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> Mechanics vs. Setting, Slightly different
Which is more important about SR to you, and in what "proportion?"
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Total Votes: 93
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GunnerJ
post Mar 27 2005, 05:03 PM
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I started this poll up as sort of a "refinement" to the other poll, so that a more complex array of answers would be possible.
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Dizzo Dizzman
post Mar 27 2005, 08:57 PM
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GunnerJ,

Thanks for the refinement for my, admittedly, crappy one dimensional poll. Good work!!! :)
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Aku
post Mar 27 2005, 10:03 PM
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wouldnt 50/50 be the same thing as both are vital? heh
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Kagetenshi
post Mar 27 2005, 10:16 PM
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Not really. 50/50 means you could remove one and have half a game, "completely vital" means if you take one out you've got nothing (or nearly so).

~J
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hermit
post Mar 27 2005, 10:28 PM
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100% setting: I want NO changes in the setting, evolution yes, but nothing drastic, no SR - dark age, no SR - BESM, no SR - GitS clone. All that changes should be based on happenings described in existing books. No disappearance of major metaplot figures either - no sudden IE disease, no sudden GD demise, no breaking up of every corporation, no US restoration.

50% mechanics: There's a lot they could cut back on, and a compete remaking of vehicle and Matrix rules might be in order, but NO changes to the heaps of D6 I get to roll!

Guess that makes me 'other'. And no idea why my vote didn't get through.
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Fortune
post Mar 27 2005, 10:43 PM
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QUOTE (Kagetenshi)
Not really. 50/50 means you could remove one and have half a game, "completely vital" means if you take one out you've got nothing (or nearly so).

I get a kick out of the 'completely vital' crowd, as Shadowrun's mechanics have already changed twice and the game still exists. :D
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Aku
post Mar 27 2005, 10:36 PM
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but if you take out 50%, you're obviously lacking some major point, but i null voted.
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Shadow
post Mar 27 2005, 10:56 PM
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QUOTE (Fortune @ Mar 27 2005, 01:43 PM)
QUOTE (Kagetenshi @ Mar 28 2005, 08:16 AM)
Not really. 50/50 means you could remove one and have half a game, "completely vital" means if you take one out you've got nothing (or nearly so).

I get a kick out of the 'completely vital' crowd, as Shadowrun's mechanics have already changed twice and the game still exists. :D

Not disagree with you buddy, but they wern't so much changed as revised.
If you played SR1 you could pretty much jump right into SR2, and the same goes for SR3.

From what I can tell SR4 is gonna be a whole new rule set that also uses D6, but doesn't have a lot in common with our current SR3.

Not to mention the seemingly drastic setting changes.
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Fortune
post Mar 28 2005, 02:34 AM
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SR2 to SR3 had some wide sweeping changes of its own. And I'm just not seeing the 'drastic' setting changes. Sure the timeline is advanced, and the Matrix is being rconfigured, but FanPro isn't rewriting the Sixth World. They are just evolving it, not making every bit of history (or even any of the history) that came before invalid.
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Kagetenshi
post Mar 28 2005, 03:06 AM
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QUOTE (Fortune)
QUOTE (Kagetenshi @ Mar 28 2005, 08:16 AM)
Not really. 50/50 means you could remove one and have half a game, "completely vital" means if you take one out you've got nothing (or nearly so).

I get a kick out of the 'completely vital' crowd, as Shadowrun's mechanics have already changed twice and the game still exists. :D

The shift from first to second was big, but while there were some significant differences between second and third, it was largely a retooling. Personally, I don't consider Shadowrun to be the same game between First and Second edition.

~J
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hobgoblin
post Mar 28 2005, 08:01 AM
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cant comment on the sr1 to sr2 changes as i got into it late sr2. but to me the sr rules reinforce and give shape to the sr fluff.
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Fresno Bob
post Mar 28 2005, 08:21 AM
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Aren't options 3 and 6 the same?
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Kagetenshi
post Mar 28 2005, 08:31 AM
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Look up.

~J
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Fresno Bob
post Mar 28 2005, 09:14 AM
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Well excuuuuuuuuse me.
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DrJest
post Mar 28 2005, 10:47 AM
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SR1 to SR2 was a much-needed streamlining.

