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AJCarrington
For those who haven't seen/heard, comments from FanPro about 2006 and plans for 2007:

FanPro 2006 Year In Review

Regards,

AJC
Serbitar
Seems like Unwired has officially been postponed to 2008.
JongWK
Holostreets is "on indefinite hold."

Hmm... I guess they won't be the ones releasing SoLA, then.
eidolon
I really hope that gets worked out somehow. I would love to read SoLA.
Brahm
QUOTE (JongWK)
Holostreets is "on indefinite hold."

Hmm... I guess they won't be the ones releasing SoLA, then.

Give me an 'F', give me a 'C", give me an 'U', 'K', and reorder. frown.gif frown.gif dead.gif
AJCarrington
Considering that SoLA is supposed to be "done", maybe we'll see it released on its own later this year. I always thought that linking SoLA to Holostreets was more about trying to get the program going.

I'm really disappointed about Holostreets, but suspect it has to do primarily with time (or the lack there of).

AJC
Zen Shooter01
SR's been translated into Japanese. I wonder how popular it will be there? It doesn't paint Japan in very warm colors.

UNWIRED is probably delayed again because not even the game designers understand how the wireless matrix works.
fool
so basically, we're going to get 1 or 2 books this year, just like last year. that kinda sucks. In SR3 most of the "core books were out within a year and a half or so iirc. I hate to say it, but if fanpro doesn't start putting out more products, they're going to lose people who are interested in the game.
FlakJacket
QUOTE (JongWK)
Holostreets is "on indefinite hold."

Hmm... I guess they won't be the ones releasing SoLA, then.

I wouldn't be surprised if they released it as a straight .pdf through somewhere like BattleCorps, legal issues permitting of course.
Adam
QUOTE
so basically, we're going to get 1 or 2 books this year, just like last year.

2006: On the Run, GM Screen, Street Magic, Runner Havens.

2007: Emergence, Arsenal, Augmentation, Corp Enclaves, Unnamed Plot Book.

QUOTE
In SR3 most of the "core books were out within a year and a half or so iirc.

SR3 was released in the summer of 1998. Rigger 3, the final SR3 rulebook, was released in early 2001, after FASA announced they were closing.
Demerzel
It's interesting how people's memories condense times in the past like that. It feels like less time remembering waiting for a sourcebook than it did feels like waiting.
SL James
QUOTE (JongWK @ Jan 22 2007, 04:58 PM)
Holostreets is "on indefinite hold."

Hmm... I guess they won't be the ones releasing SoLA, then.

I'm shocked. That's so fucking awesome.

QUOTE (AJCarrington)
Considering that SoLA is supposed to be "done", maybe we'll see it released on its own later this year.

My. Fucking. Ass.

If it does get released this year, it's not going to be official, and it's going to be by some PDF galley the owner put online because enough is enough.

QUOTE
however it will pique interest amongst some segments of the gaming population.

Yeah, right.
AJCarrington
Thanks for the input...would hate to see you give us your real opinions... wobble.gif

AJC
SL James
Dude, whatever. I hate what has been done to Shadowrun in the last two years that it has made me stop playing the game. When I see the company supposedly responsible for keeping it alive and pushing it forward, and instead fumbling around and fucking up left and right, it's just... sickening.

There. How's that for a fucking opinion?
AJCarrington
Fair enough. You have your opinion, I have mine and they differ.

AJC
MYST1C
QUOTE (Adam)
2006: On the Run, GM Screen, Street Magic, Runner Havens.

Add München Noir for the German-speakers.
QUOTE
2007: Emergence, Arsenal, Augmentation, Corp Enclaves, Unnamed Plot Book.

Add SOX for the German-speakers.
Eryk the Red
You know what's funny? The notion that a business is somehow morally obligated to do things the way a particular consumer wants them to. Rather than, you know, doing things however they wish and facing the consequences of the market.
Claw
QUOTE (MYST1C)
QUOTE
2007: Emergence, Arsenal, Augmentation, Corp Enclaves, Unnamed Plot Book.

Add SOX for the German-speakers.

Hope, we'll get another one german book 2007 or early 2006, while I'm not sure if all translations will be done this year. Depends on the release of the english versions.
eidolon
QUOTE (Zen Shooter01)
SR's been translated into Japanese. I wonder how popular it will be there? It doesn't paint Japan in very warm colors.


SR doesn't really paint a whole heck of a lot of people/nations/entities in very warm colors. smile.gif

I don't think it will be much of an issue. Considering that the Japan that is portrayed is a Japan born out of the general 1980s perception of Japan as fictionalized by a couple of Americans, I would think that a Japanese first time reader wouldn't be any more upset by SR than any other first time reader. Just my guess.
Butterblume
QUOTE (Claw)
Hope, we'll get another one german book 2007 or early 2006

That would be a neat trick rotfl.gif.
Thain
QUOTE (SL James)
Dude, whatever. I hate what has been done to Shadowrun in the last two years that it has made me stop playing the game. When I see the company supposedly responsible for keeping it alive and pushing it forward, and instead fumbling around and [edit] up left and right, it's just... sickening.

There. How's that for a [edit] opinion?

So, how many roleplaying games have you written, financed, edited, published, distributed, marketed, translated... et cetera?

Fantasy Productions Medienvertriebsgesellschaft GmbH isn't a large company, WizKids, Incorporated is not Hasbro. To expect them to be able to publish with the frequency of a company like Wizards of the Coast is obscene.

Not to mention, its your roleplayign game, not FanPro's... Do you seriously need them to hold your hand, and tell you were every pay toilet and coffin motel is located in East Bumblefrak, Rhode Island... The lack of "East Bumblefrak in the Shadows" is not a hinderance to playing the game, okay?

Look, between First and Sceond Edition, FASA put out a grand total of forty-three books...
Thats counting two GM's Screens, four versions of the Core Rules, but not counting Adventure Modules. That was from 1988 to 1998... average of 4.3 books per year.

During Third Edition, they put out thirty-five. (Agian, GM Screen, and two versions of the rulebook, but not counting adventures.) This was between 1998 and 2005... average of 5 books per year.

So far, we have confirmation for a total of ten books for Fourth Edition by the end of 2007. Assuming they all see print by then (and they should be close to on schedule), we're looking at a average of 5 books per year. (The fourth edition was released at GenCon in August 2005, although most players couldn't by one before December.)

