ever really read my posts you'd know that I've never ever told anyone to shut up, I think it's bad form and I don't intend to start now.

Regarding the rest, since until very recently (post-DotSW) there was really next to no real relation between German and US development and quite often German and American canon were even at odds. I fail to see the relevance or relation with anything being discussed. You're right. I know nothing about your experience with FanPro D but then again I'm willing to bet it doesn't really reflect the way things have been handled post-DidS2. The fact is that in recent times German and American development has been far closer and coordinated (thanks to people like FanPro D developer Christian Lonsing and Lars Blumenstein) than ever before. So much so that several German authors' material feature in recent and upcoming US books, plot threads from both sides interweave and it's been my pleasure to collaborate with folks and projects on both sides of the Atlantic.

QUOTE
QUOTE
A while back I promised there would be stuff in SOTA64 that gave mundanes ways of fragging up mages. The "Kirilian camera" is one such. It's a pity "magecuffs" didn't make it. More will surely follow.

You saw the part where I said that I like the overall idea? I'm just not too happy with the product itself ...

I'll take that for what its worth.

QUOTE
QUOTE
Maybe because that is the only section of the Game Information directly pertaining to the Ways? Maybe because that's the place where it was most relevant? Maybe because of what I mentioned in my previous post regarding development decisions? Maybe that is why it is the first optional rule (and only one of two).

And this rule doesn't even remotely look contradictory to you when looking at the way how the Ways are presented from the ingame perspective?

No. But I'll explain why below.

QUOTE
QUOTE
In fact, I'm wondering how you could possibly have misunderstood the material

Matter of fact: You're the one missunderstanding something here. I didn't miss the word "optional" in any way, so ..

I didn't say you did. I suggested there was a misunderstanding... but the "optional" bit had nothing to do with it.

QUOTE
... what you suggest to be my misunderstanding actually is none ...
Let it put me this way: "Ways" appear to be something depending on the mindset of an adept => Even if an adept (or his player) makes certain changes to what he / she initially described as "my Way", it's (at least to me) unlogical to have rule that a GM might use to "punish" the character with, once he does (even adepts and their mindsets are subject to change, wouldn't you agree?) ...


<And here I go explaining what was on my mind when writing this bit...>

This is where you've misunderstood the concept - or perhaps it simply isn't clear enough in our writing. A Way defines the follower's mindset but it goes far beyond that. In fact, the mindset/personality is only a part of the greater framework. As explained in MitS and SOTA64, Ways are personal paths (sometimes conscious, sometimes subconscious) towards expressing individual ideals of Self - and as immutable in their own way as a mage's tradition.

A particular mindset is simply one outward manifestation of this inner focus, it is a reflection of this but not the focus itself. It is what a person thinks about something not why the person thinks that way. While a person's attitude and outlook are indeed subject to change over time, it is very rare that someone is able to alter their deep-held beliefs/ideal of Self (in psychological terms this most often requires an immensely traumatic episode of some sort), and hence their Way. In real life, while one's mindset may change, the personal ideal that underlies one's outlook on life rarely does. In the Sixth World this is amplified by the need of a focus to better control magic (which in turn leads to a chicken and egg argument about whether the Way is dictated by the individual's personality, or if the individual's personality is in fact molded by the Way his aptitude expresses (which IIRC is something that comes up in the fiction).

A follower of the Way of the Artist is ultimately a Creator, someone devoted to artistic excellence and creativity as ultimate personal expression. As such it would be counterproductive to even have attempted to identify and inumerate all the possible variations of attitudes, mindsets, backgrounds and arrays of powers an Artist might manifest in this book (let alone for all the other Ways). However, should at the outset a player define (as is suggested) his character as a modern musician inspired by the Celtic Bard ideal, we decided to give Gamemasters the option to exert some control (if he so wishes) over the character's initial choice or later development of powers; especifically those that don't really fit that personal approach to the Artist's Way (as originally defined by the player himself). In the example above, given the absence of any warrior/combative aspect to the Celtic ideal of Bard, the Gamemaster might choose to impose the optional power cost increase on the aforementioned Bard if he wanted to pick something so out of place as Killing Hands (which in turn might be perfectly acceptable on a sculptor Artist character to the same GM).

Another example is the Lost. The Lost are meant to group all the adepts who, for whatever reason, don't possess a Way; those who are too mixed up, lack the drive towards inner development or simply too inconsistent to take up the focus of a specific ideal. They all still have their own mindset, opinions and goals in life, they just don't have the inner focus to direct their magic in a specific direction (which in turn manifests as development of certain aspects and powers of the character). Their magic is developed by need and desire, and often without training. As such some GMs may deem (I know I will) that the development of their powers should reflect that absence of focus and dedicated training.

As usual mileage will vary from game to game, gamemaster to gamemaster, but that's why its an optional rule.

In many games Ways are simply ignored because they don't have associated game mechanics effects. In others they went undeveloped because previous SR3 material (unexpectedly few players seem to have picked up Awakenings) really didn't cast much light on how Ways affected character's everyday lives and how they might mold their abilities. So when writing this it was decided that providing the insider's view of all various Ways would help clarify some of the practical aspects of the material in MitS.

QUOTE
even if it's optional. And things like that leave me with an impression of bad editing, because things do not fit with how they are presented at other places within the rules or background informations ...

As I explain above this can be ascribed to the way you interpreted the text or in fact to lack of clarity in writing/editing. Since I have yet to read the final printed text I'll reserve further comment but am perfectly willing to accept both alternatives.

QUOTE
Again that's just a personal personal observation and I presented it after I was asked to provide my reason why I have some ill feelings about SOTA '64 ...

It does represent constructive criticism and as such I'm pleased to hear it. It is a question of "personal observation" and a matter of opinion, but as long as it is well grounded and explained it is a perfectly valid one and much more useful input than a lot of random criticism that I see.

It is obvious that we disagree with a number of aspects of the game but there's nothing wrong with that. You obviously don't stuff like the NEEC, to you it means revising to fit current events/developments. To me the NEEC has very little to do with the current EU (rather it is inspired by EFTA and the original EEC) and represents what I believe would be a plausible method for future covert corporate takeover of pan-european politics and economics which builds on current and SR's dystopic trends.

There's probably stuff we do agree on. For instance, I do agree that SR history should disregard contemporary history when it obviously doesn't fit and that magic has become quite pervasive in the recent past.

However I tend to look at things from the perspective of their actual impact in the game. For instance, I firmly believe the number of people playing full-blown social adepts will be a relatively small compared to the number of people playing adepts. As many things in magic I believe it is a self-limited and balanced development (or at least as balanced as anything is in SR). It is very "compartimentalized" and requires specialization, which in effect means developing some options restricts others - in a way technology and cybertech in particular do not (if you figure in nanotech, genetech and bioware and the effect is even more evident). Combining the two to twink has always been an issue since Grimoire 1 so it is nothing new, and certainly nothing that should restrict development of viable options for all players.

I'd also submit that material like Adept powers and metamagics and the European magic traditions in SOTA64 will only add depth and variety (as well as further compartimentalization), rather than fall into the bigger, better, stronger trend that was characteristic of a lot of early 2nd Ed material and particularly the German material.

As I said before constructive criticism is always appreciated, so please feel free to pour it on.

If you really object certain trends or have issues that you'd like to bring up, I'd suggest making your voice heard and mailing Rob Boyle directly, from experience I'd say he's very open to fan input and feedback.

Posted by: Synner Oct 10 2004, 01:29 PM

And on the subject of fan input and feedback how about some more thoughts on the book?

Posted by: Siege Oct 10 2004, 01:47 PM

Blond - take away the idea of Geasing magic loss due to bio or cyberware and everything snaps back into a healthy perspective. A magical character could still Geas to avoid magical loss due to injury or to make certain powers cheaper, but not to offset an inherent alteration of the fundamental paradigm of how magic works.

As for the limitless magic person - that's true, in theory. If you play in a karma-rich environment, magical types will be more powerful since mundanes have a more limited means of spending Karma. Unless you opt for allowing players to spend Karma on reducing cyberware costs - x amount of karma on personalizing cyberware, to the point the character and the character's body no longer think it's something foreign...hmm...must explore later...

Edit:

That being said, however, mages and adepts are still glass cannons for the most part and with firearms able to kick damage into S and D categories without too much effort, you still have to survive the encounters to reach those lofty levels of initiation.

-Siege

Posted by: Siege Oct 10 2004, 01:53 PM

The European magical traditions were interesting, but a lot of that material had been explored in some detail previous books, so it felt like a re-print to some readers. I haven't done a direct book-by-book comparison, simply noting that was the impression I was left with.

My overall impression was the book seemed...off-balance. Personally, I would have preferred a clear pattern of fluff, numbers, fluff, numbers. The book seemed to be jumbled in that respect, but that is strictly my opinion from three or four fast reads.

I think there was a lack of clear sectional division from subject matter A to subject matter B, which may have contributed to my feeling of the material being "jumbled".

The "gangsta orkz" and the gambling sections were a little long for the overall impact either will have on most games - both could have been cut in half and still produced the same impact.

Not to say I think the book sucked - I enjoyed it quite a bit and look forward to going nuts with some of the options presented herein. grinbig.gif

-Siege

Posted by: TheDude Oct 10 2004, 03:44 PM

QUOTE (Eyeless Blond)
After thinking about it a little more, I believe I've come up with a few more of the reasons that books like this SotA are bothering me. Aside from the fact that there are very few ways to block magic in general, even fewer ways to block an adept's magic specifically, and fewer still wholly mundane ways to block magic of either type, what gets under my skin about the Awakened is:

-they can use anything a mundane can use, and any time they can't they can usually get an identical or better Awakened power that a mundane can't match. The only real exception to this are really high-Essence cyberware/bioware like the rigger's VCR, which takes up so much Essence the mage or adept has a hard time just "dealing with." Not that the mundane can just toss his Essence to the wind either; he has a limited amount for one, and there are a few notable side-effects of spending lots of Essence points as well.
-there is, theoretically, no ceiling to their powers. Mundanes will eventually run out of things to upgrade. There is an Attribute Maximum, a skill maximum based on those attributes, a maximum of 6 Essence (unless you go CZ, which is just stupid for nearly all mundane characters, except *maybe* the sam.) Magic users have these same limits as well. With Initiation and foci, however, came an infinitely-increasing font of power for the Awakened. Naturally it's very very expensive Karma-wise to do so, but it's a path that mundane characters just don't have.

