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> Shadowrunner MMORPG Project Need Intersted Persons
Ori0n
post May 12 2006, 01:28 AM
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In plenty of other games you can be resurrected by party members, OR you can lose a % of XP and start at a pre-chosen destination in the current zone.

Yeah it's like other games, but its a good way to do it I believe...

but you could also use your "karma" or whatnot to keep from death
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James McMurray
post May 12 2006, 02:46 AM
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I was thinking perhaps a Luck stat that would partially mimic Karma Pool / Edge. Have it apply to all rolls by adding x (depends on what mechanism is used for success tests). When you "die" you permanently burn luck to arrive in the hospital, and also lose cash to pay for your hospital bills. Luck can be raised via experience (see below).

One way to keep death from occuring frequently would be to have most things deal stun damage, presumably because of the armor you're wearing. Critical hits could deal normal damage, or perhaps that could be restricted to really high powered guns and spells. In either case though, when your stun meter is full (or stun hit points are gone) you fall unconscious. You wake up in the respawn section of whatever zone you're in.

For instance, if you're in the Renraku Arcology's mall (renamed of course) then you wake up in the security offices. Any illegal or offensive gear you have has been confiscated. You can talk to the gaurd on duty to get out. The easiest route would be to bribe him (modified by negotiation), but different levels of etiquette and con would open up different dialogue options to possibly get you out free. One interesting side quest might involve getting some dirt on the gaurd so whenever you're caught you can blackmail your way out for free.

Speaking of experience, we should definitely follow a level-less system where XP is spent as it's gained. It allows for more fluid advancement then the typical levelling up methods, and stays closer to SR.

Shadow: the relevant frequency of death depends on the PnP game's GM. If this is to be a MMORPG, PvP will be expected. PvP without death would turn a lot of people off on the game. And yeah, PvP in an SR game is a bad idea in my opinion, but to sell you sometimes have to cater to the masses. In an ideal world there would be a choice between PvP and non-PvP servers so everyone could be happy.
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JesterX
post May 12 2006, 03:03 AM
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Here is my idea about death:

I think that death can be resolved with a Doc Wagon contract...!

You can purchase Doc Wagon contracts to get a certain number of free resurrections and respawn at an hospital. Of course, depending on what type of contract you have (Standard, Gold, Platinum), You might have to pay a certain fee in extra.

If you don't have a Doc Wagon contract, you can maybe respawn in an hospital and have a big penalty to your karma.

What do you think about this?

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eralston
post May 12 2006, 04:00 AM
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I think handling death in with the "docWagon" paradigm would be pretty good. It would also be a good reason for some of the penalties imposed for dying in most MMOs

I don't quite believe I'm typing this, but...

I think we should seriously consider leaving Astral Space out of things as far as a traversable destination (so, leave it in, but Perception and Projection on the part of player characters should be evaluated based on the platform's ability to support it and the time/effort requirement of putting it in). I would be the first to say that an SR game NEEDS shadowrun, but if we, as amateurs, can back away from a potentially awful implementation problem by just excluding it form our universe for now, I'd be willing to say a Manapunk game doesn't NEED that part of shadowrun.

So, everyone posting here is going to message Ori0n and say what part of the project they would like to work on right?
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Laser
post May 12 2006, 04:51 AM
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I'm having a bit of trouble understanding what you mean by including astral space without including perception or projection. Would it then just be something that is referred to?

Yeah, Docwagon contracts are a good idea. Make sure that they're available to starting players -- in MMOs player deaths often occur on a bathtub curve: a lot when they're new, a fairly steady amount in the middle, and more late in the game as they run out of ways to advance their character and seek to further advance their equipment by taking on bigger challenges. Inasmuch as Shadowrun/manapunk probably wouldn't have levels per se, there would be less ... hmm, "capability curve", I'd call it, to get over, but a similar trend would probably appear with regards to overall player experience.
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Shadow
post May 12 2006, 05:56 AM
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I think the Doc Wagon is a great way to handle the thematics of death. When you die though there should be a time penalty, not money or karma, just time that you can't play the character. Call it healing time. You are free to play another character, just not the one who died.
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Laser
post May 12 2006, 06:05 AM
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I'm not so sure about that. How much time are we talking about here? Most MMOs have some degree of player vs. player competition, and if the time limit is too long, the inevitable PKers and gankers will be really annoying.
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Dranem
post May 12 2006, 09:25 AM
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QUOTE (Ori0n)
In plenty of other games you can be resurrected by party members, OR you can lose a % of XP and start at a pre-chosen destination in the current zone.

