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> We need novels, I know, this has been discussed before
JM Hardy
post Sep 2 2007, 12:29 PM
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QUOTE (fistandantilus3.0)
Soooo Jason, I recall you saying something a year ago about working more Drop bears into your stories. :)

We're waiting. We're watching.

I plan on using the letter D, R, O, P, B, E, and A in every SR story I do. I hope that will suffice.

Jason H.
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fistandantilus4....
post Sep 2 2007, 05:55 PM
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That should help a lot yeah. What can we do to lobby for 'R'?
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Demonseed Elite
post Sep 2 2007, 06:05 PM
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He's already using 'R', it's the second on his list!
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Synner667
post Sep 2 2007, 10:15 PM
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Hi,

Just a quick jump-in.

I've said it before, and I stand by it..
..Without scenarios, SR will die an ignoble death.


Yes, I know there are scenarios on the website, yes I know old scenarios are available. yes I know sourceboks can be used for scenarios, yes I know there are 3rd party scenarios..
..But if I was a new player or ref, I'd not have much to do WITH my character.

Think about it..
..You buy the rules, and then what ??

Read sourcebooks..
..To add further info ??

Great..
..But it doesn't give the players and refs anything to do - apart from look at their characters and wonder how a session is played.


I was under the impression that with the new edition, new rules, change of background, etc the idea was to encourage new players and refs..
..So where's the material to help them do that [apart from the starter rules that have been just been done] ??


Old hands like myself can write scenarios, convert material from other places, put together campaigns, etc..
..But with no scenarios, there's little context for someone new.


Just my thruppence..
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Caine Hazen
post Sep 3 2007, 03:59 AM
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QUOTE (Synner667 @ Sep 2 2007, 06:15 PM)


I've said it before, and I stand by it..
..Without scenarios, SR will die an ignoble death.

Yes, I know there are scenarios on the website, yes I know old scenarios are available. yes I know sourceboks can be used for scenarios, yes I know there are 3rd party scenarios..
..But if I was a new player or ref, I'd not have much to do WITH my character.

Missions I believe fills the "scenario" role, as well as many of the ideas from the plot books. I mean at this point having the number of missions currently out would keep a once a week GM busy for at least 3 months.

QUOTE (Synner667 @ Sep 2 2007, 06:15 PM)
Think about it..
..You buy the rules, and then what ??


Find a group and then play?

QUOTE (Synner667 @ Sep 2 2007, 06:15 PM)
Great..
..But it doesn't give the players and refs anything to do - apart from look at their characters and wonder how a session is played.


On the Run should handle the basic "teach a new GM and Players" method, as well as the quick-start. Sooner or later however, you need to have a GM who will do some work to keep things moving.


This is also the place where we vote for JM Hardy for the new launch novel (which I couldn't do because I was running the sound at the "What's Up" session.. and I'm sticking to that as my excuse)
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apollo124
post Sep 3 2007, 04:52 AM
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Count my vote for that. I just didn't vote there, because I'm kinda slow on the uptake and didn't realize he was a potential author.

The only way I recognized Loren was 'cause he's written, what 30, 40 Battletech novels? And he was introduced as an author. And they had some of his books downstairs at the Con, just a short distance from the Catalyst booth.
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Bull
post Sep 3 2007, 05:02 AM
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Re: Modules/Scenarios

On the Run helps teach newbies how to run a game.

Missions is a great resource for pregenerated, free, official adventures. Just because they're on the internet doesn't make them less useful, and being Missions games does make them at least moderately official SR material.

Finally, some of the sourcebooks are filled with ploty hooks and adventure seeds. Emergence, for example, provided a handful of adventure seeds at the end of each chapter, ways to incorporate the emerging plotlines into your current game. Sure, tehy're not fully fleshed out adventures, but they're enough to provide a GM with a couple ideas to build a game around.

Unfortunately, in this day and age, Modules simply don't sell well, unless they have D&D stamped on them (And even then, I think those are definately on the low end of teh sales charts). Many GMs don't like them because they feel tehy can do just as good a job, some Gms and groups don't like them because they're too confining, and sometimes they're just not very good.

