IPB

Welcome Guest ( Log In | Register )

5 Pages V  < 1 2 3 4 > »   
Reply to this topicStart new topic
> World Of Darkness
farrenj
post Sep 14 2007, 01:37 AM
Post #26


Target
*

Group: Members
Posts: 42
Joined: 25-July 07
Member No.: 12,367



I don't see the connection between your two statements, I'm saying the system treats murder and brutal cruelty more harshly than theft.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Sep 14 2007, 03:06 AM
Post #27


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



Right. But you also implied that the system isn't that unreasonable. One of these statements must be in error.

~J
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Sep 14 2007, 03:23 AM
Post #28


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



QUOTE (Adarael)
In a couple of the books they actually state that if people are abusing the morality system, be sure to slam them down 2-3 points without even a roll.

See, I find that stupid and offensive to the extreme. That's just them flinging a shovel of horse shit in my face and calling it "rules". If you're going to publish a ruleset and make me spend money on it I want the ruleset to actually work. Not be totally dysfunctional and depend on the GM being heavy handed and arbitrary when it appears to not be working out. What did they think I'm paying for? The *concept* of being a moody vampire? Do I need to pay them to even come up with such a cliched idea? No! I'm buying the rules. And if the rules don't work at all that's making me pay to eat a hamburger bun filled with impacted three week old shit.
Go to the top of the page
 
+Quote Post
Adarael
post Sep 14 2007, 03:45 AM
Post #29


Deus Absconditus
******

Group: Dumpshocked
Posts: 2,742
Joined: 1-September 03
From: Downtown Seattle, UCAS
Member No.: 5,566



It's one rule in a ruleset that includes vastly more than a morality mechanic. If one mechanic is enough to spoil an entire ruleset for you, you are among the pickiest of gamers I've ever met. I have yet to find a rules system where I didn't find something that was flawed and needed to be overruled or fixed.

In terms of Farrenj's refutation, Kagetenshi, here's what he's saying:
Let's assume we have Joe and Bob. Joe steals things to feed his family. Bob eats babies, because he hates humanlings and thinks they're tasty. Let's assume Bob and Joe indulge in their respective crimes once a week for 2 months. This cements Joe's rep as a petty crook, and Bob's rep as a serial killer.
Joe has the virtue of Charity - he's a family man, and only wants the best for them. His vice is Greed - he likes taking shortcuts in his pursuit of wealth.
Bob has the virtue of Faith - he thinks he's taking the babies to a better place inside his soul by eating them. His vice is Gluttony - they also taste great!

So we get both of them to check for degeneration eight times for the eight instances of their crime.

Joe: Joe engages is both burgulary and shoplifting, so he has a chance to drop in morality twice. His actions will never force his morality lower than 5, because he will never commit a crime intentionally that is worse on the morality chart than burgulary.

Bob: Bob does whatever it takes to eat them babies, culminating with his own culinary escapades. Every roll is treated as a '1' on the chart - "heinous acts of perversion."

Both characters can be said to gain a slight bonus on their degneration rolls because of their virtues. Joe gains a +2 as assigned by me, because Joe ONLY steals to feed his family. He doesn't get a +3 because he could probably shoplift enough if he wasn't so damn lazy. Bob only gets a +1, because while he's faithful to his wacko creed of helping the tasty babies, a lot of it has to do with the taste and not a religious thing.

I'm gonna actually bust out some dice, now. Here are the results:

Joe's 2 months in successes, rolling 5 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 4, 1, 2, 2, 1, 2, 2, 1
Final result: 7 morality. Joe does feel bad about stealing to feed his baby and his wife. But he knows he's doing what he has to, in order to make sure they live how they deserve to in a cruel world.

Bob's 2 months in successes, rolling 2 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 0, 1, 0, 0, 0, 1, 2, 0.
Final result: Morality drop to 2. Bob occasionally had a pang or two of guilt about murdering the babies, but really it's all fun and games. Now he only pauses for killing babies, genocide, serial rape, et cetera. Murder, random acts of violence and rape... they're just like going to the store for him.

