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> [ShadowsOfEurope] Reviews, Let's hear what you think...
JongWK
post Aug 2 2004, 07:15 AM
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QUOTE
Because this is the latest of the new, strong government/ strong law enforcement books. And the thread on the general board spawned off this one, because of this discussion. I've continued replying here because my posts keep getting replied to here.


I don't see any problem with strong government/strong law enforcement. In fact, some places that fit that description could and do make for excellent SR games. Maybe the stakes are higher, but who's going to object some criminal darwinism? ;)


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As Thanos and Dutch have pointed one's man garbage is another man's treasure.


Obviously this is true, but as a company making a product, FanPro should be seeing which idea makes it the most money.


It's been what? Three years? I think FanPro seems to know which idea makes the most money. Otherwise SoE would have never come out after SoNA.


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Of course the "feel is more European", you do realize this is a sourcebook on Europe don't you? Sorry for being flippant but that should go without saying. I fail to see how it makes the book any less "cyberpunk with elves". But that's besides the point


This is the latest book in the series, it just happens to be about Europe.
When I speak of Euro-vs US style, I mean more along the lines of Big Government vs ineffectual government. I'm wondering how shadowrunners operate in the controlled environment, are they all on par with spy agencies?


You're making a mistake here. Big Government does not necessarily translate into effective government. In fact, they can make for horribly ineffective ones--just take a look at the former communist states, Mussolini's Italy, or modern-day democracies like Argentina or Uruguay (trust me on the last one ;)).


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In fact, now the Shadowrunners basically are part of the criminal element, and perhaps that distinction wasn't realistic, but some of us enjoyed it.


Sorry, but shadowrunners were, are, and shall always be criminals. You could, however, say that they are freelance criminals.

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From your posts I'm pretty sure than when Shadows of Asia comes out featuring really exotic locations your problems with the style will be even bigger.


If Hong Kong's shadows are diminished, then probably. Japan has long been asked for definition, but really it's more of it's impact on other nations that makes it central to SR, rather than the nation itself. China would be interesting to see, but it's more of a place to stop by for an artifact, rather than a place to run in.


Wrong again. See, I do want to play in Japan and China, and I don't think I'm in the minority on that one. I also think there are more things in China than artifacts (take a look at mid-20s China... now, that's a setting asking for runners!)


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Chief among them because the vast majority of American readers lack the cultural references to understand why the Czech Republic reacted so differently to the Night of Rage than the UK (A reference that goes back to 1st Ed)


If you're going to use the Ignorant American role, then you might also wish to use the Uncaring American.
I surely won't understand why the Czech republic acted differently, true. Nor do I care. it's enough to say they did. If I need more, I have the internet.


I won't address the stereotypes issue (someone did it before me, IIRC), though I think you misunderstood Synner. I'm a South American and I don't know all the subtle differences (both in North America and Europe), but I do want to know a bit about them, because I want a better, different gaming experience. Why travel in the first place if not?


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, how and where the French nobility have been hiding all these years (another reference from 1st Ed)

Right, doesn't matter to the game. Are they here? fine and dandy.


Wrong again. You'd be amazed to know that a lot of people actually appreciate such explanations. For example, I know a lot of people who first though SR was a lame game ("D&D with guns", anyone?), until they start understanding the basics behind it --then they become addicts. :grinbig:


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, why the hell use the title Lord Protector (another 1st Ed reference) and its implications,

implications are cool, that's what shadowtalk is for. "Hey, what's Lord Protector" "well, what it really means is this" with a short, paragraph of implications. I don't need history, thanks.


Don't you think that the shadowtalk explanation would actually need to mention history? In any case, this a matter of style, not substance.


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Now, I'm not that isolationist, but I think the city, the urban shadows, are more important to Shadowrun than the actual nations.


A city without some national background is useless to me. It could be anywhere on Earth and would probably lack true local flavor that made it unique. I don't want bland, I want spice.
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Synner
post Aug 2 2004, 08:27 AM
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QUOTE (Skeptical Clown @ Aug 1 2004, 10:23 PM)
And this is the crux of my argument, and my criticisms:  This is a bad way to make not just a Shadowrun book, but a gaming book.  I'm sure that 50 years of fictional history for european nations is academically fascinating to some people, and I can even sort of appreciate such exercises myself.  But as a game tool, it's really really weak.  If you can squeeze it in after more useful information has been supplied, great.