They're also much harder, IMO, to write than almost any other product. Especially for SR. D&D modules can be pretty linear with no ill effects... they're usually dungeon crawls after all. But an SR adventure can and should be a lot more complex. There's a lot more detail taht should go into them, and you have to work the story from several different angels to cover trhe various options PCs have with how to proceed.

Bull
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apollo124
post Sep 3 2007, 05:13 AM
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Only sad thing about that, Bull, is guys like me. One of my players (and good friend) told me to my face that I was a good GM, as long as I wasn't running one of my home-grown adventures. I can do a good module though. :(

I can understand how tough it must be. Even with a module, I've had players run off on a tangent that you guys would have had no way to cover. (Breaking into the morgue and chopping the head off the deceased didn't make it into the module)
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Bull
post Sep 3 2007, 05:20 AM
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PS. Don;t get me wrong, I love modules. They provide a nice, static "Shared world" for players to talk about. I always have fun talking about my experiences playing and GMing Mecurial, Dragonhunt, Universal Brotherhood/Missing Blood, etc.

By the same token, things like Renraku Shutdown that aren't a static module, but rather a set of ideas and plot hooks, also makes for some fun shared experiences, but everyone's going to approach it from different angles, and you can have some vastly different experiences.

Different strokes and all taht...

Bull
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Bull
post Sep 3 2007, 05:23 AM
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QUOTE (apollo124)
Only sad thing about that, Bull, is guys like me. One of my players (and good friend) told me to my face that I was a good GM, as long as I wasn't running one of my home-grown adventures. I can do a good module though. :(

I can understand how tough it must be. Even with a module, I've had players run off on a tangent that you guys would have had no way to cover. (Breaking into the morgue and chopping the head off the deceased didn't make it into the module)

Ouch man, that's a bit rough.

There's always the Missions games, which are pretty decent from what I've seen. And at one a month, they're nice for keeping a group busy most of the time.

Bull
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hyzmarca
post Sep 4 2007, 04:07 AM
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QUOTE (Adarael)
No new novels! Down with them!

That said, my main problem with game fiction is that in general, game liscence-related novels are as follows:
1) They not only encourage but revel in precisely the kinds of excesses I don't want to see in my games, they actively encourage it with their protagonists. Drake Supermodel PhysMage Rockstars? SURE! Lesbian Stripper Ninjas? AWESOME! Hell no. I don't want that shit anywhere near any game of mine unless it's like, Feng Shui or something, in which case that's ALL I want.
2) They are almost always written like crap.
3) Often, they directly contradict known shit about the game world. See the invention of "Yakashima."
4) Often, they directly invalidate in-game actions, especially if they are made after the game material they tie in with. Take "Harlequin's Back" by way of example. The PCs, by hook or crook, manage to defeat the undefeatable. They learn about the world, about themselves, and about ancient lore that no sane creature should have to be shouldered with. They brawl and hang on by the skin of their teeth to save a world that will never know what they did. And then, oh yeah, Dunk aces himself because he's really the guy that saved the world and the PCs were just band-aids on a sucking chest wound and couldn't have stopped it anyway. Where's the fun in that? Not to mention the fact that they engage retconning Dunk's very MANNER of death. Nobody sacrifices themself like that in freaking public and leaves a huge-ass mana warp. I don't care if they're a dragon or not. It's like a samurai comitting seppuku by using a dirty bomb - if the act is intended to fix ills, why leave a bunch of magical warps out in public when you disappear in mid-freaking-sentence.
5) See "generally crap" once again.

That said, I'm not against game-based fiction. I'm against 'crap', which is usually what readers get.

I think you're underestimating the logic of Dunkie's decision.

First of all, we was the President of the UCAS; a quiet private suicide was out of the question. If he died in private then it would be obvious that something was very wrong. Only a fake public assassination would avoid undue public panic and throw off speculation.