The second of these two issues really isn't that important, except in a psychological sense. There is no way that any mundane character will ever get near the point where they start getting to their power ceiling over the course of a practical game, but the fact that the ceiling exists at all makes me just a little claustrophobic. Why should the Awakened have access to a source of infinitely-scaling power when the mundanes don't?

I seriously doubt that there's really any way to really deal with this second issue. To solve it you'd have to give mundanes some sort of Initiation-like deal that the Awakened by their very nature can't participate in, and I have no idea what that could be or how it could work. This isn't even the real problem anyway, so it might not even need to be solved.

It's the first concern that truly worries me, and most likely the other doomsayers in this thread. Although it's true that you'll never actually see a single character with all or even a significant fraction of the adept powers described here and elsewhere, you will find them all as NPCs, somewhere in the masses. With all these new powers in such wide-ranging areas, I'd be amazed if within a few years of game time there were any mundanes doing anything of consequence that an adept or a mage couldn't do just as well or better.

If I wanted to play in a world where magic did everything important and technology sat in the back until the adults were done doing the real work I'd be playing D&D. nyahnyah.gif

Quite honestly, this complaint has nothing to do with SOTA - this is the way the game was created from the start.

There is no such thing as mundie vs mage comparison on a power development scale. Mage wins always (if played intelligently that is).

As a writer for the adept chapter, my primary goal was to expand adepts out of the combat/stealth only mold. It always bothered me that mages were so dominant when compared to adepts in terms of application and utility, for only one priority higher.

Posted by: Siege Oct 10 2004, 03:47 PM

And you did a great job, Dude. I thoroughly enjoyed the adept powers section, a minor twitch here and there notwithstanding. grinbig.gif

There will always be players who argue "why play anything other than a mage because they are so much 'er'?"

-Siege

Posted by: TheDude Oct 10 2004, 03:56 PM

I would also like to point out that there is a lot of interpretation on Ways, and what they mean for the character.

There are certainly things that Synner and I agree on with Ways that shows up in the material - but I can tell you we spent hours arguing over some aspects of Ways, especially with respect to "Lost" adepts. We're both stubborn perfectionists wink.gif.

What wasn't up in the air, and was the true unifying point of importance, is that Ways should be integral to character creation when making an adept, and not just a throw-away concept. Shamans take totems, there is no question about it. I'd like adepts to have the same standard.

But, that is really tough to do without mechanics (and shamans have a few "outs" - totems that are really hands off), but the material stands up IMO. Both Synner and I have put out posts already explaining why mechaincs were not the best idea for Ways. So we had a real challenge.

I hope players of adepts are motivated to incorporate Ways, and I encourage GMs to consider the optional rules regarding adepts that don't want to take a Way.

Posted by: Synner Oct 10 2004, 04:06 PM

What he said... and many thanks to James for balancing both of us out. wink.gif

Siege - Thanks for the comment, although only Druidism was ever addressed at length (in London and later the Grimoires), I do understand the impression that this is somewhat familiar ground. Most of the stuff is new though. We fleshed out Idol followers, taking them away from generic pagan shamanic types and setting them in actual Sixth World belief systems. Strangely enough Witchcraft and Norse magic had been barely touched before and we also added some colour to what is often thought as monolithic Hermetic magic with the new schools of hermetic thought and the academic conflict.

And no one has gripes with Charms yet?

Posted by: mfb Oct 10 2004, 05:55 PM

heck, synner, we've been using metamagic-switched mages for quite a while. 'bout time SR canon caught up with us!

Posted by: apple Oct 10 2004, 06:00 PM

QUOTE
There are certainly things that Synner and I agree on with Ways that shows up in the material - but I can tell you we spent hours arguing over some aspects of Ways, especially with respect to "Lost" adepts.  We're both stubborn perfectionists wink.gif.


So, is Cognition compatible with the Mnemonic Enhancer?

SYL

Posted by: Cochise Oct 10 2004, 06:04 PM

QUOTE (Synner)
And no one has gripes with Charms yet?

The pricing and avail seem to be "off" again ... The mechanic as such is o.k.

Posted by: Cochise Oct 10 2004, 06:06 PM

QUOTE (apple)
So, is Cognition compatible with the Mnemonic Enhancer?

A missing limitation that says "can't be used in conjunction with Mnemonic Enhancer" pretty much means: Yeah, adepts can gain the benefits of both ...

Posted by: apple Oct 10 2004, 06:11 PM

"Funny" ... I remembered something like an errata for M&M?

SYL

Posted by: Cochise Oct 10 2004, 06:18 PM

There was an Errata for M&M yes ... but the M&M-Errata only changed the overall karma reduction Menomnic enhancer granted ... There's nothing in regards to a (then) unknown metatechnique that has the same effect wink.gif ...

Posted by: apple Oct 10 2004, 06:23 PM

biggrin.gif

I know, I know. It was more like a "Hey, look, we killed the Mnemo-3-bonus for the Mundane Characters ... and look, now the Awakend can do it better (because they can combine it)"-comment. wink.gif

BTW: did you receive my PM?

SYL

Posted by: Synner Oct 10 2004, 06:24 PM

Note however that Cognition (like Somatic Control and Infusion) is an advanced metamagic technique, meaning you first have to pick up the basic technique of Centering and the relevant Centering skill (as well as the creative/artistic Skill, if you don't have one), all of which increases the overall karma cost significantly and makes the tweak factor for non-specialists less interesting. Also, Cognition doesn't have levels and is only available to adepts and not all Awakened types.

Posted by: apple Oct 10 2004, 06:37 PM

Well ... its an metatechnique and if I am not mistaken you receive one Powerpoint (I don´t know the english word for "Kraftpunkt") for new adept powers, so it´s not really a disadvantage to get a new metatechnique. Centering itself is not really an disadvantage either. wink.gif

So: _why_ is cognition compatible with the mnemonic enhancer, especially regarding the errata which nerfed the ME because a lot of people saw the -2 and -3 bonus as too unbalanced?

Note: I am just asking. I will make my opinion once I tested the rules and possibility at least in my mind. But from what I heard it seems that the "Mage&Adeptrun" is not really inadequate.

Edit: Btw what about the other chapters in SOTA 64? How is the quality of the spy- and the police-articles?

SYL

Posted by: Synner Oct 10 2004, 06:45 PM

QUOTE (Cochise)
QUOTE (Synner)
And no one has gripes with Charms yet?

The pricing and avail seem to be "off" again ... The mechanic as such is o.k.

I haven't seen the final mark up but I suspect you're right. I believe the availability should note that it only comes into play if you can actually find an amenable traditional witch in the first place.

QUOTE (apple)
QUOTE (Synner)
And no one has gripes with Charms yet?
Well ... its a metatechnique and if I am not mistaken you receive one Powerpoint (I don´t know the english word for "Kraftpunkt") for new adept powers, so it´s not really a disadvantage to get a new metatechnique. Centering itself is not really an disadvantage either.

You do recieve a power point on Initiation, however that has no bearing whatsoever on the metamagic or the point I've made above.

Under canon rules an adept (and only an adept) has to spend karma to Initiate and pickup the Centering technique, spend karma on the magical Centering Skill, possibly spend karma on the Artistic/Creative Skill (since this caps the Centering Skill, spend karma to Initiate again to get Cognition. If these were his first choices of metamagic development it would still cost him about 30 karma points (assuming group initiation, ordeals, a Centering skill under 4 and not having to pick up an artistic skill). All that for a non-scaleable effect similar to a rating 2 ME (which costs 0.4 Bioindex and 30000Y).

As far as I'm concerned that's pretty balanced since all this involves in game development. If the adept also wants to plug in an ME and go further he's already pretty much committed to being a specialist, and he probably doesn't mind the magic loss and geasa.

QUOTE
So: _why_ is cognition compatible with the mnemonic enhancer, especially regarding the errata which nerfed the ME because a lot of people saw the -2 and -3 bonus as too unbalanced?

All I can say there is it was a development call. I don't think with the kind of costs I've mentioned above, in practice it has that much of an impact on the game but feel free to test it out.

QUOTE
Note: I am just asking. I will make my opinion once I tested the rules and possibility at least in my mind. But from what I heard it seems that the "Mage&Adeptrun" is not really inadequate.

I would suggest people do that. This debate, like the social adept before it, may (or may not) be turn out to have been blown way out of proportion when you finally get down to running this in your game. I know I've since tested most of the stuff in the adept chapter on people outside the freelancer and playtest groups and no one has had complaints on it unbalancing play.

Posted by: hobgoblin Oct 10 2004, 06:50 PM

and it take it as its based of centering you will have to do a centering test to see how good and effect it have? (i dont have the book btw)...

Posted by: mfb Oct 10 2004, 06:50 PM

the spy stuff is great, with one or two minor oddities. for instance, it could be important to know what skill those cigarette-rockets use, as well as how long the delay is between lighting up and firing--not to mention the effects of rocket exhaust on smokers' lungs. also, both they and the suitcase rockets seem... over-the-top, i guess. the Budget Pool could use some minor clarifications; i'm assuming that it refreshes at the end of every 'run', but that's never explicitly stated that i can see.

police stuff is... police stuff. the info on jail culture's pretty cool. other than that, and the new toys, nothing here's a surprise if you've ever gotten your hands on the Lone Star SB. the LSSB is one of my favorites, though, so that's not exactly a bad thing.

the culture shock section has some of the most interesting tidbits hidden in the most obscure places. it will be fun, seeing where a lot of those little plot hooks go.

Posted by: Cochise Oct 10 2004, 06:56 PM

QUOTE (Synner)
I haven't seen the final mark up but I suspect you're right.

1000¥ avail 4/48 hours ... Street index 2 Bonding Cost 0 ...

QUOTE
I believe the availability should note that it only comes into play if you can actually find an amenable traditional witch in the first place.


The discription says that a Witch has to give you one willingly and bonding more than one is useless, since all bonded charms burn out when you use a single one.
So discription and cost / avail just don't go together that well ... I would have prefered to see no detailed avail ratings / cost just as with the magical drugs in M&M ...

Posted by: apple Oct 10 2004, 07:01 PM

QUOTE
surprise if you've ever gotten your hands on the Lone Star SB. the LSSB is one of my favorites, though, so that's not exactly a bad thing.


Very funny ... IMHO the LSSB is one of the more ... well, unknown books in SR3. wink.gif

SYL

Posted by: mfb Oct 10 2004, 07:22 PM

true.

so, feminism in SOTA:64. was that a conscious theme, or just coincidence?