So we can see that the system does work as it's supposed to. Really what we're seeing here is that while the system works as intended, it doesn't work as well as some players would like it to. That doesn't mean the game is broken and is a piece of crap, it means that maybe you'll have to houserule something.
Go to the top of the page
 
+Quote Post
Critias
post Sep 14 2007, 06:03 AM
Post #30


Freelance Elf
*********

Group: Dumpshocked
Posts: 7,324
Joined: 30-September 04
From: Texas
Member No.: 6,714



The problem -- the ENTIRE problem -- with the World of Darkness rulebooks is that they beat you over the head with the fact it's for "role players, not roll players," and that's their gigantic excuse for every rule that sucks. They've marketed their game that way, built up a following that firmly believes RPing is all about angst and inter-party-politics (and can never, ever, be about combat or anything else with dice involved), and they've convinced all these fans of theirs that the setting, not the rules, is what matters...

...which gives them carte blanche to fuck up whatever rules they want to, consequence-free.

WoD has always had a cool setting. They've always had interesting (some good, some bad) artwork, tons of mood and character and imagination, and their games have always made me want to roll up my sleeves and dig in. But as soon as I do, I'm reminded that (1) their rules don't matter to them at all, so gameplay sucks, and (2) in order to play any WoD game, I've got to be surrounded by the type of people that want to play a WoD game.

I've got a ton of their books. A ton. Between my wife and I, I'd say over a thousand bucks worth, easily (most bought used, mind you). I can sit and just read their Clan books for hours. But then I get to the "crunch" and there's so much shit that just doesn't make sense, it makes me want to burn the whole pile of them.
Go to the top of the page
 
+Quote Post
Adarael
post Sep 14 2007, 06:57 AM
Post #31


Deus Absconditus
******

Group: Dumpshocked
Posts: 2,742
Joined: 1-September 03
From: Downtown Seattle, UCAS
Member No.: 5,566



Well, that's a point I'd never dream of arguing against, since it pretty much hits the nail on the head with regards to why I have a love-hate relationship with most of their games. I mean, the fact that the oWoD combat system was actively designed to discourage combat by making it a major pain in the ass is seriously one of the more retarded design decisions anyone's ever made.


Mage is about the only one I'll regularly open up and ooh and aah over, although I do love me some Wraith. I dunno, Kafkaesque dead guys amuse me.
Go to the top of the page
 
+Quote Post
hyzmarca
post Sep 14 2007, 07:21 AM
Post #32


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (Adarael @ Sep 13 2007, 10:45 PM)
It's one rule in a ruleset that includes vastly more than a morality mechanic. If one mechanic is enough to spoil an entire ruleset for you, you are among the pickiest of gamers I've ever met. I have yet to find a rules system where I didn't find something that was flawed and needed to be overruled or fixed.

In terms of Farrenj's refutation, Kagetenshi, here's what he's saying:
Let's assume we have Joe and Bob. Joe steals things to feed his family. Bob eats babies, because he hates humanlings and thinks they're tasty. Let's assume Bob and Joe indulge in their respective crimes once a week for 2 months. This cements Joe's rep as a petty crook, and Bob's rep as a serial killer.
Joe has the virtue of Charity - he's a family man, and only wants the best for them. His vice is Greed - he likes taking shortcuts in his pursuit of wealth.
Bob has the virtue of Faith - he thinks he's taking the babies to a better place inside his soul by eating them. His vice is Gluttony - they also taste great!

So we get both of them to check for degeneration eight times for the eight instances of their crime.

Joe: Joe engages is both burgulary and shoplifting, so he has a chance to drop in morality twice. His actions will never force his morality lower than 5, because he will never commit a crime intentionally that is worse on the morality chart than burgulary.

Bob: Bob does whatever it takes to eat them babies, culminating with his own culinary escapades. Every roll is treated as a '1' on the chart - "heinous acts of perversion."