To some History is pure fluff and irrelevant to their games. To others its an essential element. You're entitled to your opinion as I am to mine.

In this particular case, I would argue, however, that history and its ramifications are a very real and living element of European life. One which provides not only roleplaying guidelines (to use some very broad examples: Portuguese characters will always put down Spanish characters on principle any chance they get, Mareinbad secessionists are seen as turncoats by many AGS nationals, the Scand "Union" hides a lot of ill-will towards the Swedes from their neighbors, etc) but more importantly contribute directly to current ongoing plots (to name but a few: the European Restoration/NEEC, the FBV/Nachtmeister/Proteus situation, Spinrad vs. Lofwyr, the Aspecting war, fate of Poland) and while these may be of absolutely no interest to yourself or your gaming group just a gander through the various country threads will show you that this isn't the case with everybody.

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Because like Voce has said, if I'm running a game, players don't care. 

The operative bit there is when you're playing a game. Other people's games are different.

For instance many people draw on the history to give characters (both PCs and NPCs) backgrounds' context. I've seen too many Euro-Wars veterans references to not want to underline the fact that the Wars have been over for at least 30 years and any vets out there are going to be going on 50 at least.

By the same coin, if I were playing a "fallen" Catholic priest character (another rather unexplicably common "archetype") I would appreciate to know what's now available in SoE regarding the Church and its true position on Magic and metahumans (since previous material had apparently contradictory information). Plus the material should give me all the stuff to make the RCC actually an active and multifaceted element in my games (if I so chose) whereas previously it might have been seen as simply yet another boogeyman threat.

Note however that not all the chapters in SoE are history heavy. For instance both Portugal and Italy don't have those histories or have them presented in other contexts . Why? Because the history isn't as important to understand the state of the nation, it is only incidental to certain elements in those cases.
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Domino
post Aug 2 2004, 09:50 AM
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I think you are trying to joust windmills at this point Synner. They are unable and/or unwilling to get the point you are trying to make.
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Birdy
post Aug 2 2004, 11:26 AM
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QUOTE (Kagetenshi @ Aug 2 2004, 01:42 AM)
You're missing the point. There are some things the players will always have to go through you for, but say, for instance, Runner H is planning an escape from the Blue Bevy but needs to pick something up in Butler, then they flee to Chicago. Suddenly, there's an interstate that magically goes way the hell south of where it goes IRL. Where did it turn? Does it go through Chicago? Is it an entirely new road? Suddenly, something that they could have researched themselves using some knowledge of UCAS/NAN borders and a map of the US interstate system turns into something they can't get information about except through you. If Don Giardi is suddenly the big boss in Seattle, the players can't look up some common background information on the Bigios and have it mean anything; again, they have to go through you where they previously didn't need to. I recently had to smuggle a package from Chicago to UCLA. I whip out Wordman's map and bang, there's a route right through the PCC and another through Sioux territory. PCC border security is tight, but what's this? We can get PCC shares? Bingo, we've got our route.

All without talking to the GM, because the GM knew that these tools were out there and was counting on us to use them. If we'd asked he'd have told us, but because we had the books, he didn't need to.

And that is the books doing their jobs.

~J

Sometimes there are IRL / in SR "history" bits that clash because information known to players/GM that's unknown to the writers (i.e the Miners Underground in Rhein-Ruhr extends further than most believe or real-world Autobahnen exist that are not part of SR and wouldn't due to SR history, the MagLev(Transrapid)system in D and it's effects on certain airports etc) And then your example breaks down unless the players use only "official" or "augmented official" (GM changed) material. Most players I know don't own any of the books or only their "Munchkin's focus"