Posted by: Synner Oct 10 2004, 07:50 PM

mfb - It's not so much a conscious decision to pick up the theme as something that fit into a wider picture of not only this but other books. Personally I think its simply a consequence of SR delving into the multicultural, globalized aspects of the Sixth World beyond its original relatively narrow focus. Someone recently mentioned they were pleased to find an increasing number of references to Islam, I think that too reflects the same preocupation.

Nevertheless I'd note that Mutter Erde and the Sie date right back to the original Germany Sb and are not necessarily anything new to the universe.

btw- As someone working on developing his own take on adept's, I'd like to hear your opinions on the stuff in SOTA64. Drop me a line when you can.

Regarding the "hidden" stuff in the Culture Shock section, yeah, there's plenty if people take a real hard look. From some follow up to events in DidS2 to updates on Threats 2 and an possible comeback (with ominous echoes in the Spy chapter) there are loads of developments tucked away in unexpected places.

Posted by: Fortune Oct 10 2004, 10:39 PM

QUOTE (Synner)
You do recieve a power point on Initiation, however that has no bearing whatsoever on the metamagic or the point I've made above.

Under canon rules an adept (and only an adept) has to spend karma to Initiate and pickup the Centering technique, spend karma on the magical Centering Skill, possibly spend karma on the Artistic/Creative Skill (since this caps the Centering Skill, spend karma to Initiate again to get Cognition. If these were his first choices of metamagic development it would still cost him about 30 karma points (assuming group initiation, ordeals, a Centering skill under 4 and not having to pick up an artistic skill). All that for a non-scaleable effect similar to a rating 2 ME (which costs 0.4 Bioindex and 30000Y).

As far as I'm concerned that's pretty balanced since all this involves in game development. If the adept also wants to plug in an ME and go further he's already pretty much committed to being a specialist, and he probably doesn't mind the magic loss and geasa.

That doesn't really track though. You are discounting the effects of the originally acquired Centering Metamagic. Considering that most Adepts will pick up Centering anyway, either because there isn't a lot of other choices, or because there are so many Metamagics related to it, factoring in it's initial cost when calculating the price of only one other Power is misleading.

Posted by: mfb Oct 11 2004, 05:35 AM

so. anybody else read the Chico-Oroville Dam account and think "holy hell, i gotta play/run that!"

and, for bonus points, who's figured out who the Johnson is? (for bonus-bonus points, state his probable rank!)

Posted by: Synner Oct 11 2004, 07:42 AM

QUOTE (Fortune)
QUOTE (Synner)
You do recieve a power point on Initiation, however that has no bearing whatsoever on the metamagic or the point I've made above.

Under canon rules an adept (and only an adept) has to spend karma to Initiate [...] If these were his first choices of metamagic development it would still cost him about 30 karma points (assuming group initiation, ordeals, a Centering skill under 4 and not having to pick up an artistic skill). All that for a non-scaleable effect similar to a rating 2 ME (which costs 0.4 Bioindex and 30000Y).

That doesn't really track though. You are discounting the effects of the originally acquired Centering Metamagic. Considering that most Adepts will pick up Centering anyway, either because there isn't a lot of other choices, or because there are so many Metamagics related to it, factoring in it's initial cost when calculating the price of only one other Power is misleading.

Even if I were to agree with, that still places the costs at around 14 karma (for an all frills second initiation - still needs to be a second initiation and still needs the game time to build karma up to it). However, I did note in my example that these costs were based on the assumption the adept picked up Centering first and then Cognition right away. Meaning if you're going for this specific advantage right from the start of play over all other possible options you'll do it (which is the way of the specialist).

However, I don't agree with your premise that for most adepts Centering will continue to be the "obvious" pick amongst all the metamagics now at their disposal (and even that Cognition is the obvious second choice when it has to compete with Infusion and Somatic Control).

While previously this might have been a no-brainer because most adepts would pick up either Centering or Masking at first Initiation, things are more not as simple when he now also has to consider both types of Attunement (and the Empowering Companion), Sensing and even Psychometry all of which add significantly more to his effective abilities in the short term than hedging on developing Cognition after picking up Centering.

Of course mileage will vary, and of course there will be tweaked adepts who go the whole 7 miles and get ME at the start, pick up Centering in game and a little later down the line pick up Cognition. But as I said that's exactly what adepts do anyway. Okay, he specializes and gets the ME and Cognition bonus and can now start to apply them to buying all those cheaper skills. Meanwhile someone else's character with exactly the same starting skill set and the same karma level but who has gone with Animal Attunement and Empower Animal Companion instead or someone who has gone with Centering and then Infusion to tap some new powers. Who is more effective? Are the costs of those abilities unbalanced when compared with one another or when compared with the abilities of a comparable initiate level mage?

You may argue the Cognition is skewed in especially high-level games, long-term games or high-karma games, which might indeed be true. However I would put it to you that the adept has a lot more stuff to spend karma on these days and that any cumulative bonus awarded from karma bonus ME and Cognition is diluted in actual play and even then the GM has the choice of how he phases this into his game (and whether or not he even allows it to the game).

BTW - I (and I'm sure the other authors) would really appreciate comments from people after they've actually sat down and tested this new stuff in their games and had some measurable feedback.

Posted by: Canid13 Oct 11 2004, 11:46 AM

Okay, I've read the Spy, Police and Adept sections of SOTA64 and I can safely say I don't feel cheated with this book - it was actually worth spending money on, and that's saying something for the recent SR books.

Spy Section
Okay, this seems to be well thought out and reasonably written. I didn't know much of this stuff, aside from the Seraphim - and I guess the MIFD was known - but the rest was cool. It takes the agencies from SoNA and others and adds them in. Not sure I'd agree with the stuff on the Security Service, but hey - I never do when it comes to Blighty in SR (so it seems).

Couple of points of note - the Sonic rifle is tres cool. Gotta get me one of those, and it does tie in nicely with a subplot I've been working on. In my world, that little baby won't be launched until late 64, got major plans for it :o) However, the thermal null suit just seems WRONG. The text and the rules are at odds with each other, and it sucks compared to anything previously done - I can get the same thing from form fitting armour and thermal dampening - plus get it camo'd and a few other cool bits and bobs (ruthenium springs to mind).

Also, the Cellular tracker thingy - I know that's impossible so it doesn't exist in my camapign, but that's to be expected since SR has no clue on radio or cellular what-so-ever. Not's not a major biggie - you join the ranks of Tom Clancy in that regard.

Most of the other stuff was okay, and potentially useful though, so it won't be wasted - especially peel n stick armour. That's cool stuff :o)

Police Chapter
This was perhaps the poorest section I've read so far. It feels like SoE and a bunch of others - an update. However, it does have some useful information in it, like the make up of a SWAT team for the Star (but WTF is an FRT and why the split?!?!) and also Dips and GridSec. Doesn't have much on KE or the others, but I guess I'll just make them identical to the Star aside from some brands of gear.

The new gear was kinda handy, though the list was a tad sparse. And to be honest, a lot of stuff I thought should have been in this section was in the spy one. But hey, it happens.

Adepts Chapter
This was pretty good. The powers themselves are okay, and for the most part reasonably good. Gliding and the wall running powers seem particularly pointles (oh goodie, I can run for 6m over water?!?!?!) but the social ones, well it's about bloody time the Troubadour made an appearance. And the limited projection for the Magician Adept was also nice. I'm still trying to figure out whcih powers the Wolf Adept had though, but I can probably imagine some of them - but claws and stuff?!?!

The metamagics on the whole weren't too overpowering and I think went some way to making adepts a more playable choice on the whole. I thought they needed a little more balancing but I haven't played with them yet so I'll wait and see.

Truth be told, there were some powers which made me want to play an adept, and some metamagics which increased that. I'm not sure I ever will, but I can see adept NPC's appearing more and more in my campaign.

Overall, I thought this book was pretty good. The fact that the mana-senstive camera takes to long and can't be hooked up to a computer - unless you scanned in the image once it were done (say hello to 30 minute lags or whatever it is) - you're unable to hook it to any CCSS or drone. So it's really limited and kinda pointless.

I will add my own voice to those who see magic as monopolising the game. I've had requests from people to run a magic free campaign, and not just no spellcasters, they want EVERYTHING magical removed - no Trolls or dragons or anything. And to be honest, that's appealing to me LOTS since it negates a very powerful weapon which isn't balanced properly - spellcasting, and it also puts everyone on an even keel. At this point in time, I'm surprised that after 51 years of the awakening no one has come up with something which can provide 'armour' against spells. No implant which makes you less conducive to mana flow or impedes the spells' effects.

On the whole, good book. Not read the culture shock or euromagic sections as yet, but I'm getting to them.

Posted by: Fortune Oct 11 2004, 01:30 PM

QUOTE (Synner)
However, I don't agree with your premise that for most adepts Centering will continue to be the "obvious" pick amongst all the metamagics now at their disposal (and even that Cognition is the obvious second choice when it has to compete with Infusion and Somatic Control).

I made no such premise about Cognition being th obvious second choice. I merely stated that the cost of Centering itself should not be a factor whe discussing the cost of Cognition. Most Initiated Adepts will get Centering at some stage, mainly because there are so many Powers based on it, and so few choices other than Centering that fit many character concepts.

Posted by: Fortune Oct 11 2004, 01:34 PM

[post retracted]

Posted by: Black Isis Oct 11 2004, 02:19 PM

QUOTE (mfb)
haha, George H. W. Bush Center for Intelligence. that's one point for Szeto.

Er....that's the actual name of the CIA Headquarters, you know. The elder Bush was the head of the CIA during the tail end of the Ford Administration (notice that it's George H W Bush, not George W Bush).

You can read all about it on http://www.cia.gov/cia/information/bush.html. smile.gif

Posted by: bitrunner Oct 11 2004, 02:50 PM

QUOTE
It feels like SoE and a bunch of others - an update.


um, SOTA stands for State of the Art...one of the things this book series is supposed to do is to update various areas of the game. SOTA63 updated the material from the CorpSec guide and the mercenary information from FoF as its primary sections. This book covers LS as one of its primary sections.

So, don't be surprised if a later SOTA book does something that seems somewhat redundant, like talk about organized crime, because it might be there to condense and update information found in SoE and the Underworld sourcebook...

I'm sure that major technology developments will also breed their own sections as well, such as the wireless matrix initiative in SoE. a future SOTA book will probably have new cyberdeck components, rules, cyberware, and other things to cover how this new technology works.


