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Toa
QUOTE (Nikoli)
Magic rules that make sense.  If inivisibility affect the mind of the viewer, why does astral perception break it instantly?

Because Invisibility is a single-sense illusion spell and astral perception is not a visual sense?

1. Matrix 2.0!
2. More Nanoware.
3. More Geneware.
4. Fusion between Deckers and Riggers might indeed be nice.
5. Finally reveal Otaku as Awakened. Come on, it's written on the wall... (If the Otaku survive the crash, that is. *ponders*)
Toa
P.S.: Undo some of those gruesome adept powers from SotA'64 and keep adepts as body magicians. Social adepts ok, but please no "spell-like abilities".
Aristotle
QUOTE (Cynic project)
Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

Why would you need it to, unless you were an awakened being in which case you would be doing it for the increase in power. I suppose it should 'grow back' under certain circumstances, but most people who have any significant amount are most likely only taking cyber out to put better, more essence-friendly, cyber in (so that they can have even more cyber). There are already rules for reusing spent essence in the cyber-surgery rules. All I would like to see is for the use of spent essence to be automatic (or at least easier to obtain) rather than depending on a surgery roll. Of course it's been a while since I've read those rules.

A 'mundane' character doesn't advance through being able to fit more cyber in their bodies. They advance through being able to afford a better grade of cyber that uses up less essence so that they can stand to have larger amounts of cyber in their bodies and possibly by paying for top-notch surgeons who can possibly further reduce Essence costs. IMHO
Morphling The Pretender
My 5:

1: A core book that can have a campaign played from it without 4 other books. I doubt I'm alone in saying that, if this isn't fulfilled, I will stick with the investment I've made in SR3.

2: On-The-Fly decking. A decker who can force a door in one action is more useful than one who had to hide for half the run, and allows the game to flow much faster. Deckers can be PCs again.

3: Cyberlimbs. Man, those things aren't cheap. Hopefully, they are now common enough that you can have those shiny new arms without paying an arm AND a leg. Headache-inducing Hawaiian shirts for all!

4: Some resolution of the inelegance of the Rule of Six (7s=6s) and open tests (got lucky with a 16 on two dice, but my 7 rolled four 5s). I don't know HOW to fix that, but hopefully they can.

5: Non-Magical, Non-Cyber, Non-Decking, Non-Rigging character potential: Come on, someone's gotta have love for the Face. I don't mean technophobes, but someone who doesn't need a Focus, Steel Lynx, Smartlink, or Farlight...
TheQuestionMan
1. Melee Combat Rules that work

2. Rigging Rules Separated from Vehicle Rules.

3. Contacts written in a comprehensive manner. Not scattered through many books and proper examples.

4. Matrix rules written in a comprehensive manner. With better examples.

5. Format change to make Rules and Examples clearly separate. etc...
shadow_scholar
I've only got one request right now, and that is that the book be proofread very well, so that I won't have any of this errata crap giving me trouble. My old 1st printing 3rd Ed book had so much damn errata that I still haven't fully caught it all. When they send those sumbitches to print, make damn sure the rules and phrases are correct.

Also, why are they doing away with the nifty 59 years in the future system? Is it because they want to make sweeping changes and just can't do it without pissing a bunch of peeps off? I guess it'll be 64 years in the future now, but that's cool. I just hope what they try to do works for them.

Cynic project
QUOTE (Aristotle)
QUOTE (Cynic project @ Mar 15 2005, 07:17 PM)
Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

Why would you need it to, unless you were an awakened being in which case you would be doing it for the increase in power. I suppose it should 'grow back' under certain circumstances, but most people who have any significant amount are most likely only taking cyber out to put better, more essence-friendly, cyber in (so that they can have even more cyber). There are already rules for reusing spent essence in the cyber-surgery rules. All I would like to see is for the use of spent essence to be automatic (or at least easier to obtain) rather than depending on a surgery roll. Of course it's been a while since I've read those rules.

A 'mundane' character doesn't advance through being able to fit more cyber in their bodies. They advance through being able to afford a better grade of cyber that uses up less essence so that they can stand to have larger amounts of cyber in their bodies and possibly by paying for top-notch surgeons who can possibly further reduce Essence costs. IMHO

And what if you want your character to change from all metal tomroe bioware?What if you have it removed by force? WHat if your charatcer wants to be more in tune with that free forum Loa that is fallowing him around... What if ....

It is not souly a matter of power, but reason. I want to change from combot monster to someone who can be healed with magic? I want to not turn into a cyberzombie..I want a lot of things.

In the end if you think that there is no reason for it for poeple to do, then your character do not need to do it.

By the way,I don't think that magic people would see this as a godsent,as magic dosen't can be lost form stimpachs,drugs and wounds.
Crimsondude 2.0
QUOTE (Cynic project @ Mar 15 2005, 04:17 PM)
QUOTE (Crimsondude 2.0 @ Mar 15 2005, 05:51 PM)


As for regrowing Essence--that is the worst idea for SR I've ever read. Period.

