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> What do you think of Horrors?
Do Horrors rock, or do they suck?
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nezumi
post Nov 12 2006, 07:38 PM
Post #76


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I also like the fact that horrors are largely unknown. The horror book documents some of the better known ones, but there are so many, in such diversity, I can make up any sort of crazy bad guy and say "he's a horror!", giving me literary freedom where otherwise I would be largely constrained by the canon universe as it stands. I actually prefer horrors over most magical threats because most magical threats can ONLY be beaten by mages. A horror doesn't necessarily have that benefit.
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SL James
post Nov 12 2006, 10:23 PM
Post #77


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QUOTE (hyzmarca)
Actually, if a dragon like Dunkie hires you then there is a good chance that it is because he is yanking your hoop around for his own amusement and/or profit margin. Remember Super Tuesday? Dunkie hires the PCs for a big run that turns out to be nothing more than a test of his new VR toy.

Considering that the tournament game involved running the VR scenario "for real" that year (only on Dunk's limo, and not Booth's), I'd say it was very much more than playing with a new toy.
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Jame J
post Nov 12 2006, 11:43 PM
Post #78


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QUOTE (Garrowolf)
QUOTE (Jame J)
I like Horrors PROVIDED THAT THEY ARE RESTRICTED TO EARTHDAWN AND NOT BROUGHT INTO SHADOWRUN.

There's no reason to bring 'em to Shadowrun.

We didn't bring them in to shadowrun. They were already there in the early editions. They just don't deal with them much in later editions.

Oh? Musta been before I discovered either (mid-90s, about the time that FASA published ED).

And you know why I don't want Horrors in my SR? The Scourge, almost mostly.
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will_rj
post Nov 12 2006, 11:53 PM
Post #79


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QUOTE (Kagetenshi)
QUOTE
Sure killing a dagon is pretty impossible, but if by chance I could kill one why not?

Not because of plot, but because you can't. It's not impossible, you just can't. It's a probabilistic statement, not an absolute one, but still one that can be stated with certainty.


I´m with Kage. Offing a GD is pretty risky job, but the chances of successfully offing Lofwyr are as slim as winning in the the lottery 100 times in a row.
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Kagetenshi
post Nov 12 2006, 11:58 PM
Post #80


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I was thinking lowering entropy in a closed system, but yeah.

~J
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Fortune
post Nov 13 2006, 12:17 AM
Post #81


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QUOTE (Jame J)
And you know why I don't want Horrors in my SR? The Scourge, almost mostly.

The Scourge ain't going to be happening till about the year 4500 though.
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PlatonicPimp
post Nov 13 2006, 12:20 AM
Post #82


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Unless someone does something to throw the cycle out of whack.

Imagine, if you will, an alternate shadowrun setting where Dunk's gambit back '58 failed. Mr. darke's bridge is built, the horrors come across early.

What would happen next? How would it change the setting. Who would stay, whou would go, who would fess up and help people survive, and who would ally themselves with the new darkeness? Would the new technology the mundanes have crafted give them the edge to hold back the horrors?

Not Shadowrun in the surest of terms, but one hell of a campaign concept.
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James McMurray
post Nov 13 2006, 01:19 AM
Post #83


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But the real question in that campaign is: could we win?

/me runs like hell
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Kagetenshi
post Nov 13 2006, 01:21 AM
Post #84


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No :)

~J
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hyzmarca
post Nov 13 2006, 02:24 AM
Post #85


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Actually we could, in that campaign. It wouldn't even be difficult because the Horrors can only cross over en mass at a Bridge at this point in the mana cycle.
This actually give us an obvious bottleneck at which they can be attacked.
Remember that the whole point of the Rites of Passage and Protection was the ward against metaplanar incursions. The ability to pop out of the metaplanes anywhere at any time is what made the Horrors so dangerous. You couldn't defend against the Scourge with normal wards but you can defend against a bridge with such wards.