Posted by: Critias Oct 11 2004, 03:09 PM

QUOTE (Black Isis)
QUOTE (mfb)
haha, George H. W. Bush Center for Intelligence. that's one point for Szeto.

Er....that's the actual name of the CIA Headquarters, you know. The elder Bush was the head of the CIA during the tail end of the Ford Administration (notice that it's George H W Bush, not George W Bush).

You can read all about it on http://www.cia.gov/cia/information/bush.html. smile.gif

I was gonna tell him that, but it was funnier to just let him keep laughing about it. I'm kind of a jerk.

Posted by: Crimsondude 2.0 Oct 11 2004, 03:47 PM

Hate to burst your bubble, but... mfb's not an idiot. He knows.

QUOTE (Canid13)

Police Chapter
...
However, it does have some useful information in it, like the make up of a SWAT team for the Star (but WTF is an FRT and why the split?!?!) and also Dips and GridSec.

There's an explanation in Lone Star that goes on for several explanations about why the FRTs were created, blah blah blah.

Important thing to know--FRT's fall under the command of Patrol Divisions, and were created because SWAT was being arrogant. That includes taking funding for high-end elite units straight out of the same budget that goes to everything else in Patrol (like, say... cars).

SWAT is a separate unit in the command hierarchy of Lone Star.

And, yes, they hate each other.

Posted by: Canid13 Oct 11 2004, 04:39 PM

Okay, Bitrunner, I can see your point - but my point is I don't have access to the information you're updating!! This is a now constant frustration and could put me off of SR if it doesn't get addressed. Crimsondude, thank you for your explaination - guess that's something to look out for. Wouldn't have thought SWAT arrogance would have caused that.... but again I haven't the specifics. Appreciated though.

QUOTE (Bitrunner)
wireless matrix initiative in SoE


PLEASE! Don't let SR even attempt to go there - it's too cool a tech to be screwed up like all the other comms stuff in SR. Unless you redid everything radio or telephone related in the universe, then went there. That'd work.

Posted by: Norsemen Oct 11 2004, 05:51 PM

First time Post:

Just got SOTA64 in mail and had a question about adapts. The attunement metamagic technique allows attuning items, but the list is for mundane items. Can you attune a weapon foci, or is that too munchkin?

Also the Magic of the old world had a section on Norse magic. A "ganner" is a spell slinger? My family name is Ganner and I have never heard of this meaning of the name. Who wrote that section and where do I get more information?

Posted by: Zeel De Mort Oct 11 2004, 06:05 PM

It doesn't say you can't attune a focus, and since they have the same OR as a mundane equivalent (right?) the karma cost should be the same - e.g. 9 karma for your dikoted weapon focus.

When I read about that technique I assumed this was the first and most likely thing adepts would use it for. Weapon focus is already a ritual link to you, and you really don't want to lose it anyway cos it cost you a lot of money and karma, so you won't mind dumping even more karma into it as you would, say, a Predator that you picked up for a few hundred nuyen.

Incidentally, I also assume that attunement works just fine with a smartlink. So if you did attune a firearm you could get -3 on all TNs with that and a Smartlink - kinda eh, what's the word, better, than a Street Sam eh?

Still, at least it only works for one particular firearm, and costs you a little karma.


In any case, despite all the above comments, I still think the adepts section is fine - and I don't even play an adept!

Posted by: JongWK Oct 11 2004, 06:06 PM

QUOTE (mfb)
the culture shock section has some of the most interesting tidbits hidden in the most obscure places. it will be fun, seeing where a lot of those little plot hooks go.

Good to know that. How did you find the chapter, overall? I wouldn't mind a review of it, given that most other sections have received a fair deal of attention. wink.gif

Posted by: audun Oct 11 2004, 06:13 PM

QUOTE (Norsemen)
First time Post:

Also the Magic of the old world had a section on Norse magic.  A "ganner" is a spell slinger?  My family name is Ganner and I have never heard of this meaning of the name.  Who wrote that section and where do I get more information?

I wrote that section. Gand is an Old Norse word for magic, hence ganner. I have no idea whether it has something to do with your family name, though I doubt it. I can't remember my exact source at the moment, I've read too many books on the subject.
There's also Gandalf.
BTW: since I haven't got the book myself yet, does it point to MiTS for rules on Norse magic?

Posted by: Cochise Oct 11 2004, 06:27 PM

QUOTE (Zeel De Mort)
Incidentally, I also assume that attunement works just fine with a smartlink.  So if you did attune a firearm you could get -3 on all TNs with that and a Smartlink - kinda eh, what's the word, better, than a Street Sam eh?

Nope ... While other powers do lack limittations in conjunction with implants with similar effects, the Smartlink is a "nono":

Atuemnet, however, provides no bonus when the item is controlled through a cybernetic interface (VCR, datajack, smartlink, etc.) ...

Posted by: Crimsondude 2.0 Oct 11 2004, 06:27 PM

QUOTE (Canid13 @ Oct 11 2004, 10:39 AM)
Okay, Bitrunner, I can see your point - but my point is I don't have access to the information you're updating!! This is a now constant frustration and could put me off of SR if it doesn't get addressed. Crimsondude, thank you for your explaination - guess that's something to look out for. Wouldn't have thought SWAT arrogance would have caused that.... but again I haven't the specifics. Appreciated though.

Actually, I was being a bit... presumptive.

The head of Patrol was getting pissed off that SWAT would seem to pick and choose it's activities, and otherwise was taking too long to provide what she needed--a fast response team with enought firepower to take out a runner team (or whatever), so... she took the money from the Patrol budget, outfitted some officers with cyber and heavy weapons, and created the FRT.

However, SWAT was portrayed as being a bit arrogant. Which is, I'm sure you can imagine, just shocking that they might act that way.

Posted by: mfb Oct 11 2004, 06:36 PM

QUOTE (Black Isis)
Er....that's the actual name of the CIA Headquarters, you know.  The elder Bush was the head of the CIA during the tail end of the Ford Administration (notice that it's George H W Bush, not George W Bush).

You can read all about it on http://www.cia.gov/cia/information/bush.html. smile.gif


yeah, yeah, i found that out about five minutes after i posted that. it sounds like a joke, though, doesn't it? i think i knew that, maybe, 'cos it sounded familiar, but i probably dismissed it as someone being funny.

Posted by: Synner Oct 11 2004, 06:57 PM

Just got my copy in the mail and I've got to mention one thing no one seems to have touched on yet about the book. IMHO the art is exceptional throughout - and I struck lucky the stuff in Adepts and Euromagic chapters is particularly cool. A couple of rougher pieces here and there but I think this has some of the best looking illos overall in my collection. Kudos to all the artists involved.

Posted by: Zeel De Mort Oct 11 2004, 07:20 PM

QUOTE (Cochise)
Nope ... While other powers do lack limittations in conjunction with implants with similar effects, the Smartlink is a "nono":

Atuemnet, however, provides no bonus when the item is controlled through a cybernetic interface (VCR, datajack, smartlink, etc.) ...

Oops you're quite right. Well, that's not so bad then.

Attuned weapon foci all round!

Posted by: mfb Oct 11 2004, 07:24 PM

my favorites are in the spy section. the first page, and the pic of the guy upside-down and shooting. i like the way the artist takes advantage of the black-and-white format, rather than doing simple line art that would look better colored in.

Posted by: Pthgar Oct 11 2004, 11:45 PM

Did anyone noice that the "hellcow" incident from the top ten lists (p. 157-158)? It's the Ghenis from Earthdawn. I wonder if this is just a bit of fun or a renewal of the ED-SR meta-plot. Personally, I wouldn't mind some of that coming back, but perhaps not as strongly as before.

On the whole, I liked the book. I don't really understand why there's always an outcry when a new sourcebook comes out. If you don't like it, don't use it. (shrugs shoulders)

Posted by: Kanada Ten Oct 11 2004, 11:48 PM

QUOTE
Personally, I wouldn't mind some of that coming back, but perhaps not as strongly as before.

I think this is what you're seeing. A combination of fun in jokes and a nod to all of us that love the ley lines to Earthdawn with a sensible spoonful approach. But I could be full of drek.

Posted by: Demonseed Elite Oct 11 2004, 11:48 PM

The ED-SR metaplot isn't gone, it's just not the central axis that the SR metaplot revolves around, nor is SR going to limit itself to a strict constraint of making sure everything matches ED material.

Posted by: Fortune Oct 11 2004, 11:52 PM

QUOTE (Pthgar)
I don't really understand why there's always an outcry when a new sourcebook comes out. If you don't like it, don't use it. (shrugs shoulders)

I must be living under the misplaced notion that one of the main purposes of Dumpshock Forums was actually to discuss Shadowrun.

Posted by: mfb Oct 12 2004, 12:34 AM

the culture shock section was the only one besides the adept section that i read front-to-back more than once. the 'top ten' lists made for some very high information density; i didn't notice the Killimanjaro blurb until my second pass. there were a lot of things in that section that made my jaw drop.

Posted by: Patrick Goodman Oct 12 2004, 01:14 AM

QUOTE (mfb)
the culture shock section was the only one besides the adept section that i read front-to-back more than once. the 'top ten' lists made for some very high information density; i didn't notice the Killimanjaro blurb until my second pass. there were a lot of things in that section that made my jaw drop.

Cite some specifics, man. We need to change the tone in this thread if we can....

Posted by: WhiteRabbit Oct 12 2004, 02:22 AM

Speaking of the art, any pictures of a female troll?

Posted by: mfb Oct 12 2004, 03:44 AM

specifics. well, the Chico-Oroville Dam thing was cool as hell. "army of shadowrunners" is just a fun phrase. Killimanjaro is big, big news. the Flatline Killer smacks of all kinds of metaplot links--the Network? Ex Pacis?

and i can't quite seem to get a good handle on what it might mean, but i keep seeing these odd links between Winternight and Deus.

Posted by: Kanada Ten Oct 12 2004, 03:50 AM

QUOTE
and i can't quite seem to get a good handle on what it might mean, but i keep seeing these odd links between Winternight and Deus.

In the end, only three forces remained to squabble over the crisp and cold remnants of Earth: The machines, the insects, and the dead.

Posted by: Kagetenshi Oct 12 2004, 04:05 AM

[ Spoiler ]

Posted by: Kagetenshi Oct 12 2004, 04:07 AM

Asides aside, I'm still very up in the air about what I've heard/seen/read. Hoping to get a good look at everything in another week or so, at which point I'll post back. More Deus hooks equals much goodness, however.