In otherwords: calm down man.

FanPro is working as fast as they can. Remember, they don't get to pay their rent if you don't buy their books. If they could print up, and get you to buy, fourty sourcebooks per anum they'd be very happy...

Lastly, they changed editions. They didn't shoot your dog. Move on.
BishopMcQ
Thain is my new hero.

I'd also like to note that FanPro has a large stable of volunteers who help run games at conventions, write Missions, etc. When you take the Missions and various one-shot adventures that these GMs put together, you will find that the page count is on par with a lot of the early adventure modules.
fool
QUOTE
Dude, whatever. I hate what has been done to Shadowrun in the last two years that it has made me stop playing the game. When I see the company supposedly responsible for keeping it alive and pushing it forward, and instead fumbling around and fucking up left and right, it's just... sickening.

so then what the fuck are you doing on this board all the time? I mean if you hate the game, why are you on here all the time commenting on it. go play something else that you actually enjoy because constantly talking about somehting you hate is obviously putting you in a foul mood.
Thain
QUOTE (McQuillan @ Jan 23 2007, 11:56 AM)
Thain is my new hero.

I'd also like to note that FanPro has a large stable of volunteers who help run games at conventions, write Missions, etc.  When you take the Missions and various one-shot adventures that these GMs put together, you will find that the page count is on par with a lot of the early adventure modules.

Thank you, McQuillan.

I forgot about the "FanPro Commando" program, and their work. But to be honest, I chose not to count adventure modules for two reasons. First, no one buys them, except GMs, and since the early `90s the amount of GMs who buy them has been on a steady decline.

There is an industry-wide downward trend in module publication. Even with D20 D&D, where GMs buy modules like Shadowrunners buy bullets, less are published now then five, ten, or fifteen years ago.

This means it would be unfair to compare the "glut" of 1E and 2E modules to the lower number of them in 3E, and the lack of them (to date) in 4E. It's a change in the market, not a lack of suppoirt by FanPro (which is, I beleive, what SL James perceives to be happening.)

My second reason for not counting them... Well, I'm lazy.

Third reason, if your players have never run through them, one can easily tweak 90% of them to work in 2070 and in 4E. Super Tuesday, for example, can be set agianst the backdrop to the Seattle elections with some creativity. Queen Euphoria is just plain fun.

Which leads me to my other point, not only did FanPro not shoot SL James's family pet when they published 4th Edition, they also did not toss his 1st, 2nd, and 3rd edition sourcebooks into his fireplace.

The Neo-Anarchists Guide to Real Life and North America are still required reading, if I ever GM Shadowrun agian, for example.

Now then, I do not want this to see as an attack on SL James. He has his opinions on 4th Edition, and is unlikly to be won over by flames. (So, fool's comments aren't helpful.) That said, I disagree and SR4 is my favorite version of the game to date (FYI, I bought the hardcover SR1 rulebook in `92, and have played ever since). Granted, I sometimes miss the simpliticy of the SR1 "gritty and downtrodden" feel, but thats a matter of the flavor I and my fellow players bring to the table, not a sourcebook written by some freelancer.

When AD&D 2E, became D&D 3E; I welcomed it. When 3E became 3.5E, I groaned and tweaked the few things I didn't like. When White-Wolf pulled the plug on their WoD, I cheerfully ignored it, and was happy that I'd finally finished my KoE collection. Freinds tellme I'd liek the new version, but I've never really felt the urge.

Death, taxes, edition changes. There are some things you just can't avoid.
eidolon
QUOTE (Thain)
The Neo-Anarchists Guide to Real Life and North America are still required reading, if I ever GM Shadowrun agian, for example.


You forgot Shadowbeat. wink.gif
Cynic project
Look, Fanpro has royally fucked up in how they make books. They farm out chapters to way to many writers and don't go far enough for them to make sense. Let's take spirits.

The fact is that you could do all the threats and the way they do spirits and magics with like two pages..Nope.Gota make new spirits for no reason. The insect spirits could have easily been handle by and your mentor spirit does X to your spirits. Toxic spirits are the same way by being toxic cause you spirits to do that. The 10 spirits type can cover just about anything you think of. But rather than saying that and then saying toxic, and insect magic is just magic with another flavor.. They made more rules. Hell you could have gone a middle ground and added spirit templates...

Farming out parts of books to many arthurs who do not do not share the same view point leads you to well pragmatic books at best.Wile that can be good it rarely is the best.
MYST1C
QUOTE (Thain)
But to be honest, I chose not to count adventure modules for two reasons. First, no one buys them, except GMs, and since the early `90s the amount of GMs who buy them has been on a steady decline.

That's why I think FanPro D's "Hot Spot" books are a good idea FanPro US should copy if possible:
A sourcebook on a single city or region, with enough info to use it as setting, combined with a short campaign set there.
München Noir has 64 pages of setting info plus a 60 pages campaign.

The fact that it is not just an adventure you can run only once with the same group (unless your players are really good in separating player and character knowledge) but also a setting book good for character backgrounds and self-written adventures gives it some lasting appeal - and, hopefully, better sales, too.

Similar concepts back in the FASA days were books like Universal Brotherhood (a sourcebook with an added adventure) or Paradise Lost (a campaign with an added background part about Hawai'i).
Thain
Shadowbeat is a personal favorite, and one I recommend, but not quite as fundamental as the NAG's.

That said, I think the Rocker is a archetype that was wrongfully overlooked in SR3 and SR4.
Zen Shooter01
I agree with Thain on that. Shadowbeat was a terrific sourcebook. SR4 would benefit from a page of rules governing artistic skills, because it would make a fascinating option for PCs and NPCs alike. Also that 21st century media saturation element could use some more emphasis in 4th.
Prime Mover
I just want to toss in my 2 cents on whole matter, my kudos to the small company representing fanpro and our game. If it wasnt for us they wouldnt be working so hard. And if it wasnt for them we'd be high and dry with an extinct game line and out of print sourcebooks. (gods only know how many hundreds of rpg books I have boxed up and how many of there parent companies no longer even exist).

