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> why is shadowrun so cool
aftershock
post May 26 2009, 12:26 AM
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Hi all just a quick question to which i'm sure we all have a diffrent answer to ,
I've played shadowrun from the start and i think it's one of the best rpg's ever i'm just wondering why all of us clearly like it so much so tell me why you think it's so cool ?
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Cang
post May 26 2009, 12:37 AM
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Magic troll with a metal arm that is also a machine gun. That pretty much sums it up for me.
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The Jake
post May 26 2009, 12:44 AM
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Classless system.
A workable, almost plausible magic system - no more vancian magic. Yaaay.
Unkillable (great) dragons.
Cyberzombies.
Technomancers.
Then throw in Guns. Guns. More Guns. Missles. Lasers. Explosives.

- J.
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kzt
post May 26 2009, 12:46 AM
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Magic with grenades and machineguns. And cat girl hookers some really clever writing.
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Malicant
post May 26 2009, 01:01 AM
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Orcs with shotguns.

Also what The Jake said.
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Wailer
post May 26 2009, 01:10 AM
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Orbital Death Ninja XII
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Daishi
post May 26 2009, 03:00 AM
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To paraphrase DuctShuiTengu, it's the common nature of shoot-outs between Gandalf and the Terminator.
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toturi
post May 26 2009, 03:06 AM
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QUOTE (The Jake @ May 26 2009, 08:44 AM) *
Classless system.
A workable, almost plausible magic system - no more vancian magic. Yaaay.
Unkillable (great) dragons.
Cyberzombies.
Technomancers.
Then throw in Guns. Guns. More Guns. Missles. Lasers. Explosives.

- J.

Almost unkillable great dragons. Almost but not quite.
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Dikotana
post May 26 2009, 04:06 AM
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The cyberware. If you want over the top magic you can get better from Mage, or you can adopt any high fantasy system. Shadowrun has trolls completely covered with metal whose solution to a machine gun emplacement is to charge it and just shrug off entire belts of ammo. That is awesome, and I the term in the sense of inspiring awe. Then the troll goes too far, turns into a cyberzombie, and everything goes to hell.

Actually, "and then everything goes to hell" really ought to be the motto of Shadowrun.

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BIG BAD BEESTE
post May 26 2009, 10:37 AM
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A background that was inspired and (at that time) completely original.

Logical and carefully thought out rules system.

Open characters - IE: no levels or spells per day limitations. You could play what you wanted to play and hae a realistic character.

The writing - it treated you as a fellow gamer and was also linked to logical explanations and promoted thinking in players and teamwork to succeed. I also appreciated the dedication of the authors to making the Sixth World as "real" as they could. You could tell they loved it as much as we did. The humour was also great. A pity we no longer have the in-character decker/shadowtalker flame wars and war stories.

NEIL THE ORK BARBARIAN!
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Medicineman
post May 26 2009, 10:48 AM
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'cause Shadowrun is like a Gumbo (in Germany it's called "Eintopf") and it tastes Good .
You can also add any Spices you want.
Thats why I Like it

HokaHey
Medicineman
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Psikerlord
post May 26 2009, 11:08 AM
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Super flexible character creation, detailed pure genius universe, melting pot of challenges and combat, excellent and evolving game mechanics... Frag it chummer, what more could a smoothie want?
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The Jake
post May 26 2009, 11:22 AM
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QUOTE (toturi @ May 26 2009, 04:06 AM) *
Almost unkillable great dragons. Almost but not quite.


I don't think you can quite say that until you've personally slain Lofwyr....

