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Kruger
post Oct 9 2010, 09:34 PM
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QUOTE (Yerameyahu @ Oct 9 2010, 01:25 PM) *
You seem to be projecting a lot of emotion onto this 'ADD' issue, but what exactly are you talking about? No more system maps?
No, ADD refers to this consistent mentality I see behind the distaste for the old decking rules that revolves around the concept of "I'm not doing anything at this very second, feed me a cracker and entertain me!" It's pretty common amongst the XBox generation.

You see this same ADD mentality in the change from Street Samurai are special because they're super strong and fast and good at kicking ass to "I like the IP system because it's more fair and I get to kill stuff too!". Even though the Face gets to shine in all the social situations, and the magician has all kinds of cool powers he can use, etc, everyone was upset at the Street Samurai character because the one place he invested all of his blood, karma and nuyen into being awesome at, they didn't get to be awesome there too. Even though that Street Samurai player was usually twiddling his thumbs during much of the rest of the game letting them be awesome.
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silva
post Oct 9 2010, 09:56 PM
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Im curious - are there any folks here who would be perfectly fine playing SR older editions setting-wise? I mean, with cyberdecks, wired Tron-like Matrix, heavy slang, pink mohawks, cumbersome electronics, etc. ?

I mean, would it be so hard to play SR anachronist/retro-scifi style?

(the same question applies to CP2020, LSD Industries or any other cyberpunk setting. A lot of people play 40´s pulp/retro-scifi and steampunk adventures. Why cyberpunk is not played this way too ? )
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Moirdryd
post Oct 9 2010, 10:52 PM
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I've never moved on beyond 3rd edit, setting or otherwise.

I have a small cheatsheet (literally half a page in an A5 booklet) for regular everyday use of the matrix (didnt take long to work out at all (IMG:style_emoticons/default/smile.gif) ) using legal cyber terminals.

I've tweaked the weights and some of the descriptions of some of the more common items (the cell phones ect) to stand inline with current tech developments (or pretty much ignore them as unrequired numbers).

The rest? It's all 2052-2062 as written baby (IMG:style_emoticons/default/smile.gif)
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Sixgun_Sage
post Oct 10 2010, 01:37 AM
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For me the advance to commlinks seems natural, as the technology becomes more advanced of course it will be easier to build in DNI, what makes a shadowrunnr better isn't just gear it is skill, bravado and attitude. My hacker is the man because he is willing to go to the razor edge and hot sim while he slings code to get that pay data.
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pbangarth
post Oct 10 2010, 01:54 AM
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QUOTE (Kruger @ Oct 9 2010, 05:34 PM) *
No, ADD refers to this consistent mentality I see behind the distaste for the old decking rules that revolves around the concept of "I'm not doing anything at this very second, feed me a cracker and entertain me!" It's pretty common amongst the XBox generation.

You see this same ADD mentality in the change from Street Samurai are special because they're super strong and fast and good at kicking ass to "I like the IP system because it's more fair and I get to kill stuff too!". Even though the Face gets to shine in all the social situations, and the magician has all kinds of cool powers he can use, etc, everyone was upset at the Street Samurai character because the one place he invested all of his blood, karma and nuyen into being awesome at, they didn't get to be awesome there too. Even though that Street Samurai player was usually twiddling his thumbs during much of the rest of the game letting them be awesome.
This sentiment has got me thinking.

The two PCs I play on DS right now are both built to be not in any way competitive with the street sam in his specialty. One is an update of the Rocker, and another is an SR version of The Fugitive. It is as if I subconsciously designed my play to bring back that feeling of specialties that mean something.

Interesting.
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Glyph
post Oct 10 2010, 05:48 AM
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If anything, characters are more specialized in SR4, with skills costlier and more limited, and hyper-specialization being mechanically encouraged by the rules.

The street samurai change happened before SR4, though. I am unsure about SR2, since I don't have that book any longer, but by SR3, the initiative order had been switched around so that everyone went during the first initiative pass. SR4 actually improved the usefulness of multiple initiative passes. With melee defense not automatically including a counterattack, and full defense as an interrupt action, having multiple IPs became a very important thing for a combat-oriented character.

And that whole attitude was there before SR4, too - the attitude that it was okay for the decker to be a great decker, or the face to be a great face, but if the street samurai was a great street samurai, it meant that he was a powergaming munchkin, and it was awful how he dominated combat with his heavy firepower and multiple initiative passes.
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Saint Sithney
post Oct 10 2010, 08:34 AM
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I've got a player who runs the logical progression of the Rocker archetype in the form a a ghetto-ass pistol adept who shoots dudes dead and then busts freestyles about what punks they were.