I'm just as rabid about seeing books released as everyone else and I have my own opinions on how things have come out so far. But all in all I'm happy with 4th edition and if the fact that after a 2yr SR break my group can talk about nothing else but sticking with this game for awhile (we would normally switch settings every few months, trying new games or playing old ones).

Been running games for more years then care to even mention and been running SR since I saw first edtion in my wargames west catalog hehe yea no flgs no internet just old newsprint catalog to preview and buy your games from. I hope SR is around for many more years and fully intend to support the company that keeps it alive.

Now that said I desperately would love to have on my table arsenal,augmentation and unwired. I have ton of other material can easily convert ( too many sr books to count). I 've been led to believe Emergence will be huge help and hope it is, but even given restraints of publishing and cash ( I know all about cash restraints) I would hope to see unwired kicked out before 08 ;(.

Core material is needed and imo hate to see more fluff before core products.
Synner
QUOTE (Cynic project @ Jan 23 2007, 05:52 PM)
Look, Fanpro has royally fucked up in how they make books. They farm out chapters to way to many writers and don't go far enough for them to make sense. Let's take spirits.

The fact is that you could do all the threats and the way they do spirits and magics with like two pages..Nope.Gota make new spirits for no reason. The insect spirits could have easily been handle by and your mentor spirit does X to your spirits. Toxic spirits are the same way by being toxic cause you spirits to do that. The 10 spirits type can cover just about anything you think of. But rather than saying that and then saying toxic, and insect magic is just magic with another flavor.. They made more rules. Hell you could have gone a middle ground and added spirit templates...

In the interest of clarifying misinformation and laying responsability where it is warranted, I'm need to say you are mistaken. The material you reference was the result of a conscious decision on the part of development. The two chapters you used to exemplify your point were handled by two authors and two authors only, and both had me looking over their shoulder. Each presented proposals on how to handle certain aspects of their chapters and the developers chose those they thought best.

There were reasons to make Insect spirits (and Horrors had we done them) different from normal spirits and they had nothing to do with creative differences between authors, they had to do with development decisions which were handed down for the relevant authors to implement. First and foremost the developers wanted to keep the existing fiction and background material on Threat spirits valid and relevant. Secondly, the developers simply didn't want spirits from the Deep Metaplanes to obey the same rules as "normal" spirits, because the Deep Metaplanes are not the same as the usual Metaplanes (note both authors agreed on this they just disagreed on implementation). So instead, it was decided that spirits from the Deep Metaplanes function the same way in the Gaiasphere as metahuman initiates function in the Metaplanes - hence Evanscence (with the exception that they've figured out a way of anchoring themselves here - Inhabitation).

Similarly it was decided that each Toxic magician should have spirits that reflect his particular brand of insanity and no two were truly alike so introducing Toxic traditions was an unnecessary complication. Instead it was decided that toxic spirits would use normal spirits as templates and twist them to reflect each toxic magician's

You may disagree with those calls, but they were developer decisions not author decisions. Admittedly some authors might not like those decisions, others do, regardless they're the decisions the developers felt best reflected the direction they wanted to give to the rules material.
Thain
QUOTE

That's why I think FanPro D's "Hot Spot" books are a good idea FanPro US should copy if possible:
A sourcebook on a single city or region, with enough info to use it as setting, combined with a short campaign set there.
München Noir has 64 pages of setting info plus a 60 pages campaign.


This sounds alot like how I've pictured Emergence, based on the discriptions they've given us. This also seems to be the "trend" replacing modules of old. Expedition to Castle Ravenloft, anyone?

QUOTE

Look, Fanpro has royally [edit] up in how they make books. They farm out chapters to way to many writers and don't go far enough for them to make sense.


Actually, having a team of in-house and freelance writers work on a single project is the default method for all RPG publishers. FanPro, WotC, White-Wolf, Palladium... the successful companies, the unsuccessful companies.

In fact, this is how publishing works in general. Be it legal volumes, medical texts, or comic books.

FanPro has five employees; and a bunch of freelancers. That's the industry.


QUOTE

Let's take spirits.

The fact is that you could do all the threats and the way they do spirits and magics with like two pages..Nope.Gota make new spirits for no reason. The insect spirits could have easily been handle by and your mentor spirit does X to your spirits. Toxic spirits are the same way by being toxic cause you spirits to do that. The 10 spirits type can cover just about anything you think of. But rather than saying that and then saying toxic, and insect magic is just magic with another flavor.. They made more rules. Hell you could have gone a middle ground and added spirit templates...


This is an interesting idea. Write it up, and try to sell it to FanPro. If done well, I know I'd buy it. smile.gif That said, there is a certain appeal in having "alien and mysterious magics" work mechanically in ways that are different than "run of the mill" magic.

Furthermore, you think its odd that Toxic and Insect Magic is different? Have you looked back a mere one edition, to the day when any two Shamans operated by different rules? Let alone the gulf between Shamans and Hermetics!

(And if you were from a different tradtion, like Voodoo, Wuxing, or Shinto, it was a whole new round of Pain-In-The-Butt.)

Now, all the "normal" magic works the same way... change a spirit here, or a drain stat there, and your done. The Big-Bad-Evil-Guy Mojo (toxic, insect, or blood magic) is different. Thats it.

QUOTE

Farming out parts of books to many arthurs who do not do not share the same view point leads you to well pragmatic books at best.Wile that can be good it rarely is the best.


Multiple authors is the norm in the industry, and just about every roleplaying book on my shelf has three or more. That includes the very small press stuff, like First Edition Printed-In-My-Garage-Edition BESM or, heck, even my battered copy of a little thing called Dungeons & Dragons, Volume 1: Men & Magic (Click Here) has two authors listed, and no one had ever heard the words "roleplaying game" at the time.

RPGs are a bizarre mix of speculative fiction, journalism, theatre, mathematical theory, and not a little psychology. Sometimes, an author who is great at the fiction and theatre needs to work with someone who is good with the rules and the math. Can you say Dragonlance, boys and girls?

That said, if you can write a better game, I'll be happy to buy it.

Or, to put it colloquially, "Put up, or shut up."
Cheops
QUOTE (Synner @ Jan 23 2007, 08:13 PM)

There were reasons to make Insect spirits (and Horrors had we done them)

Ummm....excuse me? If you had done Horrors?

If I want to play horrors in SR I don't have to do any conversion work anymore unless we are talking about unique powers. Shadow spirits are basically Horrors and you make a Free Shadow for the more powerful ones.