Yeah it's like other games, but its a good way to do it I believe...

but you could also use your "karma" or whatnot to keep from death

In SR4, you burn an Edge point to stave off character death.
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Shadow
post May 12 2006, 03:27 PM
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QUOTE (Laser)
I'm not so sure about that. How much time are we talking about here? Most MMOs have some degree of player vs. player competition, and if the time limit is too long, the inevitable PKers and gankers will be really annoying.

There will be no PVP or Ganking. First we don't know if there will be PVP. If there is, the difference between a starting character and one who has played for 2 weeks, 2 months or 2 years should be minimal. You play this game because you like playing the game, not to have an uber 60th level character. I know its not popular to say you play a game and not advance, but levels and advancement ruins MMORPGs and takes away the RPG part.
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Smilin_Jack
post May 12 2006, 03:45 PM
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QUOTE (Shadow)
If there is, the difference between a starting character and one who has played for 2 weeks, 2 months or 2 years should be minimal. You play this game because you like playing the game, not to have an uber 60th level character. I know its not popular to say you play a game and not advance, but levels and advancement ruins MMORPGs and takes away the RPG part.

Amen.

Too many of the MMO (I can't bring myself to give them the distinction of being called a RPG) are 'wack-a-mole to get a new shiny' treadmills.

Ideally the power levels of a starting character and a veteran character shouldn't be that far apart - somewhere around 25%.

The veteran character should have other advantages - equipment, contacts, and a social network that they've built up over time.

The days of all the MMOs emulating EQ should have finished long ago.
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James McMurray
post May 12 2006, 03:54 PM
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An MMORPG without PvP capabilities will not sell. A game without advancement will not sell. Gamers these days like to learn new stuff and use it on other gamers.
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Shadow
post May 12 2006, 04:47 PM
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Well thank gosh were not trying to make a game that sells. Lets make a game thats fun to play. The great thing about SR3 is that out of the box, starting character kick butt. I never really worry about advencement becasue it is the adventure that brings me back, not the need for more karma.
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Smilin_Jack
post May 12 2006, 05:00 PM
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QUOTE (James McMurray)
An MMORPG without PvP capabilities will not sell. A game without advancement will not sell. Gamers these days like to learn new stuff and use it on other gamers.

The endless treadmill crap was the reason I cancelled my subscriptions to: EQ, EQ2, Lineage, Lineage 2, WoW, DAoC, SWG, etc. I absolutely hate the playstyle these games force down your throat.

The only MMOs I still play are UO and AC1.

Sorta funny that both of those are 1st gen MMOs - but their replay value kicks the crap out of any of the EQ-clones.


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eralston
post May 12 2006, 05:42 PM
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"Astral Space", or some place full of living energy where spirits live parallel to our own, could be used to explain how our spirits (or whatever) and magic are able to manifest in the real world. For instance, "The Weave" in Forgotten Realms is easily likened to Astral Space except there is no access to it (D&D does confuse this analogy by having spells that cause astral projection-like states, so don't over analyze my attempted relation).

I think we should pull together a team of writers to figure out the universe. Anyone interested, please PM me with a blurb on your "direction" with the fiction and your experience writing.

Other than those members, everyone else can mince about the world. I have a couple starter questions:

1) Do we want to be on earth? We could be in pretty much any fantasy universe, just fast forward to ultra-computers and cyberlimbs

2) What is the role of "metahumans"? (will we have them, what will they be, etc)
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Lagomorph
post May 12 2006, 06:07 PM
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I'd be glad to help to this project, I've got 2 years C++. I'm a SDET by trade, so I can do dev work or testing work.
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Shadow
post May 12 2006, 06:45 PM
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I was speaking with a co-worker about this and I had some great ideas.