- J.
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Wasabi
post May 26 2009, 11:28 AM
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Because:
1) No matter the power level you must play smartly or horrid things happen to your character
2) It uses a combination of Suspense, Detective, Drama, Action and Science Fiction elements often at the same time.
3) Flexible game world (and play) allows all moral compasses to contact each other without loss of Paladinhood, deific intervention etc. This makes roleplay varied.
4) The permutations within NPC's means you can never be sure about the other person and their capabilities/role without investigation to some degree [Assensing, e-Sensing, scanners, stakeout, etc]
5) Gaming culture with a mostly-singular identity. [Drop Bears, ohnoes!!!]
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tarbrush
post May 26 2009, 12:14 PM
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It has elves and all the tools needed to shoot them in the face. Nowhere else satisfies my elf-shooting needs.

Mwa ha ha.
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Heath Robinson
post May 26 2009, 12:23 PM
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Pervasive wireless networking. In particular, the fact that it's a full mesh instead of an access point infrastructure.

Also, friends play it.
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toturi
post May 26 2009, 12:30 PM
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QUOTE (The Jake @ May 26 2009, 07:22 PM) *
I don't think you can quite say that until you've personally slain Lofwyr....

- J.

But I can. Dunkelzahn's dead. Great dragons are killable, nobody said you had to do it.
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Dr Funfrock
post May 26 2009, 12:32 PM
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Shadowrun is my "Go to game". It's the kind of game where I can get a call from a mate saying "Let's play something", and I'll have a game of Shadowrun up and running straight away.

The basic structure is incredibly easy to work with; criminals do bad things for money. Just think of a bad thing, and have the players do it. Why are they working together? Because working alone pays less. Why are they doing this? Because not doing it pays less. It's so stupidly easy to pull a party together and set them off on some kind of adventure.

But better still is the fact that these one off games frequently explode into brilliant campaigns, because the world is so open, so detailed, and so rich, that everything and anything you do can become a hook for a plot. It's full to the brim with ideas and possibilities. Every country, every city, offers a campaign with a different flavour.
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DireRadiant
post May 26 2009, 03:26 PM
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I get to be very very bad..... and that's the point!

On a more serious note. Shadowrun is the Near Future, which like Near History, has a wealth of common popular fiction and fact on which the entire game can draw upon. There's no end of resources to use, and most of it is understood by all the players and part of the genre.
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Warlordtheft
post May 26 2009, 04:00 PM
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NERPS! NERPS! NERPS! NERPS!


It's not just for breakfeast anymore!
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Screaming Eagle
post May 26 2009, 04:05 PM
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A magic system that is both simple and second only to Ars Magicas in flexablity from my experiences.
Exellent story and drama possibilities (even the Dragons are rather human and nearly everything else is human).
LASERS!
Trolls with grenade launchers.
Kung-fu master elves fighting Bio/cyber engineered dwarves.
Space adventures. Undersea adventures. Deep Astral adventures. Matrix adventures.
All along side street level adventures.
Orcs shooting magical LASERS out of thier hands... eyes... whatever.
Making up Mega Corp jingles and slogans on the fly to insert into the end of the news.
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Chibu
post May 26 2009, 04:22 PM
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NERPS
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paws2sky
post May 26 2009, 06:58 PM
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Magicians who trade magical power for implants because magic has limits. Basically, SR has a magic system that, while versatile, has limits and doesn't inherently break the game at high levels... unlike that other game.

People who not only drive vehicles, but they essentially become the vehicle. I loved the SR1 rigger. Drone riggers, not as much.

People who elect to have their arms removed and replaced with metal ones so they can cram more gear into their bodies and shoot better. Cyberware is fun.

Trolls in business suits, dwarf punk rockers, ork hackers. Fuck stereotypes.

Elves using monowhips to de-limb and decapitate everything. Including themselves, sometimes. (IMG:style_emoticons/default/biggrin.gif)

Sasquatch stand-up comics.

-paws
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Kingboy
post May 27 2009, 12:53 AM
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QUOTE (paws2sky @ May 26 2009, 02:58 PM) *
Sasquatch stand-up comics.


Note to self: Consider buying some AR sculpting software that blanks out sasquatch stand-up comedians before next meet with Mr. J...
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Rayzorblades
post May 27 2009, 02:22 AM
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It's what I wish my life was.
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