Second, it was an Astral Rift, not a mana warp. The two are completely different things. And the rift served his purposes by giving his brother a passage back to Earth from the Deep Metaplanes.
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Adarael
post Sep 4 2007, 06:29 AM
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Maybe, but it all had to be explained after the fact, and still invalidates the heroism of Harlequin's Back. Dunk could still have had hisself offed in private without letting loose astral horrible shit on a main avenue, for pete's ake. It's just totally gauche. He was a public airwaves Dragon, sure, but not a cheap tabloid dragon.
AFAIK, Dunk's death was a decision based on the fact that Nigel Findley died, not as planning for Ghostwalker. As a good send-off to the character, and an acknowledgement of the fact that the character couldn't exist without the OOC originator.

It's the latter part, really, that I care about. Even the former I can forgive, given SR's rather stellar record for doing so in other circumstances. I just don't like a novel to tell me "Yeah, by canon? Your PC's actions don't mean squat. In the long run."
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hyzmarca
post Sep 4 2007, 07:16 AM
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Saying that Dragonheart negated the heroism of Harlequin's Back is sort of like saying that Hiroshima and Nagasaki negated the heroism of Iwo Jima or that the second season of Buffy somehow negates the heroism of the first season of Buffy.

In Harlequin's Back, the runners saved the world, literally. We were, at most, ten minutes away from an early Scourge. They stopped this premature Scourge, saving the world. But, lo, the world is threatened again. This time it is saved by Cyberzombie Free Spirit Dunkie, Ms. Nipples, and Ryanthusaur. This still does not change the fact that if not for the efforts of the runners in Harlequin's there would not be a world to save.

There is always another Apocalypse. If Buffy is any indication there is, at a bare minimum, one Apocalypse per year, often two or three. All of them matter because each one is the end of the world.

And, guess what, it is all just a giant bandaid on the Heat Death of the Universe. No matter what we do, the universe will end. And if we look at it that way it negates all human accomplishments. Nothing that anyone does can possibly matter in the face of the inevitable and inescapable death of the universe. It all means squat in the long run.


And the scourge will still come in a couple thousand years.

Postponing doom is important. If it weren't, then we'd all be better off just shooting ourselves in the face and getting it over with.
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dog_xinu
post Sep 4 2007, 12:58 PM
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QUOTE (JesterX)
QUOTE (Adam @ Aug 31 2007, 11:45 AM)
Just to make things clear: at this time, Catalyst Game Labs does not have the novel rights, but we are, as the saying goes, "Exploring all possibilities."

Thanks for the reply, Adam.

Can you tell us why Catalyst arn't accepting Novel submissions from independent writers?

Is it a Wizkids decision?

if they dont have the rights to publish shadowrun novels then why accept submissions? they cant produce/print the novel without the rights are they get into lawsuit where they will probably lose lots of money. it wouldnt be good for anyone.

Now if they can get the rights to publish novels (that they come up with or not) then that is a different story. But by his posting they dont have the rights at this time.

whenever you get "license", "rights" and lawyers involved it can get touchy/ugly. Let them hash it out and they will let us know when they have the rights/ready for submissions.
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apollo124
post Sep 4 2007, 02:16 PM
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QUOTE (Bull)

Ouch man, that's a bit rough.

There's always the Missions games, which are pretty decent from what I've seen. And at one a month, they're nice for keeping a group busy most of the time.

Bull

For myself at this point, it's kind of moot. I don't even know if anyone in my county plays or has even heard of SR. I don't really have a group up here anymore. The Missions are awesome, and if I still had a group, it would be great.

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Bull
post Sep 4 2007, 02:53 PM
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QUOTE (apollo124)
For myself at this point, it's kind of moot. I don't even know if anyone in my county plays or has even heard of SR. I don't really have a group up here anymore. The Missions are awesome, and if I still had a group, it would be great.

Unfortuately, at this point, the lack of local game group is tough to get around. IRC, PBB, and Teamspeak style gaming only get you so far, and don;t suit many players wants or needs. I know that I much prefer to be physically hanging out with folks, to feel and hear the dice, etc.

I haven't really played SR in years now. OUtside of a handful of playtest sessions for SR4, and a couple aborted attempts to start new games, there's been woefully little SR activity locally :/

Of course, the fact we've all "grown up and gotten real jobs" doesn't help matters any, as scheduling anything is a nightmare these days.
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apollo124
post Sep 4 2007, 03:06 PM
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QUOTE (Bull @ Sep 4 2007, 09:53 AM)
Of course, the fact we've all "grown up and gotten real jobs" doesn't help matters any, as scheduling anything is a nightmare these days.