I don't have my SM with me at work but if people want to argue about this I can post a new thread when I get home and have it in hand. Energy Drain (Karma) is how horrors eat, I've seen at least two or three spirit powers that are candidates for horror mark, thought worm, and/or karma tap.

P.S. Despite my earlier complaining about SM on these boards the more I read it the more I like it. Awakened are still cheesy but if this is the quality of rule books we get from SR4's team then I am looking forward to much more.
MYST1C
QUOTE (Thain)
This sounds alot like how I've pictured Emergence, based on the discriptions they've given us.

Actually, from my understanding Emergence and other future "plot books" will be like Year of the Comet or System Failure - detailing not a place (like the Hot Spot books) but specific events during a certain time frame with advice on how to turn these events or small parts thereof into adventures.
In the case of Emergence these events are the world becoming aware of the Technomancers and the reactions of the people during the year 2071.

These books don't add places, they add timeline.
Adam
QUOTE
FanPro has five employees; and a bunch of freelancers. That's the industry.


Less than five.

QUOTE
That includes the very small press stuff, like First Edition Printed-In-My-Garage-Edition BESM


Actually, the first edition of BESM was written entirely by Mark MacKinnon, with some help from his gaming group and wife [then, his girlfriend.]

Wasn't printed in his garage, either.
TW
QUOTE (MYST1C)
Actually, from my understanding Emergence and other future "plot books" will be like Year of the Comet or System Failure - detailing not a place (like the Hot Spot books) but specific events during a certain time frame with advice on how to turn these events or small parts thereof into adventures.
In the case of Emergence these events are the world becoming aware of the Technomancers and the reactions of the people during the year 2071.

These books don't add places, they add timeline.

That's a very accurate description of the book's format, the events described in Emergence happen throughout the year 2070, though.
Cynic project
QUOTE (Synner)
QUOTE (Cynic project @ Jan 23 2007, 05:52 PM)
Look, Fanpro has royally fucked up in how they make books. They farm out chapters to way to many writers and don't go far enough for them to make sense. Let's take spirits.

The fact is that you could do all the threats and the way they do spirits and magics with like two pages..Nope.Gota make new spirits for no reason. The insect spirits could have easily been handle by and your mentor spirit does X to your spirits. Toxic spirits are the same way by being toxic cause you spirits to do that. The 10 spirits type can cover just about anything you think of. But rather than saying that and then saying toxic, and insect magic is just magic with another flavor.. They made more rules. Hell you could have gone a middle ground and added spirit templates...

In the interest of clarifying misinformation and laying responsability where it is warranted, I'm need to say you are mistaken. The material you reference was the result of a conscious decision on the part of development. The two chapters you used to exemplify your point were handled by two authors and two authors only, and both had me looking over their shoulder. Each presented proposals on how to handle certain aspects of their chapters and the developers chose those they thought best.

There were reasons to make Insect spirits (and Horrors had we done them) different from normal spirits and they had nothing to do with creative differences between authors, they had to do with development decisions which were handed down for the relevant authors to implement. First and foremost the developers wanted to keep the existing fiction and background material on Threat spirits valid and relevant. Secondly, the developers simply didn't want spirits from the Deep Metaplanes to obey the same rules as "normal" spirits, because the Deep Metaplanes are not the same as the usual Metaplanes (note both authors agreed on this they just disagreed on implementation). So instead, it was decided that spirits from the Deep Metaplanes function the same way in the Gaiasphere as metahuman initiates function in the Metaplanes - hence Evanscence (with the exception that they've figured out a way of anchoring themselves here - Inhabitation).

Similarly it was decided that each Toxic magician should have spirits that reflect his particular brand of insanity and no two were truly alike so introducing Toxic traditions was an unnecessary complication. Instead it was decided that toxic spirits would use normal spirits as templates and twist them to reflect each toxic magician's

You may disagree with those calls, but they were developer decisions not author decisions. Admittedly some authors might not like those decisions, others do, regardless they're the decisions the developers felt best reflected the direction they wanted to give to the rules material.

Dude, then you make a third path for spirits possion, materialization and inhabitaion. By doing what you did you made it so if you ever want to have other spirits from the deep metaplots you then have to make up whole new rules for them! Deep metaplans can be hard to get to and not have different rules for the spirits there Well besides the emo band rule. The point is that you make as few rules and keep the rules the same as much as possible. You did the same with all other magical things..Why should threats be any different?

Speaking toxic magic. Let me tell you that if you want to go down that road. Insanity is something of grey zone. You understand, right? Good, because if you go that far as to say that insane people get different spirits then why do not sane people? Take this, some people believe that if they die they will go to hell, unless they do these rituals and and rites. others believe that they will die and turn into dirt. Others still think they will die and come back again until they become perfect.Others still believe that we all die and go to the same place of enteral happiness. Those are quote sane ways of thinking unquote. Those out looks on death are so vastly different and change the out looks on life in such vast ways that if you were to say that sanity or insanity had an impact on magic then you would have to change magic for each of those..Or rather take those factors into account. That being said should a toxic fire spirit act the same way as a spirit of fire from urban rat shaman? No. But I do not see how it would be anymore different that the Urban rat shaman's fire than it is from a post-humanist niliests...

If flavor is what you are going for..Go for it. Things do not need rules to have flavor. I could sit down and put way more flavor into the threat magic and have less rules. THat being said. Synner you may as well remember things call deckers... Now here is some details.

First and foremost the developers wanted to keep the existing fiction and background material on Threat spirits valid and relevant.

No real baring on rules.

Secondly, the developers simply didn't want spirits from the Deep Metaplanes to obey the same rules as "normal" spirits, because the Deep Metaplanes are not the same as the usual Metaplanes (note both authors agreed on this they just disagreed on implementation).

If you can't summon a plant spirit..Can you get to the metaplane of plants? That being said you could have meta planes in way be linked to mentor spirits. In the case of the insect spirits...

So instead, it was decided that spirits from the Deep Metaplanes function the same way in the Gaiasphere as metahuman initiates function in the Metaplanes - hence evanescence (with the exception that they've figured out a way of anchoring themselves here - Inhabitation).

