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> Emergence PDF on sale now!
Ancient History
post Jun 22 2007, 11:16 PM
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QUOTE (Rotbart van Dainig)
QUOTE (Ancient History)
There are references. Keep an eye out for them.

Sure will, after getting some sleep. I had hoped for more, though.

Well, it'd be a bit of a mess if we tried to cram everything in there, now wouldn't it?
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Rotbart van Dain...
post Jun 22 2007, 11:45 PM
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QUOTE (Ancient History)
Well, it'd be a bit of a mess if we tried to cram everything in there, now wouldn't it?

Actually, it's nearly a miracle that those weren't caught up in the whole mess.
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Ancient History
post Jun 23 2007, 12:08 AM
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Wait for it...
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Rotbart van Dain...
post Jun 23 2007, 12:21 AM
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..those aren't random twitches in my face. I am happy and calm...
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bmcoomes
post Jun 23 2007, 03:30 AM
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Has anyone else have any trouble downloading the PDF? I sure am.

thanks,
Brent
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bmcoomes
post Jun 23 2007, 03:46 AM
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The Great customer service helped and Now I have the file.
Brent
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ShadowDragon8685
post Jun 23 2007, 04:21 AM
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Can someone help me?

Is Emergence a book about Technomancers and expanding their rules and such, or is it an adventure, like On the Run writ large? Or is it a strictly flufftastic book, with lots of plot hook potentials sprinkled in?
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Adam
post Jun 23 2007, 04:29 AM
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It's the latter, ShadowDragon, a campaign overview/event book much like Year of the Comet or System Failure in presentation.
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ShadowDragon8685
post Jun 23 2007, 04:37 AM
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Ahhhh, got you.

So there's really no need for me to pick it up, since I have no intention of making Technomancers or Technomancy the fulcrum of my game?
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Ancient History
post Jun 23 2007, 04:41 AM
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Emergene advances the metaplot of the setting, both for technomancers and certain other plot elements-some old, many new. It's not solely about technomancers, but far from essential to play.
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ShadowDragon8685
post Jun 23 2007, 04:52 AM
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Ahhhh, right. Thanks, that clears up a lot.
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knasser
post Jun 23 2007, 07:26 AM
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If you (ShadowDragon8685) don't have any technomancers in your game (as I don't), I think you'll find that the unrelenting focus on them is problematic. I wouldn't call Emergence an adventure as such. Not in the way that Harlequinn or others was an adventure. It has very little actual game information and nothing in the way of statistics or maps, results of legwork rolls, etcetera. It's more a series of expanded run ideas where the GM will have to come up with a lot of information themselves. Of course with the lovely streamlined rules of 4th edition, that's a lot quicker and easier, but you still feel that you're creating your own adventures (because you are).

The above might sound critical of Emergence, but I think it is better if people don't have an expectation that it's remotely ready to run when they buy it, because then they'll be a bit miffed and not give it a fair evaluation for what it actually is.

-K.
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ShadowDragon8685
post Jun 23 2007, 07:55 AM
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I do have a technomancer, but I don't plan to buy Emergence. For one thing, it would be an expense I'd be hard-pressed to justify, given that I only have one technomancer, and no desire to make her or her archtype the focus of the game.
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Synner
post Jun 23 2007, 08:18 AM
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Emergence is not an adventure nor a campaign book in the sense that it narrates a series of linked adventures. It is similar in approach to System Failure or Year of the Comet. It is an event and campaign book that covers the public emergence of technomancers (and a few other things) on to the scene during the course of 2070 and the repercussions thereof. Much of the book involves the Jackpoints members following events as they unfold around the world and getting involved (or, in a couple of cases, dragged into the action). Though the focus is on technomancers (amongst other things) events quickly escalate. The fallout affects life in the shadows and society at large in a number of interesting ways including sparking security crackdowns, hackers finding themselves confused with technomancers, influencing the Seattle elections, bringing Evo and Horizon some new friends, and bringing a little conflict to FastJack's merry band.

Each of the book's five chapters includes a game information section which provides gamemasters with the relevant context and general behind-the-scenes information so that they can best incorporate events into their own campaigns. This is kept as loose as possible and allows material to be tailored both in terms of location and timeframe. Each of these game info sections also contains a number of appropriate adventure frameworks and simple plot seeds (a system we've used before in MobWar, Blood in the Boardroom, and System Failure). For those unfamiliar with the style, these offer no stats but are intended to allow gamemasters a freehand in adapting both the NPCs and the power level involved to their group's own style of play.
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Dashifen
post Jun 23 2007, 05:52 PM
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QUOTE (Rotbart van Dainig)
QUOTE (Dashifen @ Jun 22 2007, 10:30 PM)
My boss hates you guys right now.

Wait till he finds out what happend to the paper in the laser printer... ;)

I didn't even think of that. I'm not a fan of deadtree edition. They're not searchable and I can never find the page-down button. Stupid deadtrees.
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Kyoto Kid
post Jun 23 2007, 06:43 PM
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QUOTE (Dashifen)
I didn't even think of that. I'm not a fan of deadtree edition. They're not searchable and I can never find the page-down button. Stupid deadtrees.

...yeah, but you don't need to find a power outlet to use the deadtrees version. :grinbig:

And, after reading the reviews, my interest in emergence remains :indifferent: As I too pretty much not very endeared to the whole Technomancer concept.
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