Both characters can be said to gain a slight bonus on their degneration rolls because of their virtues. Joe gains a +2 as assigned by me, because Joe ONLY steals to feed his family. He doesn't get a +3 because he could probably shoplift enough if he wasn't so damn lazy. Bob only gets a +1, because while he's faithful to his wacko creed of helping the tasty babies, a lot of it has to do with the taste and not a religious thing.

I'm gonna actually bust out some dice, now. Here are the results:

Joe's 2 months in successes, rolling 5 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 4, 1, 2, 2, 1, 2, 2, 1
Final result: 7 morality. Joe does feel bad about stealing to feed his baby and his wife. But he knows he's doing what he has to, in order to make sure they live how they deserve to in a cruel world.

Bob's 2 months in successes, rolling 2 dice, which is the die amount for the level of the sin he's comitting plus virtue bonus: 0, 1, 0, 0, 0, 1, 2, 0.
Final result: Morality drop to 2. Bob occasionally had a pang or two of guilt about murdering the babies, but really it's all fun and games. Now he only pauses for killing babies, genocide, serial rape, et cetera. Murder, random acts of violence and rape... they're just like going to the store for him.

So we can see that the system does work as it's supposed to. Really what we're seeing here is that while the system works as intended, it doesn't work as well as some players would like it to. That doesn't mean the game is broken and is a piece of crap, it means that maybe you'll have to houserule something.

The orginal example was a character who flayed a kid alive and made his skin into a coat once. Not someone who did so habitually. There is a lack of proportion so long as the number of major transgressions is small.

However, it should be noted that a realistically roleplayed serial killer (with reasonable periods of time between kills) could maintain a steady 8 on his morality rating without a GM fiat smackdown.

There is also the issue of Moral Relativity to consider. If the character comes from a culture in which the eating of babies is the highest possible good, why should he be penalized for selflessly striving for that good?

Which is why I generally hate morality systems in the first place, except for D&D since it does actually allow you to murder babies for the forces of Good.
Go to the top of the page
 
+Quote Post
nezumi
post Sep 14 2007, 12:31 PM
Post #33


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,548
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



Yum, babies.


As an aside, and not to pick a big fight, how does the D&D morality system support anything but confusion?
Go to the top of the page
 
+Quote Post
Kagetenshi
post Sep 14 2007, 12:56 PM
Post #34


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (Adarael)
In terms of Farrenj's refutation, Kagetenshi, here's what he's saying:
Let's assume we have Joe and Bob. Joe steals things to feed his family. Bob eats babies, because he hates humanlings and thinks they're tasty. Let's assume Bob and Joe indulge in their respective crimes once a week for 2 months. This cements Joe's rep as a petty crook, and Bob's rep as a serial killer.

So noted.

QUOTE
Joe: Joe engages is both burgulary and shoplifting, so he has a chance to drop in morality twice. His actions will never force his morality lower than 5, because he will never commit a crime intentionally that is worse on the morality chart than burgulary.

Bob: Bob does whatever it takes to eat them babies, culminating with his own culinary escapades. Every roll is treated as a '1' on the chart - "heinous acts of perversion."

Right, so the system treats Bob's devotion to his art as worse than Joe's vile misappropriation of the property of another. We've confirmed the unreasonableness of the system.

QUOTE
I'm gonna actually bust out some dice, now.

Not generally a good idea for rules discussions—calculating some odds and expected results is a much better approach.

~J
Go to the top of the page
 
+Quote Post
eidolon
post Sep 14 2007, 02:30 PM
Post #35


ghostrider
********

Group: Retired Admins
Posts: 4,196
Joined: 16-May 04
Member No.: 6,333



QUOTE (Wounded Ronin)
If you're going to publish a ruleset and make me spend money on it I want the ruleset to actually work. Not be totally dysfunctional and depend on the GM being heavy handed and arbitrary when it appears to not be working out. What did they think I'm paying for?