So you could have just added that due to their mentor spirits, they summon spirits from far away. In the end as i stated above. Voodoo children, Shaman people, summon spirits of the watter and they are different. Why not have insect spirits be like Voodoo, but more so. IE they have Inhabitation. They can live in a host forever, but they have to.

I am just saying that you seemed to have gone a whole shit load out of your way to make all "player" magic the same..And yet you didn't go that way for threats. It is to me the same thing you guys did with wiredreflexes and that bio thing. In some way you cling on to the past and others you don't, but you do not do so in an even way.

I know that it does make things take longer.. A lot the time chapters do not stand alone. You have over laping bits. Working on tradions, needs the work of spirits, the work of spirits need the threats and so on.

I will let the authors statement slide. i disagree with it, but I will talk to my sources and see what trouble I can get into.

PS I am sorry for my horrid gramer, and spelling.

Synner
QUOTE (Cynic project @ Jan 24 2007, 02:20 AM)
Dude, then you make a third path for spirits possion, materialization and inhabitaion. By doing what you did you made it so if you ever want to have other spirits from the deep metaplots you then have to make up whole new rules for them! Deep metaplans can be hard to get to and not have different rules for the spirits there Well besides the emo band rule. The point is that you make  as few rules and keep the rules the same as much as possible. You did the same with all other magical things..Why should threats be any different?

From the top. I'm not sure what you are saying. There are only three "types of spirit" as regards how they interact with our world: Materialization, Possession and Inhabitation. All spirits including those from the Deep Metaplanes fall in those three categories and all function the same way.

As to why we chose not to go with the template option for all spirits... that's simple. The nature of the Deep Metaplanes is different from the "inner" metaplanes. There is evidence to suggest that spirits from these planes (ie. Horrors, Shedim, Invae, Imps) are not governed by the same metaphysical rules as those spirits metahumanity is acquainted with. There is even some evidence to the effect that they may not be purely spiritual entities (at least not in the sense a fire elemental or spirit of the lake is).

Hence the decision to address them not as spirits per se but as unique entities/critters that have much in common with spirits. They are Threats. By using the basic spirits as templates, they would automatically become less unique, less unknowable, less a menace in their own right.

Knowing from the start that these entities would have to be treated differently to some extent (Insect mergers, insect forms, etc) why not make them into something unique, that still follows and shares the basic mechanics? After all we do not intend to make them playable for player characters.

QUOTE
Speaking toxic magic. Let me tell you that if you want to go down that road. Insanity is something of grey zone.  You understand, right? Good, because if you go that far as to say that insane people get different spirits then why do not sane people? Take this, some people believe that if they die they will go to hell, unless they do these rituals and and rites. others believe that they will die and turn into dirt. Others still think they will die and come back again until they become perfect. Others still believe that we all die and go to the same place of enteral happiness. Those are quote sane ways of thinking unquote. Those out looks on death are so vastly different and change the out looks on life in such vast ways that if you were to say that sanity  or insanity had an impact on magic then you would have to change magic for each of those..Or rather take those factors into account. That being said should a toxic fire spirit act the same way as a spirit of fire from  urban rat shaman? No. But I do not see how it would be anymore different that the Urban rat shaman's fire than it is from  a  post-humanist  niliests...

If you look over the rules carefully you will note that in SR4, we separated the old "toxic avenger" from what were known as "toxic poisoner". The avenger is no longer a toxic. The poisoner still is.

To put it into the simplist terms, the difference lies in the fact that a true Toxic's insanity (as opposed to a Twisted magician such as a eco-radical deep green zealot) allows him to tap something unnatural, something that warps the very nature of mana - not anti-life but an entropy that is contrary to the natural flow of things.

Whereas with a Twisted magician one can point to some event or decision somewhere down the line where the magician took the left-handed path and consciously opted for "the dark side" of his chosen beliefs and magical tradition, the true Toxic is deranged to the point that his magic is no longer recognizable, his beliefs do not entirely make sense (or are self-destructive in a manner a Twisted would never be) where ultimately his conception of the world is so unhinged that he does not realize he is different. But deep down the important thing is his magic is toxic. It is abhorrent.

QUOTE
First and foremost the developers wanted to keep the existing fiction and background material on Threat spirits valid and relevant.

No real baring on rules.

Actually there is. Insects have Queens. Queens have shamans. Queens were powerful Free Spirits able to control other spirits. Insect spirits have different forms. Insect spirits had castes. There were various "races" of insect spirits. Unlike other spirits, Insect spirits found it hard to remain on earth in spirit form, but were capable of Inhabitation and a specific type of inhabitation (a merging) which really made the scary.

All that has some bearing on the rules even if you don't recognize it.

QUOTE
Secondly, the developers simply didn't want spirits from the Deep Metaplanes to obey the same rules as "normal" spirits, because the Deep Metaplanes are not the same as the usual Metaplanes (note both authors agreed on this they just disagreed on implementation).

If you can't summon a plant spirit..Can you get to the metaplane of plants?  That being said  you could have meta planes in way be linked to mentor spirits. In the case of the insect spirits...

The Metaplane of plants is not a Deep Metaplane.

You could potentially link mentor spirits to specific metaplanes but every author or developer who was consulted about that idea considered it awful. I agree. Mentor spirits are archetypes and their significance and cosmological associations (like those of normal spirits) vary from tradition to tradition, culture to culture. Hemming them in by tying mentor spirits to specific planes would have been a mistake.

QUOTE
So instead, it was decided that spirits from the Deep Metaplanes function the same way in the Gaiasphere as metahuman initiates function in the Metaplanes - hence evanescence (with the exception that they've figured out a way of anchoring themselves here - Inhabitation).

So you could have just added that due to their mentor spirits, they summon spirits from far away. In the end as i stated above. Voodoo children, Shaman people, summon spirits of the watter and they are different. Why not have insect spirits be like Voodoo, but more so. IE they have Inhabitation. They can live in a host forever, but they have to.

I have no idea what you're trying to say here because that is exactly what they do. Insect shamans do summon spirits from far away (the Deep Metaplanes). They do do so because of their mentor spirits (Insect mentors/Queen incarnates which originate in the Hive Deep Metaplane). Insect spirits do have Inhabitation (btw - the same Inhabitation as Allies and Imps, etc not like in SR3 where there were 4 different types of Inhabitation power). They do live in a host forever, and they do have to.

