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> Cyberpunk Games
Jrayjoker
post Jul 26 2006, 01:56 PM
Post #26


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Hey, just because I want to hace 8 layers of somtimes conflicting rules governing the mechanics of my character....No, wait, I don't want that.
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Grinder
post Jul 26 2006, 02:42 PM
Post #27


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But you like it! Come on, we know you do. We all do. It's not that difficult, just say "Hello, I'm Jrayoker and I like Rules Creep."
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nezumi
post Jul 26 2006, 04:11 PM
Post #28


Incertum est quo loco te mors expectet;
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QUOTE (Grinder)
Sr did get the point too. :D

I never really felt that Shadowrun suffered rule creep in the conventional sense. It did in that new books gave more options, so someone who wants to put more punch into his err... punch can spend more cash on more things to do precisely that. But there aren't a lot of things that came out that made you completely disregard stuff from the older books. The only examples that leap to mind is the SL2, artwinkulation, and boosted reflexes/synaptic accelerators over wired reflexes. People with all the books still use predators and ingram valiants, they still summon elementals and play as hermetics, they still buy the same programs and the same decks.
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Kagetenshi
post Jul 26 2006, 04:19 PM
Post #29


Manus Celer Dei
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SAs aren't a clear advantage over WR the way the SL2 is over the SL1, or the way Artwinkulation is over anything involving not having Artwinkulation. They've got a slight advantage in that you don't have to turn them off to be non-twitchy and scanners can't find them easily, but they're significantly more expensive for a smaller benefit and they cap out sooner.

Validate, however, was one of those "I supersede all that came before me" things.

Edit: oh, and the vehicle stuff in SR3 ceases to exist when Rigger 3 hits the table. Then again, that's because the vehicle stuff in SR3 was pathetic.

~J
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Iron Guardian
post Aug 4 2006, 01:02 AM
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Let's see, I have Cyberpunk 2020 plus the newest installment Cyberpunk Ver 3, Shadowrun 1st through 4th edition, CyberHero (Hero System, 4th ed.), GURPS Cyberpunk, 2300AD (which did have a cyber installment), and D20 Modern's Cyber installment sourcebook. Of these, I am currently and strongly leaning toward Shadowrun 4th edition because of the rules system.

Other systems that might be fairly good and interesting are White Wolf's new WOD system which is similar to Shadowrun 4th (D10's in place of D6's) and Savage Worlds (fairly rules light, plays fast, and easy on the wallet when compared to other systems). The former might be interesting because instead of Dwarves, Orcs, Trolls, and Elves...you would have Vampires, Werewolves, Constructs (Promethean), and Human Mages...lending to a much darker cyberpunk setting. The latter would allow an enterprising GM to create his/her own world/vision especially for those who prefer less rules heavy games.

Just my humble opinions... 8)
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Iron Guardian
post Aug 4 2006, 11:03 PM
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Oh, must add GURPS: Transhuman Space and Blue Planet (both regular 2nd edition and GURPS version). The former looked really interesting as a setting though I would probably find a different rules set to use (no knock against GURPS intended for GURPS fans out there). The latter I have run and my players have enjoyed though it has more of a "wild west" flavor than "cyberpunk." My only real quibble with it was the utter lack of underwater combat rules!?! (Blue Planet is set on a water world) 8)
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