~J

Posted by: Synner Oct 12 2004, 07:31 AM

QUOTE (Kanada Ten)
QUOTE
Personally, I wouldn't mind some of that coming back, but perhaps not as strongly as before.

I think this is what you're seeing. A combination of fun in jokes and a nod to all of us that love the ley lines to Earthdawn with a sensible spoonful approach. But I could be full of drek.

The hellcow incident isn't the only "lost" link in the book. Actually the Culture Shock chapter begins with a bigger one. Remember this?

To Robert Page, I leave my copy of an ancient text that proves elves are not the only race to possess a unique language. Take pride in your heritage and continue to promote the rights of your people, for the orks have always fought to rise above the position in which others would keep them. May this document aid your struggle up from below.

Posted by: Deacon Oct 12 2004, 08:59 AM

QUOTE (Jason Farlander @ Oct 10 2004, 12:47 AM)
QUOTE (Deacon @ Oct 9 2004, 07:37 PM)
You all are forgetting something.  This is Shadowrun.  The rules make reality.  Rules can and will contradict each other.  The rules have changed.  Deal with it.

You are forgetting something. Shadowrun is a game. The rules do not make reality, the GM does. We are all free to ignore any rules we do not like. We are also free (and justified) to be annoyed when new rules needlessly contradict existing ones.

Well, the GM doesn't have to use the Shadowrun rules at all. The GM can use the Hero System (I understand several quality unofficial translations of Shadowrun have been made already). The GM can use GURPS. The GM can toss the whole shebang out the window and use his own made-up system.

According to this concept, there's no point in even making the argument, as the GM will run what he wants, and none of the rest of us have any say in the matter. After all, if a GM is annoyed at a new rule that contradicts an old one, he is free to ignore it.

Posted by: mfb Oct 12 2004, 09:12 AM

indeed. it should be a given that one can deviate from the rules at any time, in one's own game--but if you end up deviating too much, you may as well just not buy the books at all. and if nobody's buying the books, FanPro/WizKids goes out of business, meaning no more SR products. that would make those of us that do use the books pretty unhappy.

Posted by: Nikoli Oct 12 2004, 03:39 PM

One thing i have noticed, when discussing Tech vs. magic
is every Pen and Paper RPG where Magic and Technology are tools available for the players, the "slow path" where you must eventually build up, and do not start at the top of the power curve will usually have the higher top end.

Personally, I love the idea of mundanes and mundanes only being able to spend Karma to regain Essence or reduce the cost for cyber. This would shift the balance of power between the two back to the middle, where it's more fun for everyone.

Having played several characters that were little more than a few chunks on a table without their cyber, there quickly comes a point where there is nothing more you can do. Then I switch to playing an adept and I see the top end of the power curve, but then I remember that my cyber-junkie can retool for various tasks relativelty quickly, where a sword specialist phys-ad who has spent all their power on mastering the sword cannot.

I guess in the end it can be summed up, in my mind at least, as this:
Cyber has a rapid power curve, topping out potentially at char-gen until a new book is released, but there is more inherent versatility and flexability in the character concepts.
Magic has a slightly slower power curve (you don't pay the difference to go from a force 4 manaball to a force 5, they are separate spells) and the more power you gain, the more likely you are to be highly specialised and have more difficulty adapting to changing conditions.
Remember, a powerful mage draws powerful enemies.

This isn't a challenge to see who can build the most versatile killing machine based on magic, it's just been my observation of Shadowrun over the last 12 years, tempered by playing games like Rifts, D&D, and a host of other games.

Posted by: Jason Farlander Oct 12 2004, 04:35 PM

Look, the point I was making there is that we are free to dislike rules. However, just as with everything else, sometimes people dislike a rule because they misinterpret it or because they don't notice an interesting application or because they dont understand how that rule would mesh with other canon rules, when in fact it does.

Basically, I see any given rule as one person's opinion (subject to review) of how something should work. Sometimes those people have their own misconceptions, and sometimes editorial review misses contradictions with existing rules. People are fallible, and rpg writers are (for the most part) people. For the most part I give the writers the benefit of the doubt, and try to mold my understanding of the game to fit with their presentations. Sometimes, however, they manage to produce something jarringly incongruous with how other rules have shaped my view of the world, and I hold it as my right to be annoyed.

When I dislike a rule vehemently, and am certain that I will not be swayed in my opinion, I dont bother post about it here. I agree that there would be no point in doing so. However, sometimes my dislike of a rule is based on one of the misconceptions I listed above, and I use this board as a tool to weed out those. Attempting to stifle discussion about the reasonableness of a particular rule is not productive towards those ends, and hey - if the rule really *is* reasonable, it shouldn't be terribly hard to defend. There are some very intelligent people on this board.

I certainly do not advocate that people avoid buying the books. I like shadowrun and want to see it thrive. But that is no excuse to blindly accept all of the rules at face value, nor is it a reason to avoid attempting to clarify one's opinion on a particular rule.

Posted by: Apathy Oct 12 2004, 05:31 PM

What?!? eek.gif This is the dumpshock forum, rational discussion is not allowed here.

(I'd finally given in to the idea that people aren't capable of expressing opinions in a rational, non-ranting way, and now you're making me second-guess myself again. Damn you! wink.gif )

Posted by: TheDude Oct 12 2004, 05:54 PM

QUOTE (Synner @ Oct 12 2004, 07:31 AM)
QUOTE (Kanada Ten @ Oct 11 2004, 11:48 PM)
QUOTE
Personally, I wouldn't mind some of that coming back, but perhaps not as strongly as before.

I think this is what you're seeing. A combination of fun in jokes and a nod to all of us that love the ley lines to Earthdawn with a sensible spoonful approach. But I could be full of drek.

The hellcow incident isn't the only "lost" link in the book. Actually the Culture Shock chapter begins with a bigger one. Remember this?

To Robert Page, I leave my copy of an ancient text that proves elves are not the only race to possess a unique language. Take pride in your heritage and continue to promote the rights of your people, for the orks have always fought to rise above the position in which others would keep them. May this document aid your struggle up from below.

There is a pretty big one in the Adept section as well.

At least, it seems that way to me, but I am an Earthdawn junky and 11 year GM biggrin.gif . If I am going to write for SR, I have to throw in a few such references.

Posted by: TheDude Oct 12 2004, 05:56 PM

QUOTE (Fortune)
QUOTE (Synner @ Oct 11 2004, 05:42 PM)
However, I don't agree with your premise that for most adepts Centering will continue to be the "obvious" pick amongst all the metamagics now at their disposal (and even that Cognition is the obvious second choice when it has to compete with Infusion and Somatic Control).

I made no such premise about Cognition being th obvious second choice. I merely stated that the cost of Centering itself should not be a factor whe discussing the cost of Cognition. Most Initiated Adepts will get Centering at some stage, mainly because there are so many Powers based on it, and so few choices other than Centering that fit many character concepts.

I think what Synner was trying to point out is that you have to factor Centering into the cost - it's a prerequisite.

I think you make a valid point that a large percentage of adepts choose Centering as a meta, but it doesn't change the fact you can't get Cognition without it.

Posted by: Synner Oct 12 2004, 07:26 PM

QUOTE (The Dude)
I think what Synner was trying to point out is that you have to factor Centering into the cost - it's a prerequisite.
I think you make a valid point that a large percentage of adepts choose Centering as a meta, but it doesn't change the fact you can't get Cognition without it.

What he said, again.

Whether or not the adept was going to pick up Centering is ultimately irrelevant to the point I was trying to make. Which was simply that, even taking the shortest route, the adept has to pick up about 30 points of karma in actual play (and spend them on the "right" choices) to get access to a metamagic technique Cognition and its benefits. Any other development choices / karma expenditures delays the point at which the ability is developed and may increase the karma cost even further (if it isn't a second initiation choice but a third or a fourth one). Unless you're playing in a high-karma game, and using average canon payouts as a baseline, this means an average 4 adventures before the ability and its effects are a factor.

People seem to be concentrating on the fact that after all that it'll be unbalancing if it grants you a fixed Karma save of 1 when increasing skills which can be cumulative with an ME bonus. Personally I expected the other effects of Cognition to be seen as much more useful and possibly subject to twinker abuse.

BTW Fortune, you got your wish. Page 43.

Posted by: Fortune Oct 12 2004, 11:27 PM

Tres Cool! biggrin.gif

I wasn't taking issue with Cognition at all. Merely with your computation of it's cost. I still maintain that it isn't valid to include Centering, as it is still a separate Metamagic on its own, with its own not-inconsiderable advantages.

I understand what you are trying to get at though. I do acknowledge that Centering itself does require two skills, plus at least one Initiation, all in all being quite expensive. The fact that Cognition cannot be acquired until after the Adept learns Centering does indeed make it a Karma-intensive purchase, if cost calculation is extrapolated from chargen. I think my point was that there are already a lot of Adepts out there with Centering (simply because there was few other choices - good or bad). For them the bulk of the costs in your calculation have already been payed.

As I have stated a few times though, you guys did a good job, especially in regards to material that was guaranteed to raise controversy.

Posted by: Pthgar Oct 13 2004, 01:30 AM

QUOTE
The hellcow incident isn't the only "lost" link in the book. Actually the Culture Shock chapter begins with a bigger one. Remember this?

To Robert Page, I leave my copy of an ancient text that proves elves are not the only race to possess a unique language. Take pride in your heritage and continue to promote the rights of your people, for the orks have always fought to rise above the position in which others would keep them. May this document aid your struggle up from below. 


Oh yeah, Or'zet. I kinda lost the forest for the shrubbery, if you know what I mean. I look so hard for little dribs and drabs of connections that I miss the huge ones.

As to discussing SR, sure but the back and forth gets to me after a while. No offense meant.

Posted by: Fortune Oct 13 2004, 01:46 AM

None taken (now wink.gif).

In my opinion, the 'back and forth' serves to familiarize people with the rules, maybe even giving them a different perspective than they would normally have had without input from the rest of the forum. For instance, I'm a little more comfortable with some (but not all) of the Social Powers than I was in upon the initially reading. smile.gif

Posted by: RangerJoe Oct 13 2004, 02:51 AM

I just wanted to pop in to say great job to the SOTA64 team. Just got my copy today, and I've perused up through the end of the adept section. Having never played an adept before, I've now got literally half a dozen character ideas bouncing around my head to make use of the new powers. Any book that can get players excited about new character types and new games is a great success.