Agree on the Crimelord background. OTOH a "make your syndicate" article would be even better, allowing me to add some of my own, write them down and add them to a "official players folder". Now if maybe FanPro could start printing a "what players can learn" sheet for mayor "official" SR-gangs etc. at the back of the book (i.e. New Corp book and at the back there's a one page overview with "street-level/street-speak" data on each corp to use/copy for the players)

Sourcebooks are a fine line, balancing useful data and uninteresting data (Subjective values as they are) so the majority likes the book (after all it is a commercial venture first). While I'm not a big fan of SoE and some of the thinks they did there (too much Surge, choice of countries[4]) I do like the way the stuff is represented. At least for a GM that's what you need to "get into" a country and start developing scenarios. For a player the stuff is IMHO less useful since they get facts+talk [1] instead of the shadow view (so I can't just hand them the book for research) So if i.e you bring out a Target:Eurowars book detailing the areas where that war took place and how they look today [Are there still christian enclaves in muslim lands i.e) in the SoE-style, I'd be interested.


[1] Question: I own DidS2[2] Could I copy/scan some stuff on say Pomoyra, black out parts of the text and give this as a flyer to my players or does this break into "illegal copies"?

[2] I know I critisise the german setting heavily. My ADL turns out quite different from the book (Actually it's still the BRD and quite a few things never happened[3]) But as above: Some of the stuff is nice and useful. Enough for me to buy it. With SoE there's nice stuff in there but not enough.

[3] I know what a Grubenwehr is. Unlike i.e Mr. Hans "f*****" Alpers it seems

[4] Unlike DidS or T:W the useful:uninteresting ratio was not high enough here

Birdy
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Kagetenshi
post Aug 2 2004, 11:51 AM
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QUOTE (Birdy)
Sometimes there are IRL / in SR "history" bits that clash because information known to players/GM that's unknown to the writers (i.e the Miners Underground in Rhein-Ruhr extends further than most believe or real-world Autobahnen exist that are not part of SR and wouldn't due to SR history, the MagLev(Transrapid)system in D and it's effects on certain airports etc) And then your example breaks down unless the players use only "official" or "augmented official" (GM changed) material. Most players I know don't own any of the books or only their "Munchkin's focus"

But that's already covered by the fact that, even if you have to go to the books, you don't have to go to the GM. You can, if sufficiently motivated, grab the official sourcebooks and go from there. I'm not saying that a real-world map should supplant the books, but that wherever there is nothing in canon, allowing them to be completely or mostly accurate just expands the immersiveness.

As for the copying, it nominally falls under the Fair Use Clause, but if there's alteration of the text (blacking out, etc.) or the inclusion of art, it could still be in violation. That said, I doubt FanPro will go after you unless it's a lot more extensive than you imply.

~J
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Birdy
post Aug 2 2004, 12:15 PM
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QUOTE (Kagetenshi)
QUOTE (Birdy @ Aug 2 2004, 06:26 AM)
Sometimes there are IRL / in SR "history" bits that clash because information known to players/GM that's unknown to the writers (i.e the Miners Underground in Rhein-Ruhr extends further than most believe or real-world Autobahnen exist that are not part of SR and wouldn't  due to SR history, the MagLev(Transrapid)system in D and it's effects on certain airports etc) And then your example breaks down unless the players use only "official" or "augmented official" (GM changed) material. Most players I know don't own any of the books or only their "Munchkin's focus"

But that's already covered by the fact that, even if you have to go to the books, you don't have to go to the GM. You can, if sufficiently motivated, grab the official sourcebooks and go from there. I'm not saying that a real-world map should supplant the books, but that wherever there is nothing in canon, allowing them to be completely or mostly accurate just expands the immersiveness.

As for the copying, it nominally falls under the Fair Use Clause, but if there's alteration of the text (blacking out, etc.) or the inclusion of art, it could still be in violation. That said, I doubt FanPro will go after you unless it's a lot more extensive than you imply.

~J

I agree with the "if nothing in cannon reload er if nothing in canon use IRL stuff" but I disagree with the "if...motivated" stuff. They don't own and won't (sometimes: can't [Studends]) buy the books and since the lack information anyway even if the do, they don't get the whole picture.