The only thing that really sets them apart is Evanescence which is a weakness they possess in spirit form - until they Inhabit.

QUOTE
I am just saying that you seemed to have gone a whole shit load out of your way to make all "player" magic the same..And yet you didn't go that way for threats. It is to me the same thing you guys did with wiredreflexes and that bio thing. In some way you cling on to the past and others you don't, but you do not do so in an even way.

Let's see. Insect shamans get 5 spirit types (just like normal magicians). Summoning and Binding works essentially the same. Insect Mentor Spirits work essentially the same (although the bonii go to the hive spirits rather than the magician). Insect spirits have Inhabitation (just like Inhabitation spirits such as Allies), which functions the same way as Possession (you just read results differently to allow for merges). Insect Queens function just like other free spirits (though they're believed to be avatars of the Insect Mentor Spirit).

QUOTE
I know that it does make things take longer. A lot the time chapters do not  stand alone. You have over laping bits. Working on tradions, needs the work of spirits, the work of spirits need the threats and so on.

I know this full well. I reviewed every Street Magic chapter several times on its own and in the overall context. I believe you won't find one piece of contradictory mechanics in the whole book.

QUOTE
I will let the authors statement slide. i disagree with it, but I will talk to my sources and see what trouble I can get into.

Talk to your source. I stand behind what I've said. Freelancers (myself included) are contracted to do a job. If a developer (at FanPro or otherwise) doesn't like the final result he will change it. He will tweak things to conform to the company's vision. It's always the property owner's playground. Some authors will like the results, some won't. Some authors take it better than others. It doesn't really matter, because that is the nature of the development process. Some authors (myself included) are often so tied up in their vision of how things should be they don't take direction very well. And if they don't take direction, it's a sure thing the developer is going to step in and "fix things". The author makes his case in his proposal or in notes, but ultimately it's out of his hands (whether it be fiction or rules). The change will be discussed among the developers, other authors are consulted, alternatives are reviewed, and the final call is up to the line developer.
Kesslan
I like pie. Pie is good.

























That said. I've got nothing against the current relase ratio of the new books. I may be dissapointed at books being pushed back etc. But still. Look at other developers. Look at say.. how manybooks Palladium has put out this past year? In previous years? Look at how many books they said would be out at such and such a date and still 2, 4, 6 years later have NEVER surfaced? Some infact resurface with later release dates. Others.. just.. sort of vanish. Like the several times promised Australia 2 book.

And their a popular RPG company. So is SR. DP9 is relatively and I've seen even fewer new books from them, but their still kicking around and doing ok it seems. Even with D&D alot of the newer material I've seen is totally independant stuff published under the OGL. I havent followed it hard core or anything but I'm sure you'll see similar results there too.

That isnt to say I didnt wish Augmentation and the like werent out RIGHT NOW! But if they were I'd buy em, then wish for the next book to be out RIGHT NOW! too.. That isnt going to happen. And I would much rather that the publisher put out properly edited books with good and reasonably well tested material than a rush job thats sloppy. Palladium has done that a few times with some of their books. Like their 3 Rifts world based Novels. The first one is horribly choped up and has totaly random nonsentical crap poping up in it even due to some editing error that several reprints later they STILL HAVE NOT FIXED!. Which.. sort of boggles my mind. I even sent them a letter to bitch at em about it and got an appology. But they still havent fixed it. Oh well..

The main explanation for the problems with the first novel? They rushed, some one screwed up. Had they NOT rushed they'd have had a properly done product from the get go, rather than one that has the most glaring editorial errors I have EVER seen in my entire life of reading books of all sorts. And that folks, is ALOT of books. I routinely go through at -least- 10 novels a year and thats not counting the RPG books or other books I read at all. It's been that way since I was about 10. Probably earlier.

In comparison, alot of the SR books have been -very- well written. I might not like certain parts, and others might take alot of re-reading for me to fully grasp (Such as SR's magic system and SR3's matrix system took abit of getting used to as well) but in the end I've found them relatively well thought out. And the fluff is usually quite good as well. I might wish there was more of it, but at the same time, one must realize it's not an easy task to accomplish.

The only other example I can give would be my mother's attempt at publishing my grandfaters manuscript about his voyage on the St. Roch. over 1100 full legal pages (Actually larger pages than modern legal) all single spaced, small lettering. It took him several years to write it before he died. And it's taken several years of work between the other demands of real life to computerize and edit the doctument. It's -almost- done. But then it has to be sent off to a professional editor for review and then we'll STILL have to find a publisher for the book.

That there's at least a limited market for the book there is no doubt. Afterall his previous book did quite well. ANd we'd reprint that too if we could track down who ever owns the other half of the copywrite to it. (There's some other legal red tape involved too beyond that). But having been involved in helping convert the doctument in the first place I can easily understand even just some of the difficulties an author may face.

In the end, relaly with those who are bitter about changes to SR.. well. Sorry guys. But as much as you play in it. It isnt really -your- world at all. You've certainly shared it. But you are by no means alone in it. And ultimately what happens to that world is really beyond your control. You may manage to influence it. You may even manage to some day have a direct hand in it. But unless you manage to some how actually gain the legal rights to SR. You cant possibly have any 'real' control at all.
MaxHunter
For one, I am actually quite satisfied with consistency and mechanics in all the SR4 books. I love to be playing shadowrun again and I think the people at Fanpro have been doing a responsible job.

I am, of course, quite eager to see Arsenal (for vehicles and rigging) and Unwired out, as both areas of the game need lots more development right now. However, I want those books to be as well written as possible because I'd hate to be put off this edition by undetected munchkin fodder or frantical, poor writing.

I rather wait a little longer to see a well checked book than rush to buy something unbalancedly put together for the hungry print. (d&d 3.5?)

Just don't take very long, he?

Cheers,

Max

Thain
(Quick aside: It was with a bit of gentle sarcasm that I said BESM 1e was published in Mark's garage. I actually have first printing BESM, HRGB, and BRCS all autographed by the authors. They were definantly "small press" back then, but not as small press as... say... me.)

I beleive that SR4 is, at the present time, probably the most internally consistent RPG in my collection. Be it from a AAA publisher (WotC, AEG, GW), a second teir company, or a small-press or botique studio.