AMEN!

Ummm, does working in the roleplaying game industry count as "growing up and getting a real job"? :P
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Adam
post Sep 4 2007, 10:47 PM
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It sure doesn't leave as much time for gaming as most people would suspect!
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apollo124
post Sep 5 2007, 04:27 AM
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Just razzin' on you guys. I know you all live under a lot of stress that most of us out here don't take into account.

"When is Unwired coming out? Have you called that publishing house about the cover art? Is the distribution set up for the next sourcebook? Where is SoLA? I want that next book perfect, and when it isn't, I'm gonna go on Dumpshock and complain!"

Been guilty of a few of those myself.
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Grinder
post Sep 5 2007, 08:27 AM
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QUOTE (Bull)
I haven't really played SR in years now. OUtside of a handful of playtest sessions for SR4, and a couple aborted attempts to start new games, there's been woefully little SR activity locally :/


I never had problems to find enough fellows for a gaming round. In fact, at the moment I have too many different groups to choose from. Guess that's an advantage that Germany is so small and crammed with people.

Out of sheer curiosity, Bull, where are you living?

QUOTE
Of course, the fact we've all "grown up and gotten real jobs" doesn't help matters any, as scheduling anything is a nightmare these days.


*shrugs* I'm running an ED campaign for six years now and despite a few player changes and some of us working shifts, we never had trouble to game every tuesday.
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Fortune
post Sep 5 2007, 08:36 AM
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Maybe I should move to Germany!
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Grinder
post Sep 5 2007, 10:18 AM
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North Germany, of course! :D

You're welcome, but be warned: the weather is not as nice as in Down Under.
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Bull
post Sep 5 2007, 12:36 PM
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QUOTE (Grinder)
I never had problems to find enough fellows for a gaming round. In fact, at the moment I have too many different groups to choose from. Guess that's an advantage that Germany is so small and crammed with people.

Out of sheer curiosity, Bull, where are you living?

Cleveland, Ohio.

Oh, finding Gamers isn;t really the problem, nor is it finding SR players even. It's finding active SR players close enough by.

Dunner runs Missions games out of a shop on the West Side of town, but as that's an hour or more drive, it's a bit far for me.

At one point there were probably 3 to 4 active SR groups locally, playing at least weekly. But most of those players have moved on. THere are a lot of games out there, the groups change up from time to time. And since most of our groups are pretty incestuous (Player 1 will game with both group A and B, player two with A and C, Player 3 Plays in A and B and GMs for D, etc), I've also noticed the games tend to cycle in and out as a group. Everyone plays SR for a couple years, then someone starts up Deadlands, and then everyones playing it, and then D&D, and so on.

And of course there's also the matter of who I actually want to play with. My free time and play time is limited enough now that I honestly don;t have the tolerance for hanging out and playing with people I don;t really like that much. It used to be no big deal, but these days... I can;t be arsed with dealing with them.

Right now we do Board Games on Saturday nights (And I occasionally GM a Post Apocolytic Fantasy game I wrote up), and Sundays we do D&D (lucky me).

Bull
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Redjack
post Sep 5 2007, 01:03 PM
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QUOTE (Bull)
and Sundays we do D&D (lucky me).

Pssstt... I heard that causes cancer... :P
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Grinder
post Sep 5 2007, 01:24 PM
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QUOTE
Right now we do Board Games on Saturday nights (And I occasionally GM a Post Apocolytic Fantasy game I wrote up), and Sundays we do D&D (lucky me).


Ah, it isn't so bad for you then. That's cool. :)

QUOTE (Bull)
And of course there's also the matter of who I actually want to play with.  My free time and play time is limited enough now that I honestly don;t have the tolerance for hanging out and playing with people I don;t really like that much.  It used to be no big deal, but these days...  I can;t be arsed with dealing with them.


I completly agree with you here. What's the point in playing with people who are jerks? Makes wonder every time when I read a complaint about a player on a board.
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