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> Saying No to Canon, Anybody else do it?
Jason Farlander
post Jul 11 2004, 06:38 AM
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Perhaps you should reread the official timeline, then. Granted, pre-crash they involved sensory deprivation tanks (no RAS yet, I spose), but yes... they existed.

(edit: for ease of reference, its the two paragraphs right before the "Crash of '29" section)

This post has been edited by Jason Farlander: Jul 11 2004, 06:42 AM
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Guest_Crimsondude 2.0_*
post Jul 11 2004, 06:58 AM
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I still don't understand how the original cyberterminals could drive people mad (I need to re-read the Novatech chapter of CD to consider this further) given than simsense had been around for nigh on a decade.

Was it the interactive nature of the cyberterminals or what?
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danzig138
post Jul 11 2004, 07:02 AM
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I haven't decided yet what I'm going to do with canon developments or the metaplots. The campaign I'm running started in August of 2050, and it's currently December of 2050, so we haven't gotten very far yet. I think, for the early 50s anyway, I'll probably stick close to the books, maybe up until Bug City or thereabouts, before I go mucking about with setting.
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KosherPickle
post Jul 11 2004, 09:27 PM
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QUOTE (Skeptical Clown)
"The Canon" isn't what bothers me.  I try to ignore the novels since they're more terrible than good.  Particularly the Dragonheart trilogy.  I have Survival of the Fittest, but I doubt I'd ever be able to run it with a straight face.  I didn't care for Brainscan either, so I don't know if I'll ever use it.  But I basically run campaigns with the canon background.

Brainscan isn't very stupid if you let your players read Renraku Arcology: Shutdown. If you don't, you run a very serious risk of disenfranchising them because there's an entire corporate culture they're not immersed in, with NPCs that are powerful and kind of hard to reach. If you give the players a chance to understand Renraku and the people involved, things don't suck so much.
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Misfit Toy
post Jul 11 2004, 09:33 PM
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Well, except for the line encouraging GMs to fuck over the players just because they can.
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Jason Farlander
post Jul 11 2004, 09:36 PM
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Actually my players loved that campaign. Well, except the decker, but he was kindof a whiney bitch who didnt really know the decking rules well enough to shine as he should have in that last scenario.

But yes, they did have access to shadowland as a contact, so I did let them research and find most of the info in RA:S. So that helped.
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Skeptical Clown
post Jul 12 2004, 12:01 AM
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QUOTE (KosherPickle)
Brainscan isn't very stupid if you let your players read Renraku Arcology: Shutdown. If you don't, you run a very serious risk of disenfranchising them because there's an entire corporate culture they're not immersed in, with NPCs that are powerful and kind of hard to reach. If you give the players a chance to understand Renraku and the people involved, things don't suck so much.

I don't like the arc of the story, I don't like the final run against the Arcology, and I don't like any of what was done with Deus. The individual adventures that lead up to the end aren't bad.
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Kesh
post Jul 12 2004, 01:08 AM
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QUOTE (Crimsondude 2.0 @ Jul 10 2004, 09:58 PM)
I still don't understand how the original cyberterminals could drive people mad (I need to re-read the Novatech chapter of CD to consider this further) given than simsense had been around for nigh on a decade.

Was it the interactive nature of the cyberterminals or what?

Simsense itself simply feeds information to your brain, telling it what you should be feeling.

ASIST involves both sending information to your brain and interpreting your brain signals to affect the virtual world you're plugged into. If your brain says, "hm, that looks dangerous, I'm backing away," but the ASIST misinterprets it as "move closer," you're going to be very confused and upset.

Ever played a 3D "first person shooter" game? Ever had a glitch with your controller or software cause your character to start moving erratically, switching weapons on its own, firing on its own, etc.? Or simply doing the wrong thing when you press a certain button? It can be disorienting and very frustrating. If it can't be fixed, you eventually learn to compensate for it... and then, when it is fixed, you've got to re-learn your reflexes to stop compensating for a glitch that isn't there anymore.

I'm guessing that's what happened. The crude ASIST in the first few terminals was constantly misinterpreting the decker's signals, leaving it so they couldn't trust their own senses. After prolonged exposure, this may have caused enough psychological damage that they couldn't trust their real senses when they were offline, leadning to psychotic episodes and mental breakdowns.

Imagine one of those early deckers learning that, due to a glitch in the VR, the smell of oranges meant that the deadly virus had just entered your sensory range. After weeks of intensive training, visit the grocery store. :dead:

Or, another glitch caused your perspective in VR to be off by three inches up and to the right. So, you want to grab a VR object, you have to "aim" your thoughts off by that amount to actually grab it. Now, come out of VR and try to pick up that pencil on your desk. :|
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CircuitBoyBlue
post Jul 12 2004, 01:21 AM
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Let's face it, early SR matrix rules were able to drive MOST people crazy :)
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Guest_Crimsondude 2.0_*
post Jul 12 2004, 04:15 AM
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As I suspected.
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