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#76
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,150 Joined: 15-December 09 Member No.: 17,968 ![]() |
Rerolling is almost always better, but if you're already rolling 20 dice, you may want to use it ahead of time and gamble on getting a bunch of sixes. This is a bad gamble. For applying Edge pre-roll to be expectationally preferable to re-rolling non-hits the Edge attribute must exceed 40% of the dice pool. So if you're as high as 20 DP, an Edge of 8 makes them equal options in terms of expected hits, whilst 9 or higher will make the pre-roll preferable. When you factor in that you can save a point of Edge on not re-rolling non-hits on a successful test, the Edge rating needs to be even higher in comparison to the DP. |
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#77
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
Disallowing rerolling if a glitch occured also screws activesofts hard On rolls with activesofts you can't use Edge anyways, unless you have an expert system. If you do, you can still only reroll a failed test. Not only does that mean all dice, even those that hit, it also means that you can't use Edge on many glitches. Critical glitches should be allowed a reroll though, since they automatically are failed tests |
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#78
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 ![]() |
In the phrase "what is supposed to be a fumble," define "supposed to be." From what I've read of this thread, the main objection to the interpretation that one can reroll glitches is that it makes a rare occurrence even rarer. Why is this necessarily a bad thing? Because glitches are fun, and a chance to add in randomness, hilarious moments, or just things going bad in a "ironic" way. Fits campaigns that are supposed to have elements of humor as well as the more serious ones were the main characters can fail utterly at things. So long as they are not too common (which SR already does with higher dice pools), I see no reason to make them even rarer. Besides, this use of Edge is RAI I believe. I've had some hilarious glitches happen to me as a player. Agreement. All uses of edge are NOT created equal. Sometimes it is better to to reroll three dice than it is to add two more. And sometimes the reverse is true. If you have a high edge, sometimes you want to add six dice instead of rerolling two. Rerolling is almost always better, but if you're already rolling 20 dice, you may want to use it ahead of time and gamble on getting a bunch of sixes. The usefulness of edge varies greatly with how good you are at the task and how lucky you are. That's just how it is. The best way to spend your edge depends greatly on how you're getting fucked today. And the edge glitch rules are an extrapolation of this. Sometimes its easier to just make a glitch go away without further ado, than it is to gamble on a low dice pool not being just as bad. "The Glitch Option" is there for when you rolled good enough to succeed, and want to just move onto the next action without the hassle and annoyance of a glitch. It's not about equality. It's about the rules not making sense. Turning a critical glitch to a potential success really is a no-brainier for everyone. If you didn't think you could get a single hit in the first place, why even try the action? Even if i had Body 1 and no armor, I would still reroll than making my damage resistance test into a glitch. It would be like: "If you are attacked by an elemental attack you can soak with body+halv impact armor" and "If you are attacked you can soak with body+armor." I would interpret this to mean you can only do option one, even if this was no explicitly stated in the rules (as it is). On rolls with activesofts you can't use Edge anyways, unless you have an expert system. If you do, you can still only reroll a failed test. Not only does that mean all dice, even those that hit, it also means that you can't use Edge on many glitches. Critical glitches should be allowed a reroll though, since they automatically are failed tests I don't think this should enable a reroll on a critical glitch, just a non-glitched failed test. It's weaker for a reason. |
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#79
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Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
Because glitches are fun, Are they fun for you as a player? I for one hate that the dice say my super-professional runner is occasionally a complete moron. I realize that some folks enjoy them, but you should know that this is far from universal. QUOTE Besides, this use of Edge is RAI I believe. I've had some hilarious glitches happen to me as a player. Which? |
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#80
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Moving Target ![]() ![]() Group: Members Posts: 881 Joined: 13-November 11 From: Vienna, Austria Member No.: 43,494 ![]() |
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#81
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,946 Joined: 1-June 09 From: Omaha Member No.: 17,234 ![]() |
Appropos of nothing if the intent was tO allow refill to cancel a glitch they wouldn't have even needed to put the option in there do at my tables the glitch/crit glitch state persists.