Posted by: mfb Oct 13 2004, 03:16 AM

indeed. the adept section alone puts this book in my top ten SR books.

you know what i just realized makes the culture shock section so good, especially the top ten lists? the tightness of the writing, and the sparseness of the exposition. it doesn't go into overly-exhaustive detail; it just lays out the pertinent facts and forces you connect the dots yourself.

Posted by: Bane Oct 13 2004, 03:30 AM

QUOTE (Pthgar)
QUOTE
The hellcow incident isn't the only "lost" link in the book. Actually the Culture Shock chapter begins with a bigger one. Remember this?

To Robert Page, I leave my copy of an ancient text that proves elves are not the only race to possess a unique language. Take pride in your heritage and continue to promote the rights of your people, for the orks have always fought to rise above the position in which others would keep them. May this document aid your struggle up from below. 


Oh yeah, Or'zet. I kinda lost the forest for the shrubbery, if you know what I mean. I look so hard for little dribs and drabs of connections that I miss the huge ones.

As to discussing SR, sure but the back and forth gets to me after a while. No offense meant.

Along these same lines, I haven't seen anyone mention the fact that Ares snagged a certain something from the will, also.


...or maybe someone did and I missed it.

Posted by: mfb Oct 13 2004, 03:36 AM

no one's answered, so i'm gonna go for my own bonus points. the Johnson for the Chico-Oroville incident was, i believe, one LTC Lloyd Ritter, aka Grey Knight, part-time shadowrunner and part-time asskicker for Ares' military assets.

here's something funny, about Ritter: his rank. in YotC (2061), he's listed as a Lieutenant Colonel. in SOTA:63, though, it calls him a Colonel. now, it's easily possible that he got a promotion between '61 and '63--except that, in the shadowtalk, someone says that he was a Major only six months ago! even if you explained away the LTC-Colonel discrepancy with the fact that LTCs are sometimes referred to, in less formal settings, as "Colonel so-and-so", you've still got the oddity of Ritter going from an LTC in '61, to a Major in '62, and back to LTC in '63. that sort of rank-hopping is possible, but it'd sure be interesting to hear the backstory, there.

Posted by: Crimsondude 2.0 Oct 13 2004, 03:49 AM

Typo?

Posted by: mfb Oct 13 2004, 03:55 AM

indeed. i'm forever typing "six months" when i mean to type "two years and six months"!

that's a pretty minor oops, though. i tend to follow Ritter's official career, which is why i picked up on it.

Posted by: Crimsondude 2.0 Oct 13 2004, 05:10 AM

Well, then... Ask spud.

I can think of a character who was supposedly supposed to be a Major, but it isn't Ritter.

Posted by: Canid13 Oct 13 2004, 07:14 AM

QUOTE
you don't pay the difference to go from a force 4 manaball to a force 5, they are separate spells


Are you sure?? I don't remember seeing anything about this, and I know that the rules state you can chose the force at which you want to cast a spell when you cast it - a mage with Force 8 Manabolt doesn't have to cast it at Force 8 every time.

I don't remember the exact page number, but it's in the section about Sorcery where it talks about the 'preparation' phase of casting a spell - the one where you decide what dice to add where.

Posted by: Rock-Steady Oct 13 2004, 07:17 AM

QUOTE (Canid13)
QUOTE
you don't pay the difference to go from a force 4 manaball to a force 5, they are separate spells


Are you sure?? I don't remember seeing anything about this, and I know that the rules state you can chose the force at which you want to cast a spell when you cast it - a mage with Force 8 Manabolt doesn't have to cast it at Force 8 every time.

He is.

If you got a force 4 Spell and want it at force 5 you have to buy it again at that force. Maybe the rulebook makes that not clear but the german FAQ does.

Posted by: Canid13 Oct 13 2004, 07:20 AM

Do you mean for Karma purposes or will you end up actually knowing spells at several different maximum forces??

Posted by: Rock-Steady Oct 13 2004, 10:38 AM

QUOTE (Canid13)
will you end up actually knowing spells at several different maximum forces??

Short and simple:

Yes.

Posted by: Canid13 Oct 13 2004, 10:48 AM

Then what's the point of being able to decide the spell's force when you cast it.

I'll look this up myself, as it doesn't sound right.

Posted by: Rock-Steady Oct 13 2004, 11:17 AM

QUOTE (Canid13)
Then what's the point of being able to decide the spell's force when you cast it.

I'll look this up myself, as it doesn't sound right.

Let's try it that way:

Say you had a spell with force 6 and magic attribute 6. Now you lost one point of magic and end up with magic 5. When you cast that force 6 spell, the drain will be physical damage. So you can say "Ok i will cast it only with force 5 to avoid physical drain damage.". And the drain code itself will lower too.

Dont know another way to explain this. *g*

Posted by: Pistons Oct 13 2004, 12:07 PM

QUOTE (Crimsondude 2.0 @ Oct 13 2004, 12:10 AM)
Well, then... Ask spud.

I can think of a character who was supposedly supposed to be a Major, but it isn't Ritter.

Well, spud would know his own character as he plays him. The only problem is that since he was put into YotC, he became "up for grabs" so far as writing him. The changing ranks is an interesting thing, though. I'm pretty sure he's still supposed to be an LTC so far as anything official in regard to Ares is concerned, but there's also the fact of his real standing with them--he can still be busted down or boosted up rank at any time with little to no appreciable difference.

Posted by: Blue eyes Oct 13 2004, 12:54 PM

Still waiting on my copy to arrive in a couple of days, can't wait.

Can anybody please tell me which european magical traditions are covered in the book?


Posted by: Canid13 Oct 13 2004, 01:20 PM

I get that Rock Steady, but it means your spell list ends up with Manabolt 4, Manabolt 5, Manabolt 7, Stunbolt 5 and Stunball 7.

How what's the point of that?? Cos right now, I see no point in having to duplicate a spell. Why not just relearn it - pays your full Karma cost but save space on paper, and in your memory cos eventually there's gotta be a limit on what you can learn - no mechanic but it makes sense there would eventually be - we are talking the (meta)human brain here.

Posted by: Rock-Steady Oct 13 2004, 02:03 PM

QUOTE (Canid13)
I get that Rock Steady, but it means your spell list ends up with Manabolt 4, Manabolt 5, Manabolt 7, Stunbolt 5 and Stunball 7.

How what's the point of that?? Cos right now, I see no point in having to duplicate a spell. Why not just relearn it - pays your full Karma cost but save space on paper, and in your memory cos eventually there's gotta be a limit on what you can learn - no mechanic but it makes sense there would eventually be - we are talking the (meta)human brain here.

*g*

That's the same. Fact is that i have to pay full karma for a higher force spell.

But like you said i can "forget" the lower ones and only write the highest spell on my sheet.

I see no logic in that either...*g*

Posted by: Canid13 Oct 13 2004, 02:24 PM

That's okay then :o)

With regards to the magic variants, there's hermietic druidism, druidism, Wicca, witches and a few others. Christian magic is also present, with a bit of info over and above what's in MITS.

One thing though, what's a Chaos Mage?

Posted by: Cochise Oct 13 2004, 02:26 PM

Chaos Mage: Special type of hermetic. Basis of his belief system is the chaos theory ...

Posted by: JongWK Oct 13 2004, 03:00 PM

QUOTE
Oh yeah, Or'zet. I kinda lost the forest for the shrubbery, if you know what I mean. I look so hard for little dribs and drabs of connections that I miss the huge ones.


Finally, someone notices it. biggrin.gif

Oh, by the way, I hope the Red Sox fans enjoy the Baseball entry. wink.gif

Posted by: Artemus Oct 13 2004, 04:20 PM

Just got my copy yesterday. Absolutely loved the Adept Section. Can't see what's wrong with it - but I am an Adept fan so we'll leave it at that.

The Culture Shock section is very good. Especially the top ten lists. Can't believe no one mentioned Novatech's troubles thought that was a good advancement of the Art Dunkwalther plot.

I am still reading it, but so far what I read I like.


Posted by: Birdy Oct 13 2004, 05:15 PM

QUOTE (Artemus)
Just got my copy yesterday. Absolutely loved the Adept Section. Can't see what's wrong with it - but I am an Adept fan so we'll leave it at that.

The Culture Shock section is very good. Especially the top ten lists. Can't believe no one mentioned Novatech's troubles thought that was a good advancement of the Art Dunkwalther plot.

I am still reading it, but so far what I read I like.

Well, the section is in there. That's what is wrong with it. On the other hand the "Magic, mooooooooooooore Magic" approach of "Maggierun" has turned off so many gamers, that I currently have two complete groups playing Cyberpunk.

So: Please FanPro, keep up boosting the Mages and screwing the Mundanes


Birdy

Posted by: Patrick Goodman Oct 13 2004, 05:31 PM

QUOTE (Birdy)
QUOTE (Artemus @ Oct 13 2004, 04:20 PM)
Just got my copy yesterday. Absolutely loved the Adept Section. Can't see what's wrong with it - but I am an Adept fan so we'll leave it at that.

The Culture Shock section is very good. Especially the top ten lists. Can't believe no one mentioned Novatech's troubles thought that was a good advancement of the Art Dunkwalther plot.

I am still reading it, but so far what I read I like.

Well, the section is in there. That's what is wrong with it. On the other hand the "Magic, mooooooooooooore Magic" approach of "Maggierun" has turned off so many gamers, that I currently have two complete groups playing Cyberpunk.

So: Please FanPro, keep up boosting the Mages and screwing the Mundanes


Birdy

And people wonder why so many freelancers give up on the gaming trade. This is why, ladies and gentlemen (and for some of you, I use those terms very loosely). We bust our asses for ridiculously low amounts of money trying to do something cool, in response to metric fucktons of requests for something, and then all people do is bitch about it. I know we can't please everyone all the time, but Christ!

Posted by: Canid13 Oct 13 2004, 05:37 PM

It is appreciated, and most of us appreciate that you won't please us all the time, but least we're still here and playing the game :o) Course, more cyberware and bioware wouldn't go amiss :o)

Are there any game rules for Chaos Mages?

I'm reading on the Ork language now, but I'm glad the Laughing Man and Orange Queen have shown up in some of these, especially this section. And spell matrices.... whoa!

Posted by: Jason Farlander Oct 13 2004, 05:49 PM

QUOTE (Birdy)
Well, the section is in there. That's what is wrong with it. On the other hand the "Magic, mooooooooooooore Magic" approach of "Maggierun" has turned off so many gamers, that I currently have two complete groups playing Cyberpunk.