1. Character starting should be nearly as strong as a character who has been on for a year.

2. Starting Gear should be just as good as veteran gear. I.E. A Colt Manhunter purchased by a newbie is just as good as one purchased by a experienced player.

3. Monsters, NPC's, and the like shoudl have a uniform stat like they do in the SR books. No "level 60's". Some monsters will be tougher than others (just like it is).

4. You should be able to do anything you want. Walk down the street and shoot NPC in the head. Great. But there will be in-game consequences (the star shows up and carts you off to prison and executes you).

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eralston
post May 12 2006, 06:51 PM
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Yes, death as a penalty isn't nearly as good as prison. Though, I would always make it possible to break out of the prison if one just knew how, had enough cooperation from other PCs, and has gusto

I don't know if I can agree with the concept of extremely flat character advancement. I think it would be important to emphasize that in this game "power" isn't as important as "interaction". That has mostly stuff to do with how guns are amazingly equalizers than the concept of eliminating a level-driven system in favor of a skill-driven system.

I want an interaction-centric, skill-driven game where the biggest indicator of power level is "who you know, not what you know" and, naturally, what you have done.
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James McMurray
post May 12 2006, 06:57 PM
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QUOTE
1) Do we want to be on earth? We could be in pretty much any fantasy universe, just fast forward to ultra-computers and cyberlimbs


Definitely Earth. It saves a ton of creative work and makes sure that everyone involved is closer to working on the same page. Also, it keeps us closer to actual Shadowrun.

QUOTE
2) What is the role of "metahumans"? (will we have them, what will they be, etc)


Have them, and keep the ones that are in Shadowrun, with the possible exception of dropping either trolls or orks as they seem to have a lot of overlap when viewed through the eyes of an average computer gamer.

QUOTE
1. Character starting should be nearly as strong as a character who has been on for a year.


I totally disagree. Advancement in a game is what keeps people playing. The advancement doesn't have to be so staggering that someone who has been playing for a month can instakill a new character, and it shouldn't be level based, but it should definitely exist.

QUOTE
2. Starting Gear should be just as good as veteran gear. I.E. A Colt Manhunter purchased by a newbie is just as good as one purchased by a experienced player.


I partially agree. Gear should not change abilities based on who is using them, but veterans should have access to much better gear. For instance, starting characters with Wired Reflexes 1 or 2 vs. veterans who have saved up for wired three and reaction enhancers. Likewise with the difference between starting foci and foci that veterans can save up for. I would prefer the option for characters to have been around a while to save up for one really nice item (like wired 3 for instance) or instead spend their money increemntally on smaller stuff (upgrade to wired 2, buy some apds ammo for their new gun, etc.)

QUOTE
3. Monsters, NPC's, and the like shoudl have a uniform stat like they do in the SR books. No "level 60's". Some monsters will be tougher than others (just like it is).


Definitely agree.

QUOTE
4. You should be able to do anything you want. Walk down the street and shoot NPC in the head. Great. But there will be in-game consequences (the star shows up and carts you off to prison and executes you).


Agreed with this as well.

QUOTE
Well thank gosh were not trying to make a game that sells.


QUOTE
Make the best game you can with what you have. Then show it to the ONLYpeople who will ever get to make a MMORPG Shadowrun game. Then they like what you have done, and hire/fund you to make a real game.


So you don't want it to be marketable but do want it to be something that would be shown to Microsoft and possibly result in a real game? Soemthing that will not sell will not be picked up and developed as a real game.
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Shadow
post May 12 2006, 07:11 PM
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QUOTE (James McMurray)
I totally disagree. Advancement in a game is what keeps people playing. The advancement doesn't have to be so staggering that someone who has been playing for a month can instakill a new character, and it shouldn't be level based, but it should definitely exist.


I do think there should be character advancement. I just think it should be like Shadorun. There is a insignificant amount of difference between a 0 karma character and a 10 karma character. I think thats how the game should be made.

QUOTE (James McMurray)
So you don't want it to be marketable but do want it to be something that would be shown to Microsoft and possibly result in a real game? Soemthing that will not sell will not be picked up and developed as a real game. 