Put the most powerful ward that can be created around the bridge and then build a military based around it, keep a team of double-digit initiate combat mages with ward permissions and heavy artillery support on call 24-7. The mages can cast through the ward but the Horrors will have to attack it, meaning that the mages will be able to take out several minor Horrors at a time with area combat spells while the big bad Horrors are more likely to spoof the wards instead of breaking them. Remember, it isn't the big Named Horrors that we have to worry about. They're powerful, yes, but they are few and they are subtle (with some exceptions). It is the teeming masses of Unnamed that make the Scourge so dangerous. They overwhelm with numbers and that ain't good. But with such a bottleneck their numbers really don't matter, a single area combat spell can hit hundreds at a time.

Also consider that very few named Horrors would want the Scourge to happen again if they could get through; its just too much competition. Being alone in the Namegiver's world is like being a kid alone in the candy store.

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Kagetenshi
post Nov 13 2006, 02:34 AM
Post #86


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QUOTE (hyzmarca)
Actually we could, in that campaign. It wouldn't even be difficult because the Horrors can only cross over en mass at a Bridge at this point in the mana cycle.
This actually give us an obvious bottleneck at which they can be attacked.

Only if you assume the metaphor continues to be meaningful once the bridge has been established. It also assumes preparation and cooperation.

~J
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toturi
post Nov 13 2006, 03:53 AM
Post #87


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Astral nuke them! Nuke them, I say! Go Humans! Raargh! Go for the eyes, Boo! Go for the eyes!

(I think I'm channeling the spirit of Minsc. Make way villany, hero coming through!)
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PBTHHHHT
post Nov 13 2006, 10:27 AM
Post #88


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Hmmm... I was thinking along the same lines. If it's the end of the world type illness, just a few megaton of nukes will help the medicine go down... :silly:
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Jame J
post Nov 13 2006, 01:58 PM
Post #89


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QUOTE (Fortune)
QUOTE (Jame J @ Nov 13 2006, 10:43 AM)
And you know why I don't want Horrors in my SR? The Scourge, almost mostly.

The Scourge ain't going to be happening till about the year 4500 though.

:S Uh huh. :S
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Fortune
post Nov 13 2006, 02:24 PM
Post #90


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You disagree? Based on what?
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James McMurray
post Nov 13 2006, 02:27 PM
Post #91


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A canon Scourge will happen the moment FanPro decides it's profitable, no sooner and no later. A homebrew Scourge will happen as soon as the GM decides it would be lots of fun, also no sooner or later.
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PlatonicPimp
post Nov 13 2006, 03:40 PM
Post #92


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QUOTE (James McMurray)
A canon Scourge will happen the moment FanPro decides it's profitable, no sooner and no later. A homebrew Scourge will happen as soon as the GM decides it would be lots of fun, also no sooner or later.

Turn off the cynicim filters for a minute.

A "canon" scourge will never happen because it changes the setting so significantly It cannot be considered the same game. At most, a shadowrun "Spin off" where the scourge happens might be released as a different setting. But shadowrun itself will never do more than have small horror infestations that a team of runners could handle, because that's what the game is about.
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James McMurray
post Nov 13 2006, 03:49 PM
Post #93


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It's not cynicism, it's realism. As a company FP won't pull any major changes like that without thinking they're going to be very profitable. Likewise, GMs won't pull major changes like that without the belief in large profits. The only difference is the measure of wealth to base the profits on. One is money, the other fun.
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PlatonicPimp
post Nov 13 2006, 04:19 PM
Post #94


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Feh, if your going to be all capitalist like that, then you can define any positive outcome as "Profit", but I think that's a perversion of the term. "Net gain in fun" indeed.
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James McMurray
post Nov 13 2006, 04:23 PM
Post #95


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You don't do things because you see some sort of benefit in doing them? So, like, maybe you game because it won the coin toss against suicide this week? :)
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