So: Please FanPro, keep up boosting the Mages and screwing the Mundanes


Birdy

And this, my dear friends, is exactly the sort of thing I was talking about when I mentioned that certain things are pointless to post.

Clearly, this does not represent an opinion the poster believes to be subject to change, nor is it worded in such a way as to potentially sway anybody who is unsure of his or her position on the balance of magic in the SR system.

As an aside, I know plenty of rpers, and none of them have decided that they didnt like the SR system because of the prevalence of magic. Obviously, your personal "two complete groups" sample is not representative of the whole. So, please, stop whining, and stop trying to mislead the developers. I love the idea that adepts are being expanded, as do many fans and players of the game, and I can't wait to get my hands on the book (which is on its way to me right now).

Posted by: Canid13 Oct 13 2004, 05:54 PM

Agreed. I might not like magic on a personal level, but that doesn't stop me liking progress. There's nothing worse than a stale and static system :o)

Doesn't mean my own personal preference isn't for more cyberware and armour and guns and other 'mundane' tools of the shadow trade, but I can appreciate a good adept power just as much as the next guy.

Posted by: TheDude Oct 13 2004, 06:03 PM

QUOTE (Birdy)
QUOTE (Artemus @ Oct 13 2004, 04:20 PM)
Just got my copy yesterday. Absolutely loved the Adept Section. Can't see what's wrong with it - but I am an Adept fan so we'll leave it at that.

The Culture Shock section is very good. Especially the top ten lists. Can't believe no one mentioned Novatech's troubles thought that was a good advancement of the Art Dunkwalther plot.

I am still reading it, but so far what I read I like.

Well, the section is in there. That's what is wrong with it. On the other hand the "Magic, mooooooooooooore Magic" approach of "Maggierun" has turned off so many gamers, that I currently have two complete groups playing Cyberpunk.

So: Please FanPro, keep up boosting the Mages and screwing the Mundanes


Birdy

Please count the number of pages of Adept material leading up to SOTA 2064 in SR publications (regardless of edition).

Please count the number of pages given to certain periphery concepts such Otaku (which were not playable for longest time).

Please count the number of publications that exist solely for mundane characters.

Adepts deserved some attention, having had the least amount of content published of any basic character archtype.

Cheers smile.gif.

Posted by: Eyeless Blond Oct 13 2004, 06:07 PM

Indeed, that was a singularly unhelpful comment Birdy, and counterproductive to even your own "side" of the debate, if you were even on a side to begin. It's comments like those that make me want to reconsider my own. I'm beginning to think my comments were just as knee-jerk and stupid as his were.

Posted by: Critias Oct 13 2004, 06:12 PM

Meh, screw 'em. You can't keep everyone happy all the time -- mage players were bored by Man and Machine (and Cannon Companion), Riggers were the only ones likely to care too much about R-3, I still haven't even bothered to buy Matrix or Target: Matrix or whatever...they aren't just a series of adventures, they aren't just tailored for a specific target power level audience... they aren't just of interest to the riggers, deckers, gunbunnies, or mages. They're books about Shadowrun, not just about any one place or character.

Don't worry about the complainers. The SOTA books are the best books I've seen for SR in a long, long, time. The chapter breakdown is great, it gives a little bit of info on a lot of subjects (cops, adepts, unique magic, spy gadgets), which means there's something in there for everyone -- not even counting the chapter that really is there for everyone.

They're great books. '63 was a nice one, '64 is among my favorites, ever, for Shadowrun. The layout, artwork, you name it. It's not "THE ADEPT BOOK," by a long stretch. If anything, take solace in the fact that most people are only able to find one chapter to bitch about.

Posted by: mfb Oct 13 2004, 06:51 PM

i'll second that. i've been happier with the SOTA books than any other books SR has put out, pretty much since 3rd editon got going. Birdy's entitled to an opinion, of course, but it's not like players haven't been begging for new adept stuff since 2nd edition.

Posted by: audun Oct 13 2004, 07:11 PM

QUOTE (Cochise)
Chaos Mage: Special type of hermetic. Basis of his belief system is the chaos theory ...

Not exactly. Chaos theory is a mathematical theory and has more to do with (Neo-)Pythagorean magic (one of the schools covered by SOTA2064).

Chaos magic is the SR-name for Erisian magic, Church of SubGenius and other forms of postmodern magic (try google). It's mentioned in MitS in the chapter on magical traditions. No specific rules except what there is in SOTA2064 and MiTS.

BTW: to everyone who complain about more magic. SOTA2064 covers lots of new stuff for mundanes. There's two chapters on magic (Adepts and Euromagic), the rest is mundane stuff.

Posted by: Rock-Steady Oct 13 2004, 07:14 PM

I dont think there is an an rule in SOTA that says:

"YOU MUST USE ALL THIS RULES IN THIS BOOK OR YOU ARE DAMNED FOREVER!!!!!"

But there is a "rule" in the BBB that says:

"If you dont like th rules, dont use or change it."

Posted by: Birdy Oct 13 2004, 07:19 PM

QUOTE (Patrick Goodman)
QUOTE (Birdy @ Oct 13 2004, 11:15 AM)
QUOTE (Artemus @ Oct 13 2004, 04:20 PM)
Just got my copy yesterday. Absolutely loved the Adept Section. Can't see what's wrong with it - but I am an Adept fan so we'll leave it at that.

The Culture Shock section is very good. Especially the top ten lists. Can't believe no one mentioned Novatech's troubles thought that was a good advancement of the Art Dunkwalther plot.

I am still reading it, but so far what I read I like.

Well, the section is in there. That's what is wrong with it. On the other hand the "Magic, mooooooooooooore Magic" approach of "Maggierun" has turned off so many gamers, that I currently have two complete groups playing Cyberpunk.

So: Please FanPro, keep up boosting the Mages and screwing the Mundanes


Birdy

And people wonder why so many freelancers give up on the gaming trade. This is why, ladies and gentlemen (and for some of you, I use those terms very loosely). We bust our asses for ridiculously low amounts of money trying to do something cool, in response to metric fucktons of requests for something, and then all people do is bitch about it. I know we can't please everyone all the time, but Christ!

Well, I didn't ask for more Mage stuff (unless it's new stuff to screw mages - Spiritcam is a starter) but for more tech. So I can bitch on that chapter all I want.

But to put some balm on your wounded whatever:

+ I like the espionage stuff and will use the fluff on "less easily detected than mind control" against mages cool.gif The data on the spy organisations was nice as where the tools.

+ Cop chapter is good (I don't have LS and won't get it) and quite useful


Have to read the rest (MJLBB is on my shelf too)


Birdy

Q: Good mage?
A: See corps

Posted by: Birdy Oct 13 2004, 07:27 PM

QUOTE (Jason Farlander)
QUOTE (Birdy @ Oct 13 2004, 12:15 PM)
Well, the section is in there. That's what is wrong with it. On the other hand the "Magic, mooooooooooooore Magic" approach of "Maggierun" has turned off so many gamers, that I currently have two complete groups playing Cyberpunk.

So: Please FanPro, keep up boosting the Mages and screwing the Mundanes


              Birdy

And this, my dear friends, is exactly the sort of thing I was talking about when I mentioned that certain things are pointless to post.

Clearly, this does not represent an opinion the poster believes to be subject to change, nor is it worded in such a way as to potentially sway anybody who is unsure of his or her position on the balance of magic in the SR system.

As an aside, I know plenty of rpers, and none of them have decided that they didnt like the SR system because of the prevalence of magic. Obviously, your personal "two complete groups" sample is not representative of the whole. So, please, stop whining, and stop trying to mislead the developers. I love the idea that adepts are being expanded, as do many fans and players of the game, and I can't wait to get my hands on the book (which is on its way to me right now).

Your opinion. Thankfully mine is different.

Maybe the groups (5 and 6 players) are not representative. I don't care about that! I have (and there are more) a dislike for the "Magic, more Magic) way SR goes and I voice it!

Don't like it? Tough luck! Your opinion and your group is about as valid as mine, so I could just as well ask you to quit blabbing and "misleading the developers"! The developers will do their analyses and find their conclusions. If they go your way, my problem (and one less customer). If they go mine, your problem. I prefer it to be yours.

As a side note: Number or SR groups on this years conventions in germany where down quite a bit. And that makes it a bit more relevant. People that want to play mages find better systems (i.e Ars Magica) and people that want cyberpunk find other games (D20, Cyberpunk). SR heads the "worst of both worlds" for quite a few games I talked with during conventions.

Birdy

Posted by: Tzeentch Oct 13 2004, 07:29 PM

QUOTE (Patrick Goodman)
QUOTE (Birdy @ Oct 13 2004, 11:15 AM)
QUOTE (Artemus @ Oct 13 2004, 04:20 PM)
Just got my copy yesterday. Absolutely loved the Adept Section. Can't see what's wrong with it - but I am an Adept fan so we'll leave it at that.

The Culture Shock section is very good. Especially the top ten lists. Can't believe no one mentioned Novatech's troubles thought that was a good advancement of the Art Dunkwalther plot.

I am still reading it, but so far what I read I like.

Well, the section is in there. That's what is wrong with it. On the other hand the "Magic, mooooooooooooore Magic" approach of "Maggierun" has turned off so many gamers, that I currently have two complete groups playing Cyberpunk.

So: Please FanPro, keep up boosting the Mages and screwing the Mundanes


Birdy

And people wonder why so many freelancers give up on the gaming trade. This is why, ladies and gentlemen (and for some of you, I use those terms very loosely). We bust our asses for ridiculously low amounts of money trying to do something cool, in response to metric fucktons of requests for something, and then all people do is bitch about it. I know we can't please everyone all the time, but Christ!

* Well sure, if you want to freak out at any negative post . . .
* In the grand scheme of things that's a pretty well-reasoned slam of gaming material, certainly better then the usual "Dud3 y0u 57013 my ch33|2!0|25 4nd w|2!73 73x7 7h47 I d0n'7 1!k3."

Posted by: Birdy Oct 13 2004, 07:31 PM

QUOTE (Eyeless Blond @ Oct 13 2004, 06:07 PM)
Indeed, that was a singularly unhelpful comment Birdy, and counterproductive to even your own "side" of the debate, if you were even on a side to begin. It's comments like those that make me want to reconsider my own. I'm beginning to think my comments were just as knee-jerk and stupid as his were.