Wait...do you actually own any role playing game books, then? :D
Go to the top of the page
 
+Quote Post
hyzmarca
post Sep 14 2007, 04:22 PM
Post #36


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (nezumi @ Sep 14 2007, 07:31 AM)

As an aside, and not to pick a big fight, how does the D&D morality system support anything but confusion?

Whether or not something is Good or Evil is clearly printed in the book and Killing Evil is always a Good thing. So Paladins kill Kobold babies and it's perfectly alright.
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Sep 14 2007, 04:26 PM
Post #37


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



QUOTE (hyzmarca)
QUOTE (nezumi @ Sep 14 2007, 07:31 AM)

As an aside, and not to pick a big fight, how does the D&D morality system support anything but confusion?

Whether or not something is Good or Evil is clearly printed in the book and Killing Evil is always a Good thing. So Paladins kill Kobold babies and its perfectly alright.

Right. See, it doesn't make any sense, but at least it's clear. :D
Go to the top of the page
 
+Quote Post
Adarael
post Sep 14 2007, 04:59 PM
Post #38


Deus Absconditus
******

Group: Dumpshocked
Posts: 2,742
Joined: 1-September 03
From: Downtown Seattle, UCAS
Member No.: 5,566



Hyz: Yes, moral relativity is always something to consider. But that's why the system isn't perfect, it's just a guideline. Some of the devs have gone on record answering questions like that and basically have said, "Intent is more important than result. If you kill someone to save them, your morality score is fine." So I guess they aren't blind to the simplicity of their system and all it doesn't take into account. I didn't say I liked the rule, I just said that as far as those kinds of mechanics go, it works okay.

Kagetenshi: Okay, I gather that you're either making a joke or trying to make some kind of point about the moral relativities of theft and murder-as-art, but I'm missing it. I'm sorry.
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Sep 15 2007, 12:39 AM
Post #39


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



QUOTE (eidolon)
QUOTE (Wounded Ronin)
If you're going to publish a ruleset and make me spend money on it I want the ruleset to actually work. Not be totally dysfunctional and depend on the GM being heavy handed and arbitrary when it appears to not be working out. What did they think I'm paying for?


Wait...do you actually own any role playing game books, then? :D

Let me clarify a little more what I was trying to say. Yes, in any RPG system it is typical that there are at least a couple rules that don't work. But White Wolf distinguishes itself in constantly telling you that the rules easily break and in that case the storyteller needs to step in arbitrarily and tell the player that he or she can't do something defined by the rule. I've read a couple of WW sourcebooks back in the day and more than any other sourcebooks I've read I found repeated statements in them to the effect of, "these rules are easily exploitable to create silly situations, but only a lowly twink would deign to do such a thing, so as the storyteller you just need to step in whenever you feel like it to rectify situations you don't like as defined by the rules."

That's just crap rules, then. I don't want to buy a set of rules but then be told repeatedly by the game designer that the rules I just bought break down with so much ease that I might as well throw them out and just be a total arbitrary GM.

I mean, hell, why am I buying anything in that case? Back in middle school my friends and I got together and played "Demented D&D" where we just narrated ridiculous situations. The players would work out outlandish solutions to problems and the GM would validate them and create new outlandish situations. For example, I remember that once the GM confronted us with a dragon and I said, "I massage his brain." We all burst out laughing and since then "I massage his brain" had been a running joke in our circle of friends and instant death for any large creature with big ears in our Demented D&D games.

Basically, I don't want to buy a sourcebook that tells me to be a sour-tempered GM in a game of Demented D&D.
Go to the top of the page
 
+Quote Post
Narse
post Oct 3 2007, 09:59 PM
Post #40


Moving Target
**

Group: Members
Posts: 249
Joined: 2-November 06
From: Bozeman, MT
Member No.: 9,762



QUOTE (Critias)
... firmly believes RPing is all about angst and inter-party-politics (and can never, ever, be about combat or anything else with dice involved), ...

um, have you ever played Werewolf:The Forsaken? 'cause that system tends to emphasize combat more than the others. It's the smash-and-bash white wolf game. I don't know if this is how other people play it, but the last game I was involved a series of problems, most of which were solved by force.