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#82
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 ![]() |
Appropos of nothing if the intent was tO allow refill to cancel a glitch they wouldn't have even needed to put the option in there do at my tables the glitch/crit glitch state persists. Run on! The simple fact is that rerolling all non-hits does not guarantee that a glitch will be removed. |
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#83
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 681 Joined: 23-March 10 From: Japan Member No.: 18,343 ![]() |
Nearly every professional of any type has succumbed to bad luck at some point in their career. Sports professionals miss their target or goal, get injured while competing, lose or damage their equipment or any number of other results. Other professionals have similar things that happen. Concluding that a “professional Shadowrunner” shouldn’t suffer the same problem as another professional is funny at best. All of the examples above are examples of glitches or critical glitches.
When playing I tend to glitch on average of at least once per session, and critically glitch probably every third or fourth session. I’ve even critically glitched on a roll that had a dice pool of 19 dice. Did I mention that dice hate me? Most of the time I take the glitch in stride and have fun role playing the results, occasionally I’ll spend edge to negate or downgrade the glitch. I find the glitch mechanic of the game well thought-out. Of course I’m a strong believer in giving the story teller maximum control of the world and keeping the written rules to a minimum when possible. The glitch rules are all about the story teller having control of the situation for better or worse. The example given of leaping over a chasm where there was a threshold of (2) and the player rolled (1) hit and a glitch is a great example of something that would happen to me (probably on a dice pool of 12+). As a story teller I would handle this in this manner (YMMV): The character does not land on the distant ledge as intended (s)he does manage to slam into the far wall about 1 meter below the top of the cliff. The impact has rung his/her bell (s)he is now suffering a -1 to all actions for the next 5 minutes. (This represents the failed roll.) (S)he is only hanging on by his/her off hand to a small clump of soil and roots that is protruding from the surface of the cliff. (Had the player not glitched I’d have had the character with much better hand holds and possibly even a very small outcropping near one foot.) Now the player (and character) need to work out what to do next. *** Please note that normally in our group will don’t allow simple random chance to kill characters. If the player chooses to do something stupid or wishes the character dead will allow for that and will make it a worthy death, but a simple poor roll will not normally kill a character. I understand that the majority of this thread is about trying to determine how the glitch and edge rules are supposed to be played in very specific circumstances, and I support the community’s ability to discuss it. I do feel however that it is something best discussed within your own group to determine what will work best at your table. My advice is to take fifteen or twenty minutes at the beginning of your next session to hash out what the rules mean for your group and stick with that. Sorry this was so wordy however I have been accused in the past of not explaining myself clearly and I didn’t want to be misunderstood. -D |
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#84
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
Well, speaking as a GM and as someone who's fumbled at least once per Shadowrun game I've ever GM'ed-- for over 22 years, I might add-- fumbles on the player's part are indeed a rare occurrence. Usually, for non-serious rolls I simply use botches or criticals purely for comedy effect. I've never seen a skilled PC fumble a critical roll. (Which has never stopped skilled NPC's from fumbling on a regular basis for me, I might add. (IMG:style_emoticons/default/sarcastic.gif) ) Thus, I don't see why I should make fumbles or criticals even more rare than they already are.
As for the jump example, I might let the PC fall a ways but hit the far wall of the chasm, giving them a chance to grab hold on a normal fumble. On a critical, they'll die unless they spend the Edge to negate the fumble, thereby hitting the far wall a ways down, as per the normal fumble. Death and success are not the only options available to GM's, after all. |
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#85
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 ![]() |
(Which has never stopped skilled NPC's from fumbling on a regular basis for me, I might add. (IMG:style_emoticons/default/sarcastic.gif) ) Reminds me of how often I've rolled critical hits in That Other Game as a player. Ziltch. Ok, not quite true. Exactly twice, same campaign. One was on an undead, the other was on something that was so low hp as to have keeled over before I rolled damage. |
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#86
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Moving Target ![]() ![]() Group: Members Posts: 194 Joined: 12-August 10 Member No.: 18,926 ![]() |