I've said it before, and I'll say it again. Screw the mundanes.

Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

No. it makes as much sense as a meat limb regrowing once you remove a cyberlimb.

But like mfb said, there are other more appropriate threads.
Eyeless Blond
QUOTE (Aristotle)
QUOTE (Cynic project @ Mar 15 2005, 07:17 PM)
Let's take this idea. I have hade my cyberware removed. It is not longer in my body.... Would it be unreasonable to say after some time, that the part of me that I lost, would now either be regained or replaced? Why wouldn't my essnce come back?

Why would you need it to, unless you were an awakened being in which case you would be doing it for the increase in power. I suppose it should 'grow back' under certain circumstances, but most people who have any significant amount are most likely only taking cyber out to put better, more essence-friendly, cyber in (so that they can have even more cyber). There are already rules for reusing spent essence in the cyber-surgery rules. All I would like to see is for the use of spent essence to be automatic (or at least easier to obtain) rather than depending on a surgery roll. Of course it's been a while since I've read those rules.
Well actually my idea was that the essence increase proceedure, whatever it is, would either have no effect on Magic or an opposite effect. Mages can take cyber pretty easily already; there's no reason to make it even easier.

QUOTE
A 'mundane' character doesn't advance through being able to fit more cyber in their bodies. They advance through being able to afford a better grade of cyber that uses up less essence so that they can stand to have larger amounts of cyber in their bodies and possibly by paying for top-notch surgeons who can possibly further reduce Essence costs. IMHO

Sure, now, yes, that's their only option. Maybe I want the cyber sams and the like to have more options as well. Mages get foci and initiation; sams can have higher grade 'ware and... whatever gene-therapy or whatever thing increases your Essence.
Crimsondude 2.0
Take this to another thread.
Moonstone Spider
QUOTE (Crimsondude 2.0)
Whoever said they can't fight back? They're dual-natured. It works both ways.

Hardly. The only way the Mundane Shapeshifter will ever get to fight back is either at hideously skewed odds or else when his opponent is a complete moron.

A spirit can simply hover 3 meters above the ground, stay safe in the astral plane from all the other characters, and bombard the poor shapeshifter all day long with it's spirit powers. Endgame for Mr. Shifty with 0 chance of fighting back.

The astral Magician can do the same with spells or, if he's worried about that physical drain, conjur forth swarms of low-level watchers as help for the melee combat test. But since Shapeshifters have 3 extra attributes most of the time the magician will have a higher attribute for astral combat anyway so he can likely win with no help at all. But if he can't, there's always the watcher swarm and all the shifter's friends can do is watch as he's torn apart.

Lastly Mr. Magician can just throw up some wards. Our Shapeshifting friend can try to fight them and alert everybody, or give up and go home. Either way the run is probably a bust just because he's dual-natured and can never, ever, learn masking or any other means of defense against all those astral baddies.
Kanada Ten
Androids. Mind transfer. Clones. Wireless Matrix. Nanite tools.
Dakhran the Dark
I've really only got one at the moment, the rest have already been said...

1) Put Raygun in charge of the weapons and armor section.

Your total comes to 0.02¥, please slot your credstick here.
hobgoblin
QUOTE (Kanada Ten)
Androids. Mind transfer. Clones. Wireless Matrix. Nanite tools.

hey its sr, not babylon 5 or star wars (alltho given the magic you could have fooled me at times silly.gif )...
Arethusa
Actually, what he's suggesting is moving SR more towards Ghost in the Shell, which is partially a good idea (because GitS is incredible) and partially a bad idea (GitS is deeply and fundamentally incompatible most of SR, and SR is altogether far less thought out and, dare I say, intelligent).
Kanada Ten
I can't even watch GitS becasue it's so poorly done.
Arethusa
It's not my fault I hate you.
Kanada Ten
I'd not have it anyother way.
Upsilon
1. Vehicle/rigging rules...oh god, just start over.

2. A decking system actually baded on skill. In SR3 a decker really only uses one skill and everything else is based on equipment and utilities (and as a result, said equipment has to be made implausibly expensive to maintain game balance). Add more decking related skills, let deckers right their own utilities (when you think about it, that actually makes more sense than buying them), and actually use attributes more often. Then you can also make the equipment cheaper without breaking the game.

3. Astral projection is far too overpowered. It makes one wonder how anyone can have any secrets at all with all the mages and spirits that can be flying around. I'm not saying that it should be gotten rid of, but it should be made more limited. Maybe require drain checks or something (why should separating your spirit from your body be as easy as breathing?) and make wards easier to create.

4. Revise the broken damage codes of most weapons and get rid of all those types of ammo that the Cannon Companion introduced that were either absurdly and unjustifiably overpowered (AV) or just plain stupid (everything else).