To answer some of the other point brought up in this thread, yes the morality system can be forgiving of occasional slight transgressions, however as you increase the frequency and/or severity of these transgressions the likely hood of loosing morality increases. And also, morality isn't really that important of a mechanic, it affects only a few things in game so you're not really discouraged from playing a serial killer if you want to.

Furthermore the system is really based around GM (storyteller) control of the playing environment. Many major mechanics (such as the 'scene') are GM controlled. I'm not going to debate the merits of such a system but I will say that some people will like it more than others. If you don't like it, don't play the Rules as Written.

On a side note, someone brought up armory. That has to be one of my favorite rules expansions ever! I don't think it has balance problems as long as the gm makes sure to enforce a realistic availability. Keep in mind tho, that it is an ADVANCED weapons expansion and as such has rules for anything the players could potentially encounter, everything from rocks and broken bottles to heavy machine guns, milspec vehicles and Nuclear/biological/chemical weapons. Still it tries to preserve balance such as with the following example from the book: "nuclear weapons may be game breaking".
Go to the top of the page
 
+Quote Post
Kagetenshi
post Oct 3 2007, 10:24 PM
Post #41


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (Narse)
If you don't like it, don't play the Rules as Written.

If you're going to do that, why on earth pay for the rules?

~J
Go to the top of the page
 
+Quote Post
eidolon
post Oct 3 2007, 10:28 PM
Post #42


ghostrider
********

Group: Retired Admins
Posts: 4,196
Joined: 16-May 04
Member No.: 6,333



That old chestnut? I had forgotten that there were so many people that played every single RPG using every single rule as it was perfectly created by its omniscient author. ;)
Go to the top of the page
 
+Quote Post
Kagetenshi
post Oct 3 2007, 10:32 PM
Post #43


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



The attitude quoted above certainly disincentivizes spending the time to make rules of a quality that would permit that.

~J
Go to the top of the page
 
+Quote Post
farrenj
post Oct 3 2007, 11:06 PM
Post #44


Target
*

Group: Members
Posts: 42
Joined: 25-July 07
Member No.: 12,367



Umm.. isn't there a thread in the sr4 forum about what people use as houserules? Saying that a system isn't perfect and that sometimes house ruling is ok, maybe even a good idea, does not invalidate the whole thing.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Oct 3 2007, 11:32 PM
Post #45


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,013
Joined: 30-December 02
From: Boston
Member No.: 3,802



It's all a matter of degree—of how much of the core is fundamentally rotten. The amount of houseruling that is a good idea is a good inverse indicator of the quality of the product (but not a perfect one—some systems are fragile enough that the fact that houserules are a bad idea doesn't mean the original rule is good enough). If you're going to straight-up not use the canon rules, why buy them in the first place?

~J
Go to the top of the page
 
+Quote Post
Wounded Ronin
post Oct 4 2007, 04:54 AM
Post #46


Great Dragon
*********

Group: Members
Posts: 6,640
Joined: 6-June 04
Member No.: 6,383



QUOTE (eidolon)
That old chestnut? I had forgotten that there were so many people that played every single RPG using every single rule as it was perfectly created by its omniscient author. ;)

Well, that's what D&D 1st edition was all about.

Do you want to know what the ultimate TRPG experience was?

Playing D&D 1st edition set in Mystra using an Oriental Adventures character with a weapon proficiency in Karate complete with rolling for the weather every day, the occupants of a tavern being completely rolled randomly according to the tables, random wilderness encounters being completely by the book, all the encumberance rules enforced, the PCs getting taxed for entry whenever possible at towns as per the rules suggest the DM do sometimes, and finally the adventure concludes in Hollow World.