His shining moment came when the team went to break up a hostage situation at a performance of Andrew Lloyd Webber's "RAP: The Musical" where Juggalos from the Halloweener gang had taken over the theater and started executing the cast and crew. There was a gun battle where he was held up behind a giant gold tooth stage prop shooting dudes in the head over and over while he spit verses.

Good times.
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Kyoto Kid
post Oct 10 2010, 08:53 AM
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QUOTE (hobgoblin @ Oct 9 2010, 12:37 PM) *
Consider this, we are currently 3 years away from cyberpunk 2013, 10 from 2020, and 40 years away from the in game time of SR1. Yet some of the stuff that was supposedly high tech in those books are already old news.

...heh, the awakening is just over a year away. (IMG:style_emoticons/default/grinbig.gif)

-----

...back to the OT. Yeah there are a lot of things that disappointed me with the rewrite.

The worst were the demise of Deckers, "Googleisation" of the Matrix, overpowering of magic, and general homogenising of the archetypes. Sammys could now hack the matrix *koff koff*, heck even Mages can hack the matrix [clears throat and looks for spitoon]

...then there's those matrix mages called technomancers [finds spitoon].

Futuristic games have never been able to outpace reality. What they need to do is stop trying to quantify or compare high tech to the current day. FGU's Space Opera made this mistake with computers. Right now I am typing on an older generation notebook that effectively has the power to drive the data/comm systems for an entire interstellar empire in the game. True, back then the centralised mega mainframe was the be all and end all. Nobody foresaw the inter/intranets powered by servers that could easily fit in a broom closet or supercomputers that could sit on a desktop.

This is why it is better to come up with some disassociated generic term that is consistent within the the game's setting that isn't quantified in present day terms.

Yeah we have a wireless society today, but signal quality is an issue. For example I live in a half cellar flat and have a 3G connection. Some days it's OK, others it goes to total drek (yeah I love shadowtalk too), To perform any downloading, I usually have to find a hotspot with decent connectivity. I cannot stream a film from home, and there are nights that it takes upwards of fifteen to twenty minutes to buffer a three minute YouTube vid. Wireless is susceptible to a variety of environmental factors. How much worse could it become forty to fifty years from now with the climatological and other environmental changes as presented in the Shadowrun universe?

Next, there is frequency bandwidth. As more and more demand is made on the available frequency spectrum, like a freeway it will eventually become clogged, affecting communication traffic flow. For example, back in the 1970s when mobile CB radios became highly popular, they often interfered with RC modellers', in some cases resulting in total loss of control (and the model).

Then, there is a security issue. There have already been cases of signal eavesdropping in RL. How much worse could it become given future tech trends and extensive wireless proliferation?

So there is still a precedent for "hardwired" communication and hacking (ugh ,hate that term) existing even in a predominantly wireless world. Particularly so where a sensitive matrix is involved as most likely it would be a standalone system for security reasons.

As Kruger mentions, a Cyberdeck is still a unique piece of equipment. It can do what no wireless Netbook, pocket secretary or Droid/Blackberry/I-Phone like device could ever do. It is capable of DNI, a concept that is still at best today, pure speculation as we still have such a minute understanding of how the brain really works.

QUOTE (silva)
Im curious - are there any folks here who would be perfectly fine playing SR older editions setting-wise? I mean, with cyberdecks, wired Tron-like Matrix, heavy slang, pink mohawks, cumbersome electronics, etc. ?

...raises hand.

Currently am involved as a player in 3rd ed campaign set in Denver. Am planning to GM my re-edited Rhapsody in Shadow campaign which is set in 2061- 2062 with my current group beginning in December.
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hobgoblin
post Oct 10 2010, 10:33 AM
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QUOTE (Kyoto Kid @ Oct 10 2010, 10:53 AM) *
The worst were the demise of Deckers, "Googleisation" of the Matrix, overpowering of magic, and general homogenising of the archetypes. Sammys could now hack the matrix *koff koff*, heck even Mages can hack the matrix [clears throat and looks for spitoon]

Not sure how that is different from playing any edition using point builds rather then prioritization.

And magic was always overpowered. It's in its very nature. This largely thanks to any spell being able to match, and often exceed, any technical enhancement. Flexible spell ratings and overcasting may have made it more visible, but the issue was already there in the older editions.

Oh and sammies could hack, only that they could not hack and shoot at the same time.
QUOTE
...then there's those matrix mages called technomancers [finds spitoon].

Otaku with a wireless net connection? I really do not see the reason for the TM hate that bubbles up on this board ever so often.
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Mayhem_2006
post Oct 10 2010, 11:29 AM
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Welcome to the Grognard Society!