Now, if the developers can avoid things like Rigger 2's (in)famous Flux Rating, then all will be good.
Cynic project
QUOTE (Synner)
QUOTE (Cynic project @ Jan 24 2007, 02:20 AM)
Dude, then you make a third path for spirits possion, materialization and inhabitaion. By doing what you did you made it so if you ever want to have other spirits from the deep metaplots you then have to make up whole new rules for them! Deep metaplans can be hard to get to and not have different rules for the spirits there Well besides the emo band rule. The point is that you make  as few rules and keep the rules the same as much as possible. You did the same with all other magical things..Why should threats be any different?

From the top. I'm not sure what you are saying. There are only three "types of spirit" as regards how they interact with our world: Materialization, Possession and Inhabitation. All spirits including those from the Deep Metaplanes fall in those three categories and all function the same way.

As to why we chose not to go with the template option for all spirits... that's simple. The nature of the Deep Metaplanes is different from the "inner" metaplanes. There is evidence to suggest that spirits from these planes (ie. Horrors, Shedim, Invae, Imps) are not governed by the same metaphysical rules as those spirits metahumanity is acquainted with. There is even some evidence to the effect that they may not be purely spiritual entities (at least not in the sense a fire elemental or spirit of the lake is).

Hence the decision to address them not as spirits per se but as unique entities/critters that have much in common with spirits. They are Threats. By using the basic spirits as templates, they would automatically become less unique, less unknowable, less a menace in their own right.

Knowing from the start that these entities would have to be treated differently to some extent (Insect mergers, insect forms, etc) why not make them into something unique, that still follows and shares the basic mechanics? After all we do not intend to make them playable for player characters.

QUOTE
Speaking toxic magic. Let me tell you that if you want to go down that road. Insanity is something of grey zone.  You understand, right? Good, because if you go that far as to say that insane people get different spirits then why do not sane people? Take this, some people believe that if they die they will go to hell, unless they do these rituals and and rites. others believe that they will die and turn into dirt. Others still think they will die and come back again until they become perfect. Others still believe that we all die and go to the same place of enteral happiness. Those are quote sane ways of thinking unquote. Those out looks on death are so vastly different and change the out looks on life in such vast ways that if you were to say that sanity  or insanity had an impact on magic then you would have to change magic for each of those..Or rather take those factors into account. That being said should a toxic fire spirit act the same way as a spirit of fire from  urban rat shaman? No. But I do not see how it would be anymore different that the Urban rat shaman's fire than it is from  a  post-humanist  niliests...

If you look over the rules carefully you will note that in SR4, we separated the old "toxic avenger" from what were known as "toxic poisoner". The avenger is no longer a toxic. The poisoner still is.

To put it into the simplist terms, the difference lies in the fact that a true Toxic's insanity (as opposed to a Twisted magician such as a eco-radical deep green zealot) allows him to tap something unnatural, something that warps the very nature of mana - not anti-life but an entropy that is contrary to the natural flow of things.

Whereas with a Twisted magician one can point to some event or decision somewhere down the line where the magician took the left-handed path and consciously opted for "the dark side" of his chosen beliefs and magical tradition, the true Toxic is deranged to the point that his magic is no longer recognizable, his beliefs do not entirely make sense (or are self-destructive in a manner a Twisted would never be) where ultimately his conception of the world is so unhinged that he does not realize he is different. But deep down the important thing is his magic is toxic. It is abhorrent.

QUOTE
First and foremost the developers wanted to keep the existing fiction and background material on Threat spirits valid and relevant.

No real baring on rules.

Actually there is. Insects have Queens. Queens have shamans. Queens were powerful Free Spirits able to control other spirits. Insect spirits have different forms. Insect spirits had castes. There were various "races" of insect spirits. Unlike other spirits, Insect spirits found it hard to remain on earth in spirit form, but were capable of Inhabitation and a specific type of inhabitation (a merging) which really made the scary.

All that has some bearing on the rules even if you don't recognize it.

QUOTE
Secondly, the developers simply didn't want spirits from the Deep Metaplanes to obey the same rules as "normal" spirits, because the Deep Metaplanes are not the same as the usual Metaplanes (note both authors agreed on this they just disagreed on implementation).

If you can't summon a plant spirit..Can you get to the metaplane of plants?  That being said  you could have meta planes in way be linked to mentor spirits. In the case of the insect spirits...

The Metaplane of plants is not a Deep Metaplane.

You could potentially link mentor spirits to specific metaplanes but every author or developer who was consulted about that idea considered it awful. I agree. Mentor spirits are archetypes and their significance and cosmological associations (like those of normal spirits) vary from tradition to tradition, culture to culture. Hemming them in by tying mentor spirits to specific planes would have been a mistake.

QUOTE
So instead, it was decided that spirits from the Deep Metaplanes function the same way in the Gaiasphere as metahuman initiates function in the Metaplanes - hence evanescence (with the exception that they've figured out a way of anchoring themselves here - Inhabitation).

So you could have just added that due to their mentor spirits, they summon spirits from far away. In the end as i stated above. Voodoo children, Shaman people, summon spirits of the watter and they are different. Why not have insect spirits be like Voodoo, but more so. IE they have Inhabitation. They can live in a host forever, but they have to.

I have no idea what you're trying to say here because that is exactly what they do. Insect shamans do summon spirits from far away (the Deep Metaplanes). They do do so because of their mentor spirits (Insect mentors/Queen incarnates which originate in the Hive Deep Metaplane). Insect spirits do have Inhabitation (btw - the same Inhabitation as Allies and Imps, etc not like in SR3 where there were 4 different types of Inhabitation power). They do live in a host forever, and they do have to.

The only thing that really sets them apart is Evanescence which is a weakness they possess in spirit form - until they Inhabit.

QUOTE
I am just saying that you seemed to have gone a whole shit load out of your way to make all "player" magic the same..And yet you didn't go that way for threats. It is to me the same thing you guys did with wiredreflexes and that bio thing. In some way you cling on to the past and others you don't, but you do not do so in an even way.

Let's see. Insect shamans get 5 spirit types (just like normal magicians). Summoning and Binding works essentially the same. Insect Mentor Spirits work essentially the same (although the bonii go to the hive spirits rather than the magician). Insect spirits have Inhabitation (just like Inhabitation spirits such as Allies), which functions the same way as Possession (you just read results differently to allow for merges). Insect Queens function just like other free spirits (though they're believed to be avatars of the Insect Mentor Spirit).