That, my friend, is in fact THE TRUE WAY OF THE JEDI.
Go to the top of the page
 
+Quote Post
Moon-Hawk
post Oct 4 2007, 05:17 PM
Post #47


Genuine Artificial Intelligence
********

Group: Members
Posts: 4,019
Joined: 12-June 03
Member No.: 4,715



QUOTE (Kagetenshi)
It's all a matter of degree—of how much of the core is fundamentally rotten. The amount of houseruling that is a good idea is a good inverse indicator of the quality of the product (but not a perfect one—some systems are fragile enough that the fact that houserules are a bad idea doesn't mean the original rule is good enough). If you're going to straight-up not use the canon rules, why buy them in the first place?

~J

To put it another way, the ability to house-rule is an important option for any game, since every group is going to be different, but when the ability to house-rule becomes an excuse for poorly written rules then a line has been crossed.
Go to the top of the page
 
+Quote Post
Jeremiah Legacy
post Oct 4 2007, 07:53 PM
Post #48


Moving Target
**

Group: Members
Posts: 249
Joined: 14-January 07
Member No.: 10,633



QUOTE (Critias)
The problem -- the ENTIRE problem -- with the World of Darkness rulebooks is that they beat you over the head with the fact it's for "role players, not roll players," and that's their gigantic excuse for every rule that sucks. They've marketed their game that way, built up a following that firmly believes RPing is all about angst and inter-party-politics (and can never, ever, be about combat or anything else with dice involved), and they've convinced all these fans of theirs that the setting, not the rules, is what matters...

...which gives them carte blanche to fuck up whatever rules they want to, consequence-free.

I agree, and there is someone else who agrees.

In a column printed many, many years ago in Dragon magazine (the official "Isn't D&D just cool?" magazine), the writer talked about "games where there is no DM but a storyteller" (emphasis mine) where the emphasis is on telling a story. The author was basically saying that while they were roleplaying in their own way, they lost sight of the fact that it was a game - and a game with dice and randomness. Then they did their obligatory "TSR would never do anything like that" bit.

If you're into that, that's fine. Personally, I prefer RGPs where there is a chance at failure and even the GM has to abide by the rules ... mostly.
Go to the top of the page
 
+Quote Post
Ravor
post Oct 9 2007, 09:26 PM
Post #49


Cybernetic Blood Mage
******

Group: Members
Posts: 3,472
Joined: 11-March 06
From: Northeastern Wyoming
Member No.: 8,361



Although I agree the morality system is rather "odd" (But hey, DnD's Alignment System isn't much better considering that it's an Lawful Good act to slaughter entire villages of women and children provided that belong to the "correct" race.), it's easy enough to ditch and all-in-all personally I really like the nWOD rule-set, it reminds me of Shadowrun Fourth Edition in many ways.

However, with that said, I've come to loathe the core settings over time, with the notable exception of "Mysterious Places" which in my opinion should be required reading for every DM no matter what ruleset he is planning on running.
Go to the top of the page
 
+Quote Post
Adam
post Oct 9 2007, 10:01 PM
Post #50


Prime Runner
*******

Group: Retired Admins
Posts: 3,929
Joined: 26-February 02
From: .ca
Member No.: 51



QUOTE (Jeremiah Legacy)
I agree, and there is someone else who agrees.

In a column printed many, many years ago in Dragon magazine (the official "Isn't D&D just cool?" magazine), the writer talked about "games where there is no DM but a storyteller" (emphasis mine) where the emphasis is on telling a story. The author was basically saying that while they were roleplaying in their own way, they lost sight of the fact that it was a game - and a game with dice and randomness. Then they did their obligatory "TSR would never do anything like that" bit.

If you're into that, that's fine. Personally, I prefer RGPs where there is a chance at failure and even the GM has to abide by the rules ... mostly.

Wow -- that letter was a damned effective piece of FUD, if you're remembering it and its misconceptions years later!
Go to the top of the page
 
+Quote Post

5 Pages V  < 1 2 3 4 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 15th August 2025 - 08:12 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.