Add in that I have to "fill in" areas that simply can not be covered (Unless they do a Target:Duisburg, Target:Moers, Target---) book and those are often the bits that interest them, the use is limited. Don't know for the USA (them highrises are a bit difficult to get rid of an them farms get relocated by a strong wind anyway) but "urban reneval" in germay can change a city extremly in 20+ years so city maps are useless. So it would be useful to have an official "highway/airport/train" network of a state/region and some "data-cards"

As for the alteration: It's even less than you might think. I'd just cover the "black out" passages with paper and copy/scan&print the stuff so it'll still be Fasa/Fanpro Shadowrun, including page numbers etc. No WEB-presence, a real-world Aktenordner (physical File folder)


Birdy
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Skeptical Clown
post Aug 2 2004, 12:42 PM
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QUOTE (Domino)
I think you are trying to joust windmills at this point Synner. They are unable and/or unwilling to get the point you are trying to make.

I get what he's saying perfectly. I simply don't agree that this kind of information is of high value. It's of value, but as support for more solid information. By his example, I might know that Portuguese will always put down the Spanish... but I still don't know enough to run an adventure there, so it's no practical use.
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Michael
post Aug 2 2004, 03:11 PM
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I picked up Shadows of Europe this past weekend and I've enjoyed the read. Speaking as an American player of Shadowrun, I enjoyed the European history and background. It's nice knowing what is currently happening, but I believe it's just as important to know why they're happening. I think the background presented in the book does a good job of giving you historical reasons for current situations.

In regards to the game direction, I feel it's important for the world to be moving even without the players. While it is true that their incarnation of the world would stop without them, I think the game must always go forward. I like to have a story going on without the players; that way, it always gives them more options.

For instance, I spent a decent amount of time putting together an adventure. I was hoping for it to last for a few weeks, maybe even monthes. It never even started. Maybe it wasn't interesting, maybe I'm a poor GM, or maybe they just had different ideas, but we never got around to it. Due to other stories going on at the same time, totally independent of the players, I was able to present different options, just by them asking around for work. I was able to give some opening lines on what was happening in different area's, tell them about whispers in the shadows, and allow them to direct where they'd like to go. I think, while their story is the most important one, there should always be a few stories going on in the background.

A final note, seeing posters on dumpshock published in a sourcebook is pretty impressive. It's a nice touch of familiarity. It's nice seeing people who you can converse regularly with be successful in a venture. Hopefully, it will lead to me working on a submission. It can't hurt, and by seeing people on a message board you frequent (or lurk at), it makes you feel like you have a decent shot if you put in the effort.

Hope I made some sense.
Michael
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Dutch-DK
post Aug 2 2004, 03:41 PM
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QUOTE (VoceNoctum @ Posted: Aug 1 2004, 08:06 PM)

This is the latest book in the series, it just happens to be about Europe.
When I speak of Euro-vs US style, I mean more along the lines of Big Government vs ineffectual government. I'm wondering how shadowrunners operate in the controlled environment, are they all on par with spy agencies?


They use brains and are not on par with any agency.
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Kagetenshi
post Aug 2 2004, 11:03 PM
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QUOTE (Birdy)
I agree with the "if nothing in cannon reload er if nothing in canon use IRL stuff" but I disagree with the "if...motivated" stuff. They don't own and won't (sometimes: can't [Studends]) buy the books and since the lack information anyway even if the do, they don't get the whole picture.

Add in that I have to "fill in" areas that simply can not be covered (Unless they do a Target:Duisburg, Target:Moers, Target---) book and those are often the bits that interest them, the use is limited. Don't know for the USA (them highrises are a bit difficult to get rid of an them farms get relocated by a strong wind anyway) but "urban reneval" in germay can change a city extremly in 20+ years so city maps are useless. So it would be useful to have an official "highway/airport/train" network of a state/region and some "data-cards"

As for the alteration: It's even less than you might think. I'd just cover the "black out" passages with paper and copy/scan&print the stuff so it'll still be Fasa/Fanpro Shadowrun, including page numbers etc. No WEB-presence, a real-world Aktenordner (physical File folder)