I understand that the majority of this thread is about trying to determine how the glitch and edge rules are supposed to be played in very specific circumstances, and I support the community’s ability to discuss it. I do feel however that it is something best discussed within your own group to determine what will work best at your table. My advice is to take fifteen or twenty minutes at the beginning of your next session to hash out what the rules mean for your group and stick with that. Yes, under normal conditions (a constant player group) that is a good advice. Under not optimal condtions, like playing on a convention with a GM you don't know, is where the ambiguity of the rules is a problem. As we have seen so far, there seem to be three interpretations of the rules: A: You may re-rolle glitches, and unless you end up with another glitch, the glitch is gone. B: You may re-roll glitches, but the result will still be a glitch, only with more hits. C: You may not re-roll if the first result is a glitch. You may spend egde to negate the glitch, but you have no option to get more hits. All these interpretations seem to be playable on there own. This is proven by the fact, that for each interpretation you can find more than one group that plays it, and they all seem to be happy with it. Now the following senario: A player plays his favorit character on a convention. The GM didn't declare at the beginning how he interprets the edge rules, because, if you had to declare your interpretation of every ambiguous rule in shadowrun, that would be at least one hour less time to play. In combat, an enemy driver tries to run over the (pedestrian) PC. He drives a van with body 14 at 80 meters/turn and scores 3 hit on his ramming test. That would be 28 DV to soak, so the PC should better dodge it. He rolls his dicepool of 8 and scores 2 hits and a glitch. The GM rules, the glitch means that he loses one shoe while he dodges, and the net-hit from the driver means that the PC has to soak 29 physical damage. Now if the player plays usually in a group that uses A or B, and the GM is from a group that uses C, then you can be sure that some discussion will come up. The player wants to use edge to get more hits, by re-rolling his failed dice or by rolling edge additional dice. But the GM tells him that his only option is to use edge to negate the glitch and not lose his stupid shoe, so he is still roadkill but can at least die in his shoes. In such a situation it would be really good, to know which one of A, B or C is RAW/RAI and which two are just houserules. Because most GMs will tell you the important houserules before the game starts, to prevent later discussion. |
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#87
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 681 Joined: 23-March 10 From: Japan Member No.: 18,343 ![]() |
Yes, under normal conditions (a constant player group) that is a good advice. Under not optimal condtions, like playing on a convention with a GM you don't know, is where the ambiguity of the rules is a problem. As we have seen so far, there seem to be three interpretations of the rules: A: You may re-rolle glitches, and unless you end up with another glitch, the glitch is gone. B: You may re-roll glitches, but the result will still be a glitch, only with more hits. C: You may not re-roll if the first result is a glitch. You may spend egde to negate the glitch, but you have no option to get more hits. All these interpretations seem to be playable on there own. This is proven by the fact, that for each interpretation you can find more than one group that plays it, and they all seem to be happy with it. Now the following senario: A player plays his favorit character on a convention. The GM didn't declare at the beginning how he interprets the edge rules, because, if you had to declare your interpretation of every ambiguous rule in shadowrun, that would be at least one hour less time to play. In combat, an enemy driver tries to run over the (pedestrian) PC. He drives a van with body 14 at 80 meters/turn and scores 3 hit on his ramming test. That would be 28 DV to soak, so the PC should better dodge it. He rolls his dicepool of 8 and scores 2 hits and a glitch. The GM rules, the glitch means that he loses one shoe while he dodges, and the net-hit from the driver means that the PC has to soak 29 physical damage. Now if the player plays usually in a group that uses A or B, and the GM is from a group that uses C, then you can be sure that some discussion will come up. The player wants to use edge to get more hits, by re-rolling his failed dice or by rolling edge additional dice. But the GM tells him that his only option is to use edge to negate the glitch and not lose his stupid shoe, so he is still roadkill but can at least die in his shoes. In such a situation it would be really good, to know which one of A, B or C is RAW/RAI and which two are just houserules. Because most GMs will tell you the important houserules before the game starts, to prevent later discussion. I agree, however a multi-page discussion on DS will not affect the above scenario either. There is also one more use of edge that could be used in your above scenario that is not A, B, or C... HoG. Just another thought. -D |
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#88
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,425 Joined: 26-February 02 Member No.: 463 ![]() |
Why is everyone so opposed to the idea that the different uses of edge are not equally effective in every scenario? I'm not. I am strongly in favor of having the "negate a glitch" option be far superior in the situation where a glitch is rolled (since the other options won't do anything (IMG:style_emoticons/default/wink.gif) ). Bye Thanee |
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#89
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,425 Joined: 26-February 02 Member No.: 463 ![]() |