Remember, you are not a *real* roleplayer until you can complain about a new edition of your favourite game.

Penny Arcade
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Prime Mover
post Oct 10 2010, 01:09 PM
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Style over substance has become substance over style. As it seems the game has continued through 4 editions this seems to have been a good move even if it has alienated some vets.

Now that being said i certainly think a closer balance could be achieved.
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Cheops
post Oct 10 2010, 01:24 PM
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QUOTE (hobgoblin @ Oct 10 2010, 11:33 AM) *
Not sure how that is different from playing any edition using point builds rather then prioritization.

And magic was always overpowered. It's in its very nature. This largely thanks to any spell being able to match, and often exceed, any technical enhancement. Flexible spell ratings and overcasting may have made it more visible, but the issue was already there in the older editions.

Oh and sammies could hack, only that they could not hack and shoot at the same time.

Otaku with a wireless net connection? I really do not see the reason for the TM hate that bubbles up on this board ever so often.


Sammy's could not hack well. There is a big difference between being able to hack a Green or easy Orange system and being able to hack a Red Hard and not get brain fried. In SR4 anyone can hack anything no matter how hard. And mages were as shitty or shittier than a non-specialist decker because there magic did almost nothing (I believe they could boost their Intelligence to get more Hacking Pool). Now with AR they can boost their abilities as high as anyone else with cyber and be a "l33t" hacker.

It has absolutely nothing to do with hacking and shooting at the same time. There are big gulfs of difference in feeling and rules between the description of Z-OG then and now. Now, I could make a technomancer that probably wouldn't bat his eyelashes twice if the team asked him to hack Z-OG. Older editions just trying to hack SK Main or any other corporate mainframe was a death sentence. Now you do it in a mother fucking Denver Missions session.
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hobgoblin
post Oct 10 2010, 01:50 PM
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QUOTE (Cheops @ Oct 10 2010, 03:24 PM) *
Sammy's could not hack well. There is a big difference between being able to hack a Green or easy Orange system and being able to hack a Red Hard and not get brain fried.

Mostly a issue that cost of hardware have come so much down, and that a sammie can use his hardware and AR to match up with the VR using hacker (at least until the hacker goes all out on gear and gains 5 passes in VR). One could do the same in earlier edition, but the cost of the deck and skills for hacking came out of the fight budget. End result is that while possible you where unlikely to see the overlap at chargen, unlike with SR4. Imo, all SR4 do is allow for more diversity out of chargen vs having to wait for the karma and funds to build up before breaking out of the cookie cutter mold.

As for ZOG, was that system even given stats back in the day? Sounds to be like the classic issue of gods in D&D. Give something stats, and someone is bound to find a way to kill it.
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Smash
post Oct 10 2010, 02:00 PM
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QUOTE (Yerameyahu @ Oct 10 2010, 06:37 AM) *
Obviously, because David Bowie is a magical *supervillain*. (IMG:style_emoticons/default/smile.gif)


Venture Brothers anyone? (IMG:style_emoticons/default/smile.gif)
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jaellot
post Oct 10 2010, 02:32 PM
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QUOTE (Smash @ Oct 10 2010, 09:00 AM) *
Venture Brothers anyone? (IMG:style_emoticons/default/smile.gif)


I want to be Brock when I grow up, and Dr. Mrs. The Monarch is totally hot.

That being said, I agree with the sentiment that's been said regarding GM responsibility to introduce the world and all that. I think it also crosses over to mechanics as well. Just as an example, I've pretty much done away with the concept of 24/7 AR interface, as well as 24/7 wireless, well, everything. It just gets in the way, for us. Given the constant mentioning of how hacking is done, so some companies have wired systems, I pretty much figured why don't all do it? The miles of fiber optic cabling are already there from the previous editions, after all. Why not still use it? At least in-house. Which brings back the thrill of the decker in the broom closet. Sure, there's the big wireless Matrix out there, and there would be a few dedicated comms in the given building that access it, but those would also have the most protection.

I think the other thing that bugs me about the new matrix stuff (and this is according to the 4E, not 4EA or Unwired) is that it is anyone's game to play. It's about your programs and hardware, not skill or attributes. Though, again, for our game I'm working on something like that, to make it more of a focused thing to be the hacker/decker and the mage who can also hack/deck like the legends of old.
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Tymeaus Jalynsfe...
post Oct 10 2010, 03:01 PM
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QUOTE (jaellot @ Oct 10 2010, 07:32 AM) *
I think the other thing that bugs me about the new matrix stuff (and this is according to the 4E, not 4EA or Unwired) is that it is anyone's game to play. It's about your programs and hardware, not skill or attributes. Though, again, for our game I'm working on something like that, to make it more of a focused thing to be the hacker/decker and the mage who can also hack/deck like the legends of old.