Woops, you took me out of context. That was back when I was saying what they should do. The decision has been made to just make the game the way we want it, and NOT call it Shadowrun. So I think we should make the game we want to play.

The problem with advancement based enjoyment of a game is there is a limit to how advanced you can get. Raven Shield is one of the best games I have ever played. You get all the guns and armor to start with. You get so many guns you could play that game for a year and not use them all. Are any uber better than the rest? Not really. Some guns are better for some situations.

The last thing I want to see on the first day I log in is some 200 karma character running around with apanther assualt cannon. Eliminate advancement and you eliminate the problem of unbalanced game play.

The great thing about Shadowrun is all that is already built into it!
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eralston
post May 12 2006, 07:14 PM
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Any other opinions?

I would actually say that I was attempting to imply that other races could be added as long as they had distinct advantages. Perhaps we could tap the metavariants. The easiest technique would be races that excelled by vocation so players might concentrate their abilities (which is pretty much the only mechanical reason for races).



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Shadow
post May 12 2006, 07:32 PM
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I would like to see it as a tree. You make an elf, now you can play the elf sub types.

However, I think a limit should be put on how many are allowed. For instance, in Battlefront 2, only so many classes of the rarer characters are allowed. This helps and keeps people from all playing the jet pack guys.

Now say you have 200 players, and 150 make night elves, well thats just not realistic since night elves are the 1% of the 1%. So you would either need to allow limited Metavarients, or use them as rewards. I prefer the hard line and say limited.

The way to keep the first ten guys from making NE's and not letting anyone else play them would be that if you go so long without playing the character he becomes locked until such time as the server becomes balanced again.
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Laser
post May 12 2006, 07:56 PM
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QUOTE (Shadow @ May 12 2006, 10:27 AM)
QUOTE (Laser @ May 11 2006, 10:05 PM)
I'm not so sure about that.  How much time are we talking about here?  Most MMOs have some degree of player vs. player competition, and if the time limit is too long, the inevitable PKers and gankers will be really annoying.

There will be no PVP or Ganking. First we don't know if there will be PVP. If there is, the difference between a starting character and one who has played for 2 weeks, 2 months or 2 years should be minimal. You play this game because you like playing the game, not to have an uber 60th level character. I know its not popular to say you play a game and not advance, but levels and advancement ruins MMORPGs and takes away the RPG part.

Okay, I must say I disagree with that sentiment, but first I'd like to point out that you didn't answer my question: how much time are we talking about here?

As to the rest of it: I disagree, but only partially. PvP is fun. Espeically when you're talking about flat advancement, fighting against the game environment is only fun for so long and then you want to know that there's a human intelligence with similar capabilities working to undo you rather than a computer (which, frankly, are stupid). Some aspect of PvP should be included, even if it's as simple as having arenas (Urban Brawl, anyone?) where individuals or groups of individuals can have at each other with removed or reduced penalties for death until a winner is declared.

I do agree, though, that PvP shouldn't be allowed just anywhere.

QUOTE (Shadow)
The last thing I want to see on the first day I log in is some 200 karma character running around with apanther assualt cannon. Eliminate advancement and you eliminate the problem of unbalanced game play.

You also eliminate most of the incentive for people to keep playing.

QUOTE (Shadow)
However, I think a limit should be put on how many are allowed. For instance, in Battlefront 2, only so many classes of the rarer characters are allowed. This helps and keeps people from all playing the jet pack guys.

Now say you have 200 players, and 150 make night elves, well thats just not realistic since night elves are the 1% of the 1%. So you would either need to allow limited Metavarients, or use them as rewards. I prefer the hard line and say limited.

The way to keep the first ten guys from making NE's and not letting anyone else play them would be that if you go so long without playing the character he becomes locked until such time as the server becomes balanced again.

I don't know about that. In battlefield, you have a chance to nab a different class every time you spawn. Eventually that jetpack guy is going to get tired of it, and who knows, you may have a chance to get it. At the very least, you'll probably have a chance at the beginning of the next round...