This is a bad gamble. For applying Edge pre-roll to be expectationally preferable to re-rolling non-hits the Edge attribute must exceed 40% of the dice pool. So if you're as high as 20 DP, an Edge of 8 makes them equal options in terms of expected hits, whilst 9 or higher will make the pre-roll preferable. You are forgetting an extremely important factor here. With a high DP you have a good chance to succeed at whatever you do, anways (i.e. w/o Edge). So, re-rolling non-hits is only necessary to prevent a bad roll. Otherwise you can save that point of Edge for another roll. When adding Edge before the roll, you have less information about whether to use it or not. Once you see the result, you can make a far better decision about spending it. Bye Thanee |
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#90
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Moving Target ![]() ![]() Group: Members Posts: 194 Joined: 12-August 10 Member No.: 18,926 ![]() |
I agree, however a multi-page discussion on DS will not affect the above scenario either. Yes, but only because no one could find a quote that proves that one interpretation is the right one. You can't know that when you start the discussion. (Unless of course you have read all the earlier threads to this topic before (IMG:style_emoticons/default/wink.gif) ) There is also one more use of edge that could be used in your above scenario that is not A, B, or C... HoG. Yes, but unnecessary burning an edge point permanently can still be frustrating, even so it surely is less frustrating than dying. And often you will still have to spend the rest of the run in a hospital and/or get new negative qualities when you use HoG. That shouldn't happen just because a glitch prevents you from re-rolling. One of my players burnt even two edge points, in a fight against a master shedim that had possessed a Hitler-clone. (It was the end-boss in a run against nazi-zombies.) He didn't complain because that was awesome and the way edge should be burned. |
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#91
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,150 Joined: 15-December 09 Member No.: 17,968 ![]() |
You are forgetting an extremely important factor here. With a high DP you have a good chance to succeed at whatever you do, anways (i.e. w/o Edge). So, re-rolling non-hits is only necessary to prevent a bad roll. Otherwise you can save that point of Edge for another roll. When adding Edge before the roll, you have less information about whether to use it or not. Once you see the result, you can make a far better decision about spending it. Bye Thanee That's disappointing Thanee, you're usually sharper than that. If you read my post more closely and quote it more fully you'll find I didn't forget that factor. |
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#92
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
You are forgetting an extremely important factor here. With a high DP you have a good chance to succeed at whatever you do, anways (i.e. w/o Edge). So, re-rolling non-hits is only necessary to prevent a bad roll. Otherwise you can save that point of Edge for another roll. When adding Edge before the roll, you have less information about whether to use it or not. Once you see the result, you can make a far better decision about spending it. Bye Thanee Spending Edge pre-roll on a big dice pool is useful if you really need a critical success. I've done it a time or two, mostly to one-shot things like troll cyberzombies and main battle tanks. Unless you really need something spectacular, spending Edge pre roll (if you've got a high Edge score) can indeed be overkill. The other time it's useful is if you're gambling on the Rule of Six: you need a lot of successes, so having the entire dice pool potentially explode is necessary. |
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#93
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,150 Joined: 15-December 09 Member No.: 17,968 ![]() |
Spending Edge pre-roll on a big dice pool is useful if you really need a critical success. I've done it a time or two, mostly to one-shot things like troll cyberzombies and main battle tanks. Unless you really need something spectacular, spending Edge pre roll (if you've got a high Edge score) can indeed be overkill. The other time it's useful is if you're gambling on the Rule of Six: you need a lot of successes, so having the entire dice pool potentially explode is necessary. Except that there comes a point where the dice pool is so big that re-rolling failures is always more promising. A die that explodes 6s will give 0.4 hits on average, whilst a die that re-rolls on a miss will give 0.56 hits on average. So the pre-roll option relies on a lot of extra dice to make it preferable and the attribute cap rules this out for the larger pools. |
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#94
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,425 Joined: 26-February 02 Member No.: 463 ![]() |
If you read my post more closely and quote it more fully you'll find I didn't forget that factor. Oops, my bad. (IMG:style_emoticons/default/smile.gif) Bye Thanee |
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#95
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 ![]() |