Birdy

Of course there will be things that aren't covered, but the more you can tie it in with stuff that is covered, the more effective the books will be. If it's completely disconnected from anything the books cover (and your examples do not count! Duisburg, regardless of whether or not it is covered in any detail, nonetheless has a specific location in relation to the Shadowrun borders. This is valuable information that you can get without a GM filling anything in, unless the city has migrated by fifty kilometers or more), then the odds are that the player wouldn't know anything about it without checking anyway. Even if they did, you can obviously make this break down by going remote, but that doesn't change the fact that one ought to be able to use the canon books to make informed decisions about the areas that are covered.

And I'm not saying that FanPro's going to mind, I'm just saying that one could theoretically argue that it is alteration of intellectual property. Though come to think of it, so is including something without its surrounding context (the book in its entirety), so it's probably protected. Also, I'm talking US law, so that's semirelevant at best anyway.

~J
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Sepherim
post Aug 2 2004, 11:07 PM
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Okay, I know this is a bit late, but I've been away a couple days so I couldn't answer before.

QUOTE (Thanos007 @ Aug 2 2004, 01:04 AM)
I can only quess that the Basques have there own country now. Well why? How did that happen? Centuries of oppression and repression and violence by Spain. Well why? Well they are ethnically different from most of the population of Spain and had their own county at one time. When the awakening come and the year(s) of chaos they fought for independence. They still don't get along with Spain.

The story is a bit long and depends a lot on everything that happens in Spain from 2005 to 2030. Still, the most important fact is that the spanish military and police grids were affected by the Crash virus, and Basque diplomats quickly used this to gain their independence in the moment of weakness.

Still, having their own country and being different from the Spanish is nothing speciall about them. Spain was built uniting four different Kingdoms (not taking into account Spanish's close relationship with Portugal), each of which had their own traditions. As a simple example of this, in Spain (a country quite small in size) four different official languages are spoken, and two more are trying to obtain the official status.
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VoceNoctum
post Aug 3 2004, 12:17 AM
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QUOTE (Domino)
I think you are trying to joust windmills at this point Synner. They are unable and/or unwilling to get the point you are trying to make.

Quite the opposite. I understand their opinion completely, yet disagree. It seems more so that my opinion is being misunderstood.

1) Flavor text is good, but should be based on what will best push forward a setting based on characters that are shadowrunners. If history is needed, it should be a high-point style.

2) The sourcebooks can't provide every detail, it's unrealistic to expect so. Try to focus on the details important to the game and remember what the game is about.

3) Shadowrunners are criminals, but they are on a tier of their own. They are not organized crime, nor are they random thugs. They have a system in place, and numbers of comrades. Moving repeatedly and leaving contacts and settings behind to avoid jail is not fun.

4) Shadowrunners are repeat offenders. They could take all the precautions to prevent everything, but frankly the intricate level of detail and planning is tedious. The game is a game.

While I can understand that folks dont' agree with me, I'm met with posts saying runners don't need to know what streets are where (though I never protested detailed road maps in each SR product, I do indeed believe they would be a mistake. Therefor I suppose that was a valid criticism of my opinions that were unstated at that point. I hereby concede that field to the Pro-Roadmap folks. :)
When I say folks have influence, I'm told they don't. When I point out what influence means, I'm told yeah, but they earned it.
I'm told Shadowrun has evolved, like any game must, and yet at the same time, I'm told it hasn't changed and my perceptions are at fault. :)

So, perhaps my groups former and present are unprofessional. We don't worry about every intricate detail, subsuming many details into background stuff that the PC may know, but the Player doesn't need to. Its not important how to get somewhere, and no Shadowrun product will tell me if there's a ice cream parlor on the street if a player asks. That's what a GM is for.
We don't worry about having to hide the presence of our car from everpresent cameras, because if so, they'd point out exactly where we are at every moment, and the game would break down.

So, yes, if someone doesn't understand how I feel at this point, rebutting me again or calling my opinions "wrong" won't change my opinions.