In your average MMO, players have a character for weeks, months, years. If I were playing under your limitation system, my first few characters would be metahumans (metavariants if allowed) because I'd know that after a certain point the system won't be allowing anything but humans.
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Shadow
post May 12 2006, 08:21 PM
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QUOTE (Laser)
In your average MMO, players have a character for weeks, months, years. If I were playing under your limitation system, my first few characters would be metahumans (metavariants if allowed) because I'd know that after a certain point the system won't be allowing anything but humans.


But you would have to play the character or have him locked out. I absolutley would cancel my account if I logged in and was sorounded by Cyclops and Night Ones. A limit of some kind must be imposed.

Heres the rub. Most rules that are good for the game, players don't like. You have to take the attitude of "tough" you don't like it, to bad. This is the way it is. Every single MMO that has bowed to the wishes of the players has failed, or is failing.

QUOTE (Laser)
I do agree, though, that PvP shouldn't be allowed just anywhere.


I think you should be able to do it anywhere. But then the cops come and hall your butt of to jail and you can't play your character for 2 hours (or whatever).

QUOTE (Laser)
You also eliminate most of the incentive for people to keep playing.



There are other reasons to play. Better apatment, new clothes, new gear (that looks and maybe is slight better) etc. I play Raven Shield, BF2, and BF1942 over and over again. I do not get any advancement in those games, yet I keep playing, why? The game play and variety is OUTSTANDING.

Variety is what most MMO's lack. So they substitute it with exp, levels, and uber weapons. You always have to be getting a better weapon. It is a bubble that eventually collapses.
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Smilin_Jack
post May 12 2006, 08:24 PM
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QUOTE (Laser)
QUOTE (Shadow)
The last thing I want to see on the first day I log in is some 200 karma character running around with apanther assualt cannon. Eliminate advancement and you eliminate the problem of unbalanced game play.

You also eliminate most of the incentive for people to keep playing.

It really depends if you want this to be a MMO that pnp SR fans will enjoy or something the 1337 ep33n waving masses will flock to.

After years of playing MMOs I'd really rather have something along the limited lines of UO as far as character advancement. The EQ style unlimited character advancement scheme has been exploited to hell and back.

Take for example ... DAoC characters. A group of level 25s have no chance against a single level 50 character. So much for the distopian worldview of an SR style game if we use that method of "advancement".

A veteran character should have slight to moderate advantage over a newbie character - but he should not have the "zomg I'm invincible" advantage that all the EQ clones implement.

And no 5473435724 different levels of equipment. "Omg... I just found a titanium Ares Predator IV!!@$! Now I can upgrade from my steel and plastic Ares Predator IV!" Feh - the damage the new weapon does is is just as much repectively (based on character level and level limits of the new weapon) as the old one did when you first got it - so why the hell do all these games have 20 different levels of swords, axes, spears, shields, armor, etc.



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eralston
post May 12 2006, 08:28 PM
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We cannot eliminate advancement and if you do not get better with time we will not get any long-lived characters which means no long-lived players. You also won't eliminate the unbalancing associated with panther assault cannons, some weapons are just better than others. Taking such a lemma to its extreme: why have unique characters at all if it threatens game balance?

I must agree that PvP can be fun. Gankers certainly prey upon its open availability, so it being possible while just walking around certainly blows. Suppose you were on a run. One player could be hired to defend a target while one person is hired to eliminate it. That would be a totally legitimate (and highly fun IMO) PvP situation.

Controlling populations by limiting classes and races seems like a good idea, but much like eugenics in the real world, people will ultimately just find it appalling. Such as in the rocketman scenario, there is no guarentee that every player will get a chance to play every type if the types are given away first-come-first-serve. You might pull something off with changing servers based on population, but that also cuts out a big deal of community building associated with people having "home servers" for a group of friends.

One possibly workable solution would be to control the demand for types instead of the supply. If a server is overrun with elven mages, start stressing the jobs elven mages cannot accomplish.

An interesting supply-side solution would be instilling racism in the NPCs. For instance, in the real world bigotry crops up when a single minority is seen as growing in the face of the majority. If you are overrun with Elves all those human NPCs might be worred about the elves "takin' our jobs!"

That's a little hard to implement, because it involves kind of low-level content manipulation, but if it were built-in from the start it would be a hilarious occurence for NPCs to stage a riot against the PCs on a server to punish the players for glomming onto a type.



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