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> SR 2nd Ed Decking
Kagetenshi
post Nov 9 2004, 10:19 PM
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QUOTE (tanka @ Nov 9 2004, 05:12 PM)
And, if anything, mages are a more integral part of a run than a decker is.

I find I have to do much more fudging in terms of toning security down below the level of realism for teams who lack a decker than for those who lack a mage.
~J
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Tanka
post Nov 9 2004, 10:22 PM
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Meh, then my games are just odd. (By "my" I tend to mean my GM's.)

We also have that "always geek the mage first" outlook as well as "if we don't have a mage, we're dead."
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CircuitBoyBlue
post Nov 9 2004, 10:26 PM
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Oh, I'm not arguing the way things ARE, I'm arguing that I'm not sure that's the way things SHOULD be, and then whining about how the rules have made this hard to reflect in my games because we always have the joker who plays a mage in our group, thereby forcing the GM to counter him somehow, which necessitates that we don't just ignore magic. But whatever, this is going to turn into a rant about how much I hate the preponderance of magic in the game, which will turn into me shooting my mouth off about how much I hate the way immortal elves are presented, and about how great I think it is that in the past my group has refused to let someone in because they mentioned that they liked the bit about Dunkelzahn getting elected. I'd better just start up a different thread so nobody has to further derail this one when they make known their disgust with my vision of what SR should be.

By the way, though, I should again emphasize that I don't really see a problem with VR1, except that it mentions that your street cred gets totally blown if you buy your tech, but building and coding it yourself basically means that you're waiting YEARS before your stuff is very effective. But whatever, the solution I've found is to buy something and then just heavily modify it to make it "yours," and as far as programs go, try to just find a few that you use a lot, and focus on just making them powerful instead of trying to get everything at a decent rating. I don't know if the rules on how long making/coding your stuff have changed over the editions, but hopefully they've made it a little easier on deckers (You gotta hate when by the time you've got that MPCP 10 deck, plus enough programs to work it properly, plus a response of 2, the mage has initiated 5 times, the rigger's built a FLEET of combat drones from scratch, and the troll street sam has grown old).
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Necro Tech
post Nov 10 2004, 02:44 AM
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Playing a decker currently, the 3rd edition matrix rules are all about speed. If Gm and player know the rules, it goes very very fast. Two sessions ago I hit about 5 or six hosts because we are currently burried in a really twisted investigation (Grendel is a bastard). It took maybe 30 mintues. Under 1rst edition rules, that could have taken all damn night. It is also MUCH easier to run matrix overwatch in 3rd. My advice, upgrade to 3rd. Its not nearly as complicated as it looks.
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RedmondLarry
post Nov 10 2004, 03:41 AM
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Ignore this post. Added only to make the date of the last post be in 2004.
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Azrael
post Nov 10 2004, 11:01 AM
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Jumping a few posts back:

1st ed decking rules were confusing as hell. Needed to have a degree in patience to use.

VR1 streamlined these enough to be useful.

2nd ed took VR1 rules almost wholesale, minor tarting up.

VR2 made it so that basically all you needed to know to run the matrix was that there are tests between your skill and a host/LTG/RTG rating, programs reducing the target number.

3rd ed I think took VR2 rules word for word (from memory - haven't used a decker since Super Tuesday - hey, it was free).

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Ombre
post Nov 10 2004, 11:32 AM
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QUOTE (tanka)
Ombre: Wrong.

VR2 is for 2nd Ed. Says so right in the book.

T:Matrix and... Some other book are for 3rd Ed.

Seems I wasn't clear enough, Tanka...VR2 is the book where the decking rules used in 3ed first came out. I know it was still a 2ed book, but that's where the new decking rules come from...
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Lordmalachdrim
post Nov 10 2004, 02:22 PM
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The new rules are all about speed and though that works for alot of people I've found them to be too fast. And it's just about pointless to have more then one guy decking, all you end up doing it seems is crashing the host. Which is why I'm looking for the old 2nd rules.
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Tanka
post Nov 10 2004, 02:34 PM
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Well, there's a few options.