I will say I like the country maps in SoE better than previous maps. Very handy in general. :)
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Kagetenshi
post Aug 3 2004, 12:29 AM
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A note on my stance: Runners often don't need to know what streets are where, and streets can usually be fiated. However, it's usually a bit more important to know, even if generally, what highways are where.

~J
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VoceNoctum
post Aug 3 2004, 12:37 AM
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QUOTE (Kagetenshi)
A note on my stance: Runners often don't need to know what streets are where, and streets can usually be fiated. However, it's usually a bit more important to know, even if generally, what highways are where.

~J

Yes, though in a more general attitude it's required to know their presence or absence.

It's generally easier for a player to tell me "I'd like to plan a route to the nearest highway heading South and blah blah blah" then it is for me to list what highways are there.
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Kagetenshi
post Aug 3 2004, 12:39 AM
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But that's why we buy books, so the GM doesn't have to list off every highway :)

~J
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Thanos007
post Aug 3 2004, 02:15 AM
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QUOTE
1) Flavor text is good, but should be based on what will best push forward a setting based on characters that are shadowrunners. If history is needed, it should be a high-point style.


Not quite sure what you mean by "a setting based on characters that are shadowrunners."

No I wasn't mocking you. I was over exageration to make a point. Which BitBasher's link tells me is bad. So, ok. I was mocking you. But just a little :)

Your most recent post has cleared up your stance for me, which previously I had taken as a very minimalist/non-existent fluff stance. You indicate that you don't actually mind fluff you just have problems with it's execution.

On to Kagetenshi. I generally try to stick close to cannon. My players do take notes. However (and I don't really mind this as it makes my job easier) they don't really do research out side of game sessions.

Thanos
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Skeptical Clown
post Aug 3 2004, 03:49 AM
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I regret even mentioning the terms "Fluff" and "Crunch," because I think it sets off peoples' little "Role-playing good, Roll-playing bad, Hulk Smash!" alarms (or vice versa). Once that alarm goes off people just stop thinking and start seeking blood.

I tend to think of game information as having three tiers. Tier 1 information is the kind of information that is of immediate and practical use to all players and gamemasters alike. This is primarily the rules and game statistics that are used in establishing the game world, although it's also the most basic setting information (Shadowrun is a game about the a dark, magical near future; The players are shadowrunners, whose job it is to break into corporate facilities for pay, and other assorted dirty work, etc.)

Second-tier information is material that is a step removed from the characters, useful for players to know but nearly essential for gamemasters to know; this is information like which megacorporation is which and what their essential attributes are, what Seattle is and where the significant places and neighborhoods of the city are, etc, although also some information that's occasionally directly relevant to the players, like availability and critter statistics.

Third-Tier information is comprised of information primarily or exclusively the domain of gamemasters, which includes the contents of books like Threats, deep-seated historical facts, the plots of various powerful entities, and also game stastics that are used for more uncommon situations, like manawarps, or situations that don't directly affect the runners, like corporate statistics.

It's good to have third-tier information. It can even be handy to have an entire book full of third-tier information, sometimes. But in a location guide, I expect it to take up less space than second-tier material. It's supplemental information, as opposed to applicable information.
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Paul
post Aug 3 2004, 04:03 AM
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I think thats an intresting way of classifying information presented, but I do wonder how and when you draw the line?

After all what you call third tier information could suddenly play an essential role in character generation or even a game while so called first tier information becomes of secondary importance to the game.

I'd also take issue with this statement:


QUOTE
Third-Tier information is comprised of information primarily or exclusively the domain of gamemasters, which includes the contents of books like Threats, deep-seated historical facts, the plots of various powerful entities, and also game stastics that are used for more uncommon situations, like manawarps, or situations that don't directly affect the runners, like corporate statistics.


All of that directly effects every player. Maybe its effects vary in both scope and power, but each of those events you decribed can effect/affect your characters actions. They are a part of your world. Its like saying what happens at NASA means nothing to people on the street. Go to your local supermarket. See tang? Viola.