SR2 to SR3 seems to have been more minor changes (and ones that continually trip me up - "Did you roll the Force of that spell?" "Yes. ... Oh yeah. ((adds a couple of dice because Sorcery is higher))"
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SirBedevere
post Mar 28 2005, 07:45 PM
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Very important poll to put up GunnerJ. Many thanks :)
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hobgoblin
post Mar 28 2005, 07:56 PM
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QUOTE (DrJest)
SR1 to SR2 was a much-needed streamlining.

SR2 to SR3 seems to have been more minor changes (and ones that continually trip me up - "Did you roll the Force of that spell?" "Yes. ... Oh yeah. ((adds a couple of dice because Sorcery is higher))"

biggest changes from SR2 to SR3 was the initiative system, making wired reflexes a bit less uber, and the removal of grounding. the rest was folding the vr2 and rigger2 rules into the main book.
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Fortune
post Mar 28 2005, 08:01 PM
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QUOTE (hobgoblin @ Mar 29 2005, 05:56 AM)
biggest changes from SR2 to SR3 was the initiative system, making wired reflexes a bit less uber, and the removal of grounding. the rest was folding the vr2 and rigger2 rules into the main book.

Adding Knowledge Skills, totally reworking how Sorcery worked, redefining Astral Projection, Metamagic and Initiation changes, and quite a few other 'little' things.
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GrinderTheTroll
post Mar 28 2005, 08:02 PM
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Admitidely, I've always enjoyed Mechanics over Story. I am can always make up something to fit what I want, but solid rules are important for my group to help them know what they can and can't do.

I like my rules static, and my storylines fuzzy.
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hobgoblin
post Mar 28 2005, 08:31 PM
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QUOTE (Fortune)
QUOTE (hobgoblin @ Mar 29 2005, 05:56 AM)
biggest changes from SR2 to SR3 was the initiative system, making wired reflexes a bit less uber, and the removal of grounding. the rest was folding the vr2 and rigger2 rules into the main book.

Adding Knowledge Skills, totally reworking how Sorcery worked, redefining Astral Projection, Metamagic and Initiation changes, and quite a few other 'little' things.

oops, what the year of SR3 have made me forget...

still, metamagic and initiation changes came with mits, not SR3 main. but other then that your correct. astral projection was reworked (no longer a need to dodge every living plant and being out there. allso killed the trick of covering the office in plants. still, there is that awakend ivy from amazonia). havent looked at the SR2 sorcery in ages so i cant comment on the specific changes there. knowledge skills true, and the removal of the skill map (good riddance :P ).

but still the two most talked about changes was the removal of grounding (a classic trick to keep the mage from going astral lighthouse) and the reworking of the initiative system (no more mr "the flash" sammie).
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RunnerPaul
post Mar 29 2005, 04:45 AM
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QUOTE (Fortune)
and quite a few other 'little' things.

Like the fact that under SR3's Bleeding To Death rules, character's die a hell of a lot quicker than the same rule in SR2. :dead: :vegm:
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SpasticTeapot
post Mar 29 2005, 06:00 AM
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Mechanics all the way. A streamlined system that's easy and fun to use (but with a bad campaign setting) only requires a few hours, a word processor, and a few large sheets of graph paper to correct. In contrast, a bad set of mechanics will cause me to move over to the Dark Side (A.K.A. GURPS) despite the lack of fun nifties inherent in Shadowrun, and not buy any more rulebooks.
For the record, I did the same thing with AD&D 2nd edition back in my AD&D days. My players liked it too; they could get a HARDCOVER player's handbook for 8$ in a used books store compared to 30$ for a PAPERBACK 3e edition. And, of course, another one for 3.5 in six months. So, be warned: I'm not going to move unless the game mechanics are a LOT better than those of SR3.

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Critias
post Mar 29 2005, 06:31 AM
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SR3 also broke up quite a few of the skills (especially combat ones) into smaller, more specific, skills. No more "Firearms 8" guy who can pick up anything and kill you with it, melee combat/edged weapons/knives specialists, or unarmed combat/kung fu/hand strikes masters.
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mfb
post Mar 29 2005, 06:47 AM
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there was a paperback 3e PHB?
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RunnerPaul
post Mar 29 2005, 07:08 AM
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QUOTE (mfb)
there was a paperback 3e PHB?

It's news to me too. Unless SpasticTeapot is refering to the few instances where third-party publishers have taken the System Reference Document and compiled it into a cheap paperback form as an alternative to the offical D&D products.
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