Yes, under normal conditions (a constant player group) that is a good advice. Under not optimal condtions, like playing on a convention with a GM you don't know, is where the ambiguity of the rules is a problem. As we have seen so far, there seem to be three interpretations of the rules: A: You may re-rolle glitches, and unless you end up with another glitch, the glitch is gone. B: You may re-roll glitches, but the result will still be a glitch, only with more hits. C: You may not re-roll if the first result is a glitch. You may spend egde to negate the glitch, but you have no option to get more hits. All these interpretations seem to be playable on there own. This is proven by the fact, that for each interpretation you can find more than one group that plays it, and they all seem to be happy with it. Now the following senario: A player plays his favorit character on a convention. The GM didn't declare at the beginning how he interprets the edge rules, because, if you had to declare your interpretation of every ambiguous rule in shadowrun, that would be at least one hour less time to play. In combat, an enemy driver tries to run over the (pedestrian) PC. He drives a van with body 14 at 80 meters/turn and scores 3 hit on his ramming test. That would be 28 DV to soak, so the PC should better dodge it. He rolls his dicepool of 8 and scores 2 hits and a glitch. The GM rules, the glitch means that he loses one shoe while he dodges, and the net-hit from the driver means that the PC has to soak 29 physical damage. Now if the player plays usually in a group that uses A or B, and the GM is from a group that uses C, then you can be sure that some discussion will come up. The player wants to use edge to get more hits, by re-rolling his failed dice or by rolling edge additional dice. But the GM tells him that his only option is to use edge to negate the glitch and not lose his stupid shoe, so he is still roadkill but can at least die in his shoes. In such a situation it would be really good, to know which one of A, B or C is RAW/RAI and which two are just houserules. Because most GMs will tell you the important houserules before the game starts, to prevent later discussion. Good example. This is a case of seriously bad luck, which little else than burning Edge will help against. This also demonstrates how awful the vehicle crash rules are - that van does more damage than most tank guns. Sure, a normal pedestrian being hit by such a vehicle at that speed (almost 100 km/h) will almost certainly die, but 28P would be enough to take out a tank. But that's another matter. This case would happen the same way if the victim was out of Edge - there would be no way to save him other than HoG too. Luckily, situations like this is rare in most games, so players don't need to burn Edge villy nilly. If you want a more arcady game where the heroes always survive, then let them reroll anyway. |
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#96
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
As we have seen so far, there seem to be three interpretations of the rules: A: You may re-rolle glitches, and unless you end up with another glitch, the glitch is gone. B: You may re-roll glitches, but the result will still be a glitch, only with more hits. C: You may not re-roll if the first result is a glitch. You may spend egde to negate the glitch, but you have no option to get more hits. Now the following scenario: In combat, an enemy driver tries to run over the (pedestrian) PC. He drives a van with body 14 at 80 meters/turn and scores 3 hit on his ramming test. That would be 28 DV to soak, so the PC should better dodge it. He rolls his dicepool of 8 and scores 2 hits and a glitch.The GM rules, the glitch means that he loses one shoe while he dodges, and the net-hit from the driver means that the PC has to soak 29 physical damage. (Edited for brevity) Good summary of the different positions, but I haven't seen many people preaching the C option you rightly point out as the potential dumb luck PC killer. Most people seem to be in the A or B camp from what I read, so at least this doesn't seem to be a problem on most tables. Your scenario though, as with the Chasm'o'Doom discussed upthread, is about a PC facing a do-or-die dilemma, and as such is pretty loaded. A PC with a DP of 8 facing someone doing lethal damage with 3 hits would probably want to use Edge to augment his DP pre-roll, so the glitch and lack of net hits would probably not have come up in the first place if the PC were clever. I understand the principle of what you are saying, though it all seems fairly hypothetical to me. |
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#97
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
Double post
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#98
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
I have seen 19 Dice both Glitch and Critically Glitch. So it CAN happen. (IMG:style_emoticons/default/smile.gif)
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#99
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
I have seen 19 Dice both Glitch and Critically Glitch. So it CAN happen. (IMG:style_emoticons/default/smile.gif) In theory, anything is possible. In practice, only I can bolo on a dice pool that size in my games, and only when I'm GMing. (IMG:style_emoticons/default/nyahnyah.gif) Heck, I think my record is a critical botch on 23 dice. My biggest record is all 1's on 13 dice, back in the SR2 days when you needed all 1's to botch. Anyway, there's nothing wrong with distinguishing a critical botch from a normal botch. You can allow Edge to reroll on a normal botch, but on a critical, there's only one way out: spend Edge to negate. |
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#100
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 ![]() |
Whether a Critical Glitch is a subset of Glitches or a similar but seperate matter is a question the GM should address before a game. I have seen it ruled either way and to date have not seen a definitive answer.
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Lo-Fi Version | Time is now: 15th March 2025 - 07:44 AM |
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