QUOTE
I know that it does make things take longer. A lot the time chapters do not  stand alone. You have over laping bits. Working on tradions, needs the work of spirits, the work of spirits need the threats and so on.

I know this full well. I reviewed every Street Magic chapter several times on its own and in the overall context. I believe you won't find one piece of contradictory mechanics in the whole book.

QUOTE
I will let the authors statement slide. i disagree with it, but I will talk to my sources and see what trouble I can get into.

Talk to your source. I stand behind what I've said. Freelancers (myself included) are contracted to do a job. If a developer (at FanPro or otherwise) doesn't like the final result he will change it. He will tweak things to conform to the company's vision. It's always the property owner's playground. Some authors will like the results, some won't. Some authors take it better than others. It doesn't really matter, because that is the nature of the development process. Some authors (myself included) are often so tied up in their vision of how things should be they don't take direction very well. And if they don't take direction, it's a sure thing the developer is going to step in and "fix things". The author makes his case in his proposal or in notes, but ultimately it's out of his hands (whether it be fiction or rules). The change will be discussed among the developers, other authors are consulted, alternatives are reviewed, and the final call is up to the line developer.

Incest spirits done the easy way. They come the deep metaplots. They can only be summoned by people who make a spirit pact with one of their free spirits. This spirit shall be known as a Queen. Still with me?

All spirits from the deepmeta plot either can't be summoned or can only be summoned by someone who enters into a spirit pact with a free spirit from the deep meta planes. Not all free spirits from said meta planes can do this.

This spirit pact let the person summoning them has lilte to no control over the way the spirits look (or act).

The power of the free spirit also gives the spirits the person summons a few extra powers.

The person get five types of spirits from the normal types but they have evanesses and ihabitation.

There you have insect spirits.

I'll do toxic magic when we get this one out of the way. My point is that flavor does need rules and rules do not make flavor.
Demonseed Elite
QUOTE
Incest spirits done the easy way. They come the deep metaplots.


I'm sorry, but the unintended words in that line made me crack up at my desk at work. biggrin.gif

I personally don't think Shadowrun has enough writers. It's an entirely freelance-based operation, as far as the writing is concerned (not to mention art, and I believe editing). I know I've felt tons of pressure come down on me because they want me working on this book and that book and I just don't have time to work on them all. I was recently asked to do a whole section of an upcoming book and I had to say no. I knew I didn't have the free time to do it well. We pulled together a few writers to work on it but they are also working on other books, so there's attention being pulled everywhere. It'd be much better if we had a bigger pool of writers that we could trust to come in on projects like that. At least in my opinion.
Grinder
QUOTE (Demonseed Elite)
It'd be much better if we had a bigger pool of writers that we could trust to come in on projects like that. At least in my opinion.

Maybe, but more writers doesn't mean that the work is done faster. More writers mean more possibilies that RL interfered by one of them.
Moon-Hawk
QUOTE (Cynic project)
My point is that flavor does need rules and rules do not make flavor.

Not to address this example specifically, but I find myself disagreeing with this statement on a very fundamental level.
Maybe "flavor" isn't the word that I want, but rules do have a very large bearing on the overall "feel" of a game, in general and in specific areas.

For example, you can convert all you want you will never be able to achieve the "feel" of Shadowrun in d20.

I think the point here is that the designers wanted the Threats to "feel" different than normal spirits. Part of that is accomplished through "fluff", in describing them differently and saying that they're different, but part of that feel is also established through "cruch"; actually giving them some subtle differences in rules. But overall, the rules are pretty similar, and the differences are pretty small, IMO.

note: I seem to be having a "problem" with using "too many" quotes today. I'm "sorry". Maybe it's because I'm using a different keyboard. wink.gif
Moon-Hawk
QUOTE (Demonseed Elite)
QUOTE
Incest spirits done the easy way. They come the deep metaplots.


I'm sorry, but the unintended words in that line made me crack up at my desk at work. biggrin.gif

I completely missed that.
rotfl.gif
Thanks for pointing that out.
Demonseed Elite
QUOTE (Grinder @ Jan 24 2007, 12:01 PM)
QUOTE (Demonseed Elite @ Jan 24 2007, 05:55 PM)
It'd be much better if we had a bigger pool of writers that we could trust to come in on projects like that. At least in my opinion.

Maybe, but more writers doesn't mean that the work is done faster. More writers mean more possibilies that RL interfered by one of them.

That's true, but with more writers, you can call on back-up to finish up a section that the original author can't finish. Right now, when that happens, you have to turn to one of a small group of writers, who are usually working on at least one other book. That, in turns, slows everything down.

How FanPro could attact those writers, I don't know. It's easy to get more writers, but it's hard to get more reliable, skilled writers. We've picked up many writers in the past who flaked out on their first writing project and then vanished off the face of the earth.
Demonseed Elite
QUOTE (Moon-Hawk)
QUOTE (Demonseed Elite @ Jan 24 2007, 11:55 AM)
QUOTE
Incest spirits done the easy way. They come the deep metaplots.


I'm sorry, but the unintended words in that line made me crack up at my desk at work. biggrin.gif

I completely missed that.
rotfl.gif
Thanks for pointing that out.

I think I've taken some journeys to the Deep Metaplots with AH before. It's a scary place. But I have to say, I haven't run into any Incest spirits there.
Demonseed Elite
Gah, third post.

Also, on SoLA, I can't say I know the details, but from what I can gather, the whole thing is more complicated than most know. At first glance, it'd be pretty simple to slap the writing into a PDF and post it on the the Shadowrun website, but it seems like there are other entanglements that would need to be worked out first before that could be done. Not that I've been told so, but that's the feeling I've gotten talking to the devs.
Adam
QUOTE (Thain)
(Quick aside: It was with a bit of gentle sarcasm that I said BESM 1e was published in Mark's garage. I actually have first printing BESM, HRGB, and BRCS all autographed by the authors. They were definantly "small press" back then, but not as small press as... say... me.)

Mark didn't even *have* a garage at that time -- I helped him move from that house to his current one. wink.gif
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