Oh, and your personal attacks are better/more useful? I dislike the "more magic" approach. What's more to say. I found both magic chapters useless. There's more than enoug magic in the game for my liking and I stated that! It turns away players that liked SR and I stated that. I got cynic because the "too much magic" has been voiced on the board quite a few times by various people.

Sure, I could just drop the game if that's better for Fanpro. A lot "no magic please" players do.

Birdy

Posted by: Artemus Oct 13 2004, 08:04 PM

I always fail to understand people that post the argument "I don't like this so SR developers should change it, so I feel better". If you don't like it don't use it. There's no need to go around complaining that your opinion is valid and the world should stop and pay attention to you.

Developers do a lot of work. Hours go into coming up with new ideas, testing them and balancing them with existing material. As well as making sure that you don't contradict yourself in the process. Comments that fall on the category I outlined above do nothing but piss off hard working people. In the end the book was not made just for you, it was made for EVERYONE.

In every book there's stuff I don't like and can't use, for example Matrix and Rigger content. I don't go around asking that nothing be developed for these character types. That would be unfair to the people that like playing riggers and deckers.

If you are going to voice your opinion, you can do it in a constructive and polite manner that will probably have a higher chance of being heard. "If you can't say anything nice don't say anything at all"




Posted by: krishcane Oct 13 2004, 08:13 PM

So now we have people complaining, people complaining that people are complaining, people complaining about the complainers complaining about the people complaining, and now I'm writing a post to complain about the complainers complaining about the complainers who complain about those who complain.

--K.

Posted by: Deacon Oct 13 2004, 08:19 PM

The problem with adepts, folks, is that when you boil the class down, it's a warrior with magic instead of cyberware. That's all. There's nothing keeping them from getting cyberware, in fact, except some piddling essence costs -- which can be easily pooh-poohed away with karma and Initiation. I've seen it myself, the fullborg with 0.056 essence -- and still has a Magic of 6. Isn't Initiation wonderful?

So, all those books for mundanes, solely for mundanes, strictly for mundanes -- you're wrong. They're for adepts too.

Which books are these, anyway? Ignore second edition, here; let's stop pretending that it's not been six years since the third edition was printed, so forget all about those books. We have Man & Machine -- which I just stated works as well for adepts as well as mundanes. We have Shadowrun Companion -- adepts can use Edges & Flaws just as well as mundanes. Then there's Cannon Companion, a book about firearms (pistol adepts and rifle adepts love this), martial arts (ditto for the martial art adepts), and more gear accessible to both mages and mundanes. SOTA63, which contains genetech, usable by both mages and mundanes. Matrix, which again is not solely for mundanes -- all a person really needs to run the Matrix is a cyberdeck and a datajack. Discounting Otaku, of course. What book am I missing? Oh yes, Magic in the Shadows, a book solely for the mages and adepts.

And then we have SOTA64, with a chapter, again, solely for the adepts. This is what you call fair? An entire book, and a chapter of a second book, meant for only part of the characters in the game?

This is why I want to see cyberware that screws with magic. Maybe it fiddles with creative thought, and magic being as much an art as a science, can't deal with it. It could have come from the research into cybermancy -- oh, and don't get me started there. A whole subsect of mundanes that require magical support? Don't tell me that's solely for the mundanes. Cyberware that's partially cybermantic in certain respects, that forces a magician to sacrifice a large part of his magic but leaves mundanes alone, that would be something nice to have.

Until we actually have a book that says 'Sorry magicians, This Is Not For You', leave the whole issue alone. And don't think your game is typical of the rest of us playing Shadowrun. You might be in a game where karma and nuyen is hard to come by. But I've seen games where karma and nuyen come in bucketloads, almost. Games where adepts don't have problems finding the magic groups, where they don't have problems scraping together the nuyen for a smartlink, and where the fullborg adept not only exists, but thrives on his all-Betaware cyberlimbs and Increase Reflexes 3 power.

***EDIT*** Okay, I forgot about Rigger 3 Revised, which contains a lot of content for riggers, including adepts who went and got a Vehicle Control Rig level 1 -- which, given the cost, can be had at Beta-grade for less than a hundred K, and with a good cyberdoc, can be had for only 1 point of essence loss. I've seen it. Don't tell me this book is for mundanes only, either.

Posted by: mfb Oct 13 2004, 08:28 PM

QUOTE (Artemeus)
I always fail to understand people that post the argument "I don't like this so SR developers should change it, so I feel better". If you don't like it don't use it. There's no need to go around complaining that your opinion is valid and the world should stop and pay attention to you.


maybe because if nobody likes the products, and doesn't use them, nobody will buy them? and if nobody buys them, there won't be a shadowrun anymore? i'm just spitballing, here.

Posted by: Synner Oct 13 2004, 08:30 PM

Your argument and points are duly noted. Not being a fan of pervasive magic in SR I found myself in the odd position of co-authoring the two magic-related chapters of this particular book. Why? Several reasons stand out.

Firstly while I'm not a fan of adding more powerful abilities, I am all for providing more options, variety and depth of background for people to play with. New options do not necessarily equal more power or even tip the power balance in the game.

Second, I felt playable magic for both adepts and magicians needed some fresh ideas and variety.A lot of people complained that MitS was too crunchy and had little actual fluff. But most importantly a lot of the people complaining seem to forget that besides MitS all the other core rule books are tech-related (M&M, CC, Rigger3, Matrix). In fact, the only new magic introduced during the SR3 run post-MitS have been the odds and ends at the back of Target: Awakened Lands, Target: Wastelands and SOTA63 (something like 5 new metamagics, 6 new spells and 4 new adept powers total). Which IMHO is pretty insignificant compared to the hardware and bits and pieces added in those and other books - the Merc chapter of SOTA63 introduces no less than 38 pieces of tech gear and vehicles; the Genetech chapter introduces 15+ items and processes; and SSG introduces 10 pieces of sundry everyday equipment).

As Dude has mentioned above, Adepts in particular were the least developed character type since they appeared back in SR1 (to put this in perspective SOTA64 has almost as many pages dedicated to Adepts as all previous books, regardless of edition, combined). There was a huge demand for Adept stuff as testified by the numerous netbook projects, the discussions on fan forums in at least 3 different languages AND the number of mails FanPro got asking for more adept stuff.

As to EuroMagic, I really suggest you check the chapter out again. Does it increase the presence of magic? Does it make it more powerful? Or does it simply provide more specialization options to mages and shamans by delving deeper into the stuff that was barely touched upon in MitS. It adds a couple of minor rules that actually make some previously mentioned traditions truly unique, all the while keeping them balanced rather than just making them a bigger, better, more upgrade.

Don't get me wrong, I'm all for adding more variety and depth to the tech available to players as much as I was to adept abilities. I fully believe SOTA65 is likely to include updates to Matrix, Bio and Cyber. It's just a question of time. But right now I thoroughly disagree that magic is getting too attention.

And just for reference, despite bad turn out at RatCon SR sales in Germany have been above average with every release this year.

Posted by: Birdy Oct 13 2004, 08:42 PM

QUOTE (Artemus)
I always fail to understand people that post the argument "I don't like this so SR developers should change it, so I feel better". If you don't like it don't use it. There's no need to go around complaining that your opinion is valid and the world should stop and pay attention to you.

Developers do a lot of work. Hours go into coming up with new ideas, testing them and balancing them with existing material. As well as making sure that you don't contradict yourself in the process. Comments that fall on the category I outlined above do nothing but piss off hard working people. In the end the book was not made just for you, it was made for EVERYONE.

In every book there's stuff I don't like and can't use, for example Matrix and Rigger content. I don't go around asking that nothing be developed for these character types. That would be unfair to the people that like playing riggers and deckers.

If you are going to voice your opinion, you can do it in a constructive and polite manner that will probably have a higher chance of being heard. "If you can't say anything nice don't say anything at all"

And you get this wrong. I don't say "change a part of the game" I say "Maybe you do to much for a certain part of the game" and "give those players who don't like that part tools/means to counter it".

Technologie has reached a plateau in SR. Sure it gets more essence friendly (bioware) and we get some nice new toys (Nano) but the major problem remains that we also get superscanners (Cyberscanner if played by the rules) and special rules (healing time, stress, reduced imunity). Magic gets new toys and becomes more powerful and gets mostly "fluff" limitations. A lot of GMs enforce the hard rules and can be talked into ignoring the fluff.

What I would like to see is (as stated more often than not) technologie that allows mundanes to counter magic. The old (2nd Ed) FAB was nice. Some "you are askenned/mind probed" device would be nice. Sure, some adapt powers a nice and useful but the whole "social adept" concept is another "screw the mundies" aspect since it allows Adepts to out-perform unaugmented humans, killing another place for the low cyber/bio, non magic character. And that is what I critisize.

So I am a tad "pissed off" on the way the went with the Adapt and I am not a nice guy when I am in a bad mood. And if one goes "but the board says" well, I know more games IRL than on the board so chances are good, a lot of voices never make it. Those opposed to the way SR turns likely more often don't make it to the board. I liked the old "Cyberpunk with Magic" and I see it going away.

Maybe I get too much "Convention SR" where people trott out their "best munchkin" (no regular SR group left where I live) but some comments about SR on this years Feencon (biggest in Germany) where less than flattering. Quite a few from people who played SR a year of two before. Quite a few dealing with the magic/tech relation. I see SR turn into "You're magic or you are nothing" and if I want that, there are other games that can do that today.

As for "a lot of effort" - Well, I am an engineer (software) and writing a book is similar to writing a large programm. Often you go by what you consider "the best" and don't look around/ignore other opinions. Nobody's perfect and if the authors like magic, there'll be a lot of magic.

And as in software - A few bugs are seen/critizised and the ton of gems is overlooked.

Birdy

Posted by: Deacon Oct 13 2004, 08:45 PM

More options is always good, and I've seen that the adept powers in SOTA64 aren't anything special. The only thing I object to is this misconception that mundanes have their own books, and magicians have theirs. As I've pointed out, everything a mundane has access to, a magician can use as well.

But it doesn't work out the same way, in reverse.

THAT is where the inequity lies in the system. If we had more options for the mundanes that were denied to the magicians, then we'd start seeing a balance come back to the game. Personally, I don't see why the rule about magic interfering with decking abilities was removed, but as I've said before, it's Shadowrun, rules make reality and rules change.

Posted by: Deacon Oct 13 2004, 08:48 PM

QUOTE (Birdy)
Maybe I get too much "Convention SR" where people trott out their "best munchkin" (no regular SR group left where I live)

May I suggest that you check into http://www.shadowrunrpg.com/missions?

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