Well, there are optional rules already in place that would highlight the contribution of Attributes... Just simply capping successes on any hacking roll equal to the Logic Attribute (For Skill + Program), or to Programs (for Skill + Attribute) would go a long way to bringing the Stats back to prominance.

The use of the Logic Attribute for capping hits is one optional rule that I really, really like, and often bring up in game. I think that it is an important aspect of the way the Matrix should work.
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Kagetenshi
post Oct 10 2010, 03:06 PM
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QUOTE (hobgoblin @ Oct 10 2010, 06:33 AM) *
Otaku with a wireless net connection?

Magical wireless brains, negative impacts from Essence loss, clear reflection of the magic rules, so on and soforth.

Technomancers do not resemble Otaku except superficially.

~J
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Mayhem_2006
post Oct 10 2010, 04:03 PM
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QUOTE (jaellot @ Oct 10 2010, 03:32 PM) *
I think the other thing that bugs me about the new matrix stuff (and this is according to the 4E, not 4EA or Unwired) is that it is anyone's game to play. It's about your programs and hardware, not skill or attributes. Though, again, for our game I'm working on something like that, to make it more of a focused thing to be the hacker/decker and the mage who can also hack/deck like the legends of old.


Except for one small point - custom software.

The expert hacker will not be limited to off-the-shelf stuff like any "fake" hacker. He will have his own code that gives him an edge over any budding "Count Zero"s that he might encounter. That's where you'll see the difference between johnny-off-the-shelf and the real Deckers.

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Kagetenshi
post Oct 10 2010, 04:27 PM
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QUOTE (Critias @ Oct 9 2010, 03:43 PM) *
What's kind of ironic about this sort of thing, to me at least, is that it seems to be the detailed world that some people take issue with. The more detailed it's gotten, the more some players insist the flavor is being leeched out, or that GM options are being limited.

Could you expand? There hasn't been a book that explained the rules of a single fictional sport, let alone two (Urban Brawl and Combat Biking), since Shadowbeat, but I don't hear anyone saying that the flavor was leeched out of that book.

~J
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Cheops
post Oct 10 2010, 09:20 PM
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QUOTE (Mayhem_2006 @ Oct 10 2010, 04:03 PM) *
Except for one small point - custom software.

The expert hacker will not be limited to off-the-shelf stuff like any "fake" hacker. He will have his own code that gives him an edge over any budding "Count Zero"s that he might encounter. That's where you'll see the difference between johnny-off-the-shelf and the real Deckers.


Except that in SR4 you are actually more likely to use off-the-shelf software than prior editions because of how long it takes to program compared to how easy it is to get. "Top" end stuff in SR3 was pretty much impossible to get so you pretty much had to program it yourself. And it was doable in a reasonable time-frame. In SR4, the cost in time to get anything above 6 is horrendous so it ain't going to happen. Meaning that all it takes for high end gear is an Extended Charisma + Etiquette + Connections (12, 2 days) test.
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Yerameyahu
post Oct 10 2010, 09:36 PM
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I wouldn't have called it 'reasonable' in the first place, though. It shouldn't be easy (or even feasible) for a lone mercenary to beat megacorp R&D departments. I do agree that (without using the Optional Rules right there in the book) Matrix tests are too reliant on bought programs, instead of Logic, skill, etc.
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Stahlseele
post Oct 10 2010, 09:45 PM
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I miss my variable Target-Number.
I miss my Bioindex.
I miss my SR3 Vehicle/Weapon Contruction/Modification rules.
I miss Lord Torgo!
I STILL do play SR3 and i will probably not change to 4th in ever.
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Yerameyahu
post Oct 10 2010, 09:49 PM
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Bio-index is just a way to get bioware on top of your cyber. (IMG:style_emoticons/default/smile.gif) Which is fun, of course, but hardly 'the old feeling'.

Variable TN has that annoying 6=7 bug if you also have exploding 6s, but otherwise it's kind of a neat mechanic. Dice mechanics are just dice mechanics, though; they're all the same thing.

The lack of Rigger 4 *is* a huge deal, but again, not anything to do with the setting or its 'feel'.
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Stahlseele
post Oct 10 2010, 09:54 PM
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Everything else worth missing had been said allready . .
I could more or less simply copy the first posting into mine and call it a day . .
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Yerameyahu
post Oct 10 2010, 09:59 PM
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Hahaha, okay. (IMG:style_emoticons/default/smile.gif)

I do think if there's any 'old feeling', it's pre-SR3, though. 3 is basically the same as 4, except clunkier.
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