1) eBay.
2) Stiggybaby
3) (If you feel like going against that copyright law and possibly getting in trouble with the law) PDF

Outside of that... Can't particularly help you.
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Dashifen
post Nov 10 2004, 06:43 PM
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QUOTE (Doctor Funkenstein)
Depends entirely on the run. I'm pretty sure a Matrix run will benefit a great deal more from deckers than it would magicians.

well put 8)
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Link
post Nov 11 2004, 01:43 AM
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As discusssed by Azrael and Ombre, there are 2 major versions of the decking rules. VR2 referred to the earlier rules as Matrix 1.0 which started in SR1 and continued with VR1 and into SR2. VR2 introduced Matrix 2.0 rules which continue to this day...

CODE

Timeline
SR1----Matrix 1.0
VR1----Matrix 1.0
SR2----Matrix 1.0
VR2----Matrix 2.0
SR3----Matrix 2.0
Matrix--Matrix 2.0
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Jack Kain
post Oct 30 2006, 04:14 AM
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Sounds like the old sega genesis shadowrun decking.
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Fortune
post Oct 30 2006, 04:22 AM
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You resurrected a two-year-old thread just to say that? :eek: :D
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Kagetenshi
post Oct 30 2006, 04:23 AM
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Yes, there's a reason for that.

Was it really necessary to resurrect this thread for that observation, though?

~J
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Jack Kain
post Oct 30 2006, 05:21 AM
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Well, actually I was just searching around and that thread caught my eye. I didn't bother to look at the date.
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Link
post Oct 30 2006, 05:23 AM
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Timeline Resurrection
(now updated to SR4)

CODE
Book---Rules version
SR1----Matrix 1.0
VR1----Matrix 1.0
SR2----Matrix 1.0
VR2----Matrix 2.0
SR3----Matrix 2.0
Matrix-Matrix 2.0
SR4----Matrix 3.0


Dumpshock thanks you Jack Kain!
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Synner667
post Jul 13 2007, 08:45 PM
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QUOTE (Azrael)
Jumping a few posts back:

1st ed decking rules were confusing as hell. Needed to have a degree in patience to use.

VR1 streamlined these enough to be useful.

2nd ed took VR1 rules almost wholesale, minor tarting up.

VR2 made it so that basically all you needed to know to run the matrix was that there are tests between your skill and a host/LTG/RTG rating, programs reducing the target number.

3rd ed I think took VR2 rules word for word (from memory - haven't used a decker since Super Tuesday - hey, it was free).

Hi,

Most 'fun' thing in SR1 - running the Matrix 'naked', using just your stats and skills - no deck or software.

So much fun, it's not been in since then.

Though, the brainburn from Kromosome is good to hit players with.


Fun !! Fun !! Fun !!


Just my thruppence..
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Wounded Ronin
post Jul 15 2007, 03:14 AM
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QUOTE (Jack Kain)
Sounds like the old sega genesis shadowrun decking.

I really liked that. I felt it was extremely atmospheric. I feel like after 2nd edition I just couldn't get the full atmosphere of having my decker sitting in a chair jacked in while wearing a dirty yukata that has a Japanese beer company logo stamped on it and actually navigating an actual system. The abstract and condensed nature of 3rd ed made it impossible for me to imagine him with an actual dirty yukata. He kept ending up with blue jeans instead and a wife beater.
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Krypter
post Jul 22 2007, 04:49 PM
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I always liked the old VR1 rules not because of their elegance or complexity but because they paralleled the make-believe network world of Gibson's Neuromancer. The new rules are a little more realistic but lose out in flavour and description. Yes, VR1 was a virtual dungeonhack, but it had a visual style that that hasn't been replicated in the new books.

And VR1 still has the best matrix story in the entire history of Shadowrun.
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