But none of this has anything to do with reviewing SoE.
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Skeptical Clown
post Aug 3 2004, 04:27 AM
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See, that's not a direct effect. That's an INDIRECT effect. NASA didn't come and hand you Tang personally. Tang reaching your hand was the result of a long chain of events. That's what direct and indirect effects are.
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tjn
post Aug 3 2004, 04:45 AM
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QUOTE (Skeptical Clown)
It's supplemental information, as opposed to applicable information.

For a cohesive setting, such as SoNA or SoE, give me what you term as supplemental information any day.

I can derive what you term applicable information from the supplemental and still maintain a cohesive and logical setting. Applicable information is of less use due to it's inheirant singular and disconnected nature.

Give me the Why, and I will come up with a multitude of interrelated, and logical, Whats.

Give me only the Whats and the inferred Whys will have to do some logical acrobatics to make any sense.
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Kagetenshi
post Aug 3 2004, 04:52 AM
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Not necessarily. FanPro and the writers need a why, but they don't need to tell us all of the why, they just need to use it to come up with the whats. A little why is good, but whats from a single why, if there are enough of them, ought to be reverse-engineerable to at least one sensible why.

~J
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tjn
post Aug 3 2004, 05:36 AM
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QUOTE (Kagetenshi)
Not necessarily. FanPro and the writers need a why, but they don't need to tell us all of the why, they just need to use it to come up with the whats. A little why is good, but whats from a single why, if there are enough of them, ought to be reverse-engineerable to at least one sensible why.

~J

Personally, I don't need Fanpro to come up with the whats. I come up with the what off the cuff ten times a night when I gm, so long as I have the why down firm.

And while one should be able to reverse engineer the why in an RPG sourcebook, often times it's impossible because the whats were never even created with a why in mind from the start.
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Synner
post Aug 3 2004, 08:44 AM
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I beg to differ on that one, at least as regards SR, my experience is that almost everything that sees print has a Why built in, even if it's unclear - often this doesn't carry down to future writers though. However having the What's detailed the way they are in books like SoE and SoNA should allow a GM a decent run at creating his own Whys.

Getting back on subject while I understand Skeptical's categorization I throughly disagree with it simply because each game dictates different things. Most of my players get to read all the sourcebooks and "fluff" therein. In this way their characters (which almost uniformly have access to Shadowland) have access to everything they want (if they can remember or access it on the fly is something entirely different). For instance, when researching Poland on the flight to Lodz on a mission, they did Shadowland searches and dredged up the file in SoE as well as numerous other handouts I had prepared.

Also Skeptical is taking a throughly functional approach to the material, one that is far too limited from my perspective as a gamer. As a reader I don't think in functional terms. I want some rules (not many SR is complex enough as it is) at the back, lots of background I can use on as many levels as possible (as a player, as a GM, for background, for plothooks, to ground my own plothooks, etc) and customize. This later part is very important as people's games have already covered vacuums in the setting and rules on their own. New rules and developments can fly in the face of what has been established in someone's game so writing stuff is a balancing act (Crimsondudes POV if I read him correctly). Skeptical's first category is only really necessary in a corebook. While sourcebooks are known as such because they provide source material that covers the setting on multiple levels that overlap his second and third categorization (although I disagree that "third-tier" information. The vast majority of current day players prefer it that way).

However people are failing to make an important distinction here. There are two issues at stake there is "format" and there is "contents" (something I've tried to underline before with regards to VoceNoctum's posts). These should ideally be discussed as distinct issues. As relates to SoE, and the subject of this thread, the former sets a style, depth and limits upon the latter.

VoceNoctum's and Sketpical's, while not commenting on the different aspects, have been aimed indistinctly against both the contents and the format. However from what I've been understood of their complaints they're essentially pointing fingers at the format, since this dictates the type of contents(not only of SoE but of the Shadows of and other recent books).

For instance it seems a lot of what VoceNoctum's comments seem to indicate he'd be okay with Seattle-format books for sprawls rather than the Shadows of format. That is one issue. If a "Shadows of" book does not allow for individual locations or gangs within a city (although SoE had both here and there) then it isn't really reasonable to expect them in such a book (especially when there is already a reference on hand to compare to) - hence someone who has a problem with this (or the fact that its abotu distant unusable countries, etc) is actually complaining about a given "format" of book (and assumes all future "Shadows of" books follow the same style).

Another issue entirely is evaluating the contents provided by a certain book within an established format. Some of VoceNoctum's comments regarding strong government, though arguably unfounded, are directly aimed at the contents rather than the format while most of Skeptical's complaints for instance are appeear to be derived from the limitations imposed by the "format".

VoceNoctum - At least as regards the statement about "Shadowrun evolving" the problem is you are implying that evolution means that the foundations or basics have essentially changed. However, many of the people who have been replying to you have been argueing that the fundamentals are still the same, SR has just grown out, but the core is still exactly the same. So their statement isn't necessarily contradictory, evolution does mean change but that change can be attained by simply adding new depths rather than changing what was there.
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Thanos007
post Aug 3 2004, 10:09 AM
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What a long strange trip it's been. But worth it.

QUOTE
It's good to have third-tier information. It can even be handy to have an entire book full of third-tier information, sometimes. But in a location guide, I expect it to take up less space than second-tier material


Well, if not there, then where?

Thanos
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Skeptical Clown
post Aug 3 2004, 07:09 PM
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QUOTE (Synner @ Aug 3 2004, 08:44 AM)
However people are failing to make an important distinction here. There are two issues at stake there is "format" and there is "contents" (something I've tried to underline before with regards to VoceNoctum's posts). These should ideally be discussed as distinct issues. As relates to SoE, and the subject of this thread, the former sets a style, depth and limits upon the latter.

The problem is that both the format and the content are related. To borrow someone else's terminology, Shadowrun is a game that is viewed from the bottom-up people live in the shadows and gutters of civilization (figuratively.) The game is supposed to be viewed from their angle. In earlier books, this was obvious; many of the sourcebooks were "official" documents that were intended for the norm, but hacked by runners and anarchists and given their more jaded viewpoint.

This kind of viewpoint has shifted over time, through all editions really, but it's most apparent in the more recent 3rd edition books; now we see many things from a top-down perspective. The point of my tier-system wasn't to rate the importance of information, but the way in which information flows. 1st-tier information is required just to run a bare-bones game; 2nd-tier information gives the game flesh, but is only useful if the 1st tier information can support the game world provided (it's useless to have descriptions of magic and monsters if there aren't rules for magical effects and critters); 3rd-tier information is only relevant insofar as it supports the 2nd-information (It doesn't matter that Ares owns the city of Detroit, if you don't know anything about Detroit.)

Although within the conceit of the fictional world, the movers and shakers may be important and powerful, within the practical application of the game, they exist primarily for the benefit of creating atmosphere for the players and the context for their characters. The setting may not revolve around the shadowrunners, but the GAME does. This is important to keep in mind. The flavor of the game depends on who the players are and what they see and do. Thus, the format of the book is inevitably going to affect the flavor.

I am hard on SoE not because it is a terrible book; there are things in it I like and may use. But I find that it's overall style has the wrong approach, and because it also represents a trend that I dislike. I've also criticized the non-punk atmosphere of the book, but that has been addressed already. People don't understand the approach I'm coming at about the format, so I have to address that at least.

Addendum: And I don't think my "tiers" applies purely to the practical side of gaming either. The runners aren't going to be directly concerned with the schemes of high-level figures; they're concerned with the more immediate impact that has on them. A run does not go from the corporate executive to the runners; the executive might have some over-arcing plan, but it goes down through various corporate managers and functionaries. Who knows what happens between there and the Mr. Johnson. Suffice to say, the average runner simply isn't going to see more than a small piece of the larger plan; just glimpses. It can be handy to have an idea of the over-riding arc, but it's not something that's more than a piece of background infromation flitting past. The more immediate situation of the shadowrun is the more pressing matter on their minds.

That's what kind of made Lofwyr scary and unique in the past. He was inscrutable, a genius, and fearsomely controlling; if there was any being that DID know what was going on everywhere, that COULD scare the runners into thinking that a major power was specifically targetting them, it was Lofwyr. I think that's been diluted.
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