5. The magically active have tons of things to spend karma on, but not much to spend money on. The mundane have tons of things to spend money on, but not nearly as much to spend karma on. There ought to be something that can be done about this.
Arethusa
QUOTE (Upsilon)
1. Vehicle/rigging rules...oh god, just start over.

2. A decking system actually baded on skill. In SR3 a decker really only uses one skill and everything else is based on equipment and utilities (and as a result, said equipment has to be made implausibly expensive to maintain game balance). Add more decking related skills, let deckers right their own utilities (when you think about it, that actually makes more sense than buying them), and actually use attributes more often. Then you can also make the equipment cheaper without breaking the game.

3. Astral projection is far too overpowered. It makes one wonder how anyone can have any secrets at all with all the mages and spirits that can be flying around. I'm not saying that it should be gotten rid of, but it should be made more limited. Maybe require drain checks or something (why should separating your spirit from your body be as easy as breathing?) and make wards easier to create.

4. Revise the broken damage codes of most weapons and get rid of all those types of ammo that the Cannon Companion introduced that were either absurdly and unjustifiably overpowered (AV) or just plain stupid (everything else).

5. The magically active have tons of things to spend karma on, but not much to spend money on. The mundane have tons of things to spend money on, but not nearly as much to spend karma on. There ought to be something that can be done about this.

You seem new and very right about things in general. I like you already.
Crimsondude 2.0
QUOTE (Upsilon @ Mar 15 2005, 09:15 PM)
3.  Astral projection is far too overpowered.

One of the biggest mistakes of SR3 was disregarding two solid previous editions' insistence that one cannot travel astrally though living matter. The moment that was changed, people began to really hate mages. Which makes sense since 9 years of precedence over two editions was pretty solid and logical.

Changing it, however, was not.

One of the things that I truly hope is that niether Mike M nor Stephen Kenson have any hand in this book. They are the worst things to ever happen to SR.

Which is funny when you consider how much people hated Sargent & Gasgione. These two--the crappy SR3 version of Dowd & Findley, deserve to be shot into outer space.
Nikoli
However without that change, you technically can't leave your body except to a metaplane as your whole body is covered completely by living organic matter that isn't you.
Arethusa
See? Overpowered Astral Projection Problem already solved for SR4.
Eyeless Blond
QUOTE (Upsilon)
2.  A decking system actually baded on skill.  In SR3 a decker really only uses one skill and everything else is based on equipment and utilities (and as a result, said equipment has to be made implausibly expensive to maintain game balance).  Add more decking related skills, let deckers right their own utilities (when you think about it, that actually makes more sense than buying them), and actually use attributes more often.  Then you can also make the equipment cheaper without breaking the game.

Preach on brother. Hell, they could actually do to Computers what they did to Firearms in SR3, but breaking it up by proceedure instead of by tool. The hardware would be cheap; the wetware would be expensive. smile.gif

QUOTE
5.  The magically active have tons of things to spend karma on, but not much to spend money on.  The mundane have tons of things to spend money on, but not nearly as much to spend karma on.  There ought to be something that can be done about this.

The magically active have lots and lots of foci to buy, which really don't cost all that much in terms of karma but are really expensive in terms of cash, so that side is actually kinda taken care of already. The lack of an analogue to initiation for mundanes does indeed mean that they are kinda screwed in the karma department, which is why I suggested the whole idea of regaining Essence through surgery, assuming it would require Karma expenditure as well as lots o' cash.
Adarael
QUOTE
One of the biggest mistakes of SR3 was disregarding two solid previous editions' insistence that one cannot travel astrally though living matter. The moment that was changed, people began to really hate mages. Which makes sense since 9 years of precedence over two editions was pretty solid and logical.


WTF? When did that happen? Why wasn't I notified?

Seriously, you can pass through living matter? That's a change I never knew about. And frankly, I'm glad I didn't.
mfb
it happened in SR3. i don't know where exactly the rule is, but i do know that the example of an astral journey had one astral character flying through someone else's physical body.
Upsilon
QUOTE (Arethusa)
You seem new and very right about things in general.  I like you already.

Heh, thanks. I've lurked on this forum on and off for a while, but only the SR4 announcement got me excited enough to post wink.gif
Adarael
Welcome to the Insanity Brigade, Upsilon. *G*
DigitalMage
Okay, my 5:

1. Make the rules consistent - remove any hint of splitting Skill dice ala Sorcery and Conjuring. if you want to split a Skill make it into a dicepool and have it act like every other dice pool i.e. refresh once per turn. Also remove open tests - instead use number of successes to see how well you used Stealth etc.

2. Make gear easier to purchase at character creation. This is the part that takes ages. Have a few optional packages of gear that are simply grouped by purpose e.g. a surveillance package, a B&E package etc.

Each package should cost a nice round amount e.g. 5k, 20k, 100k so if I had 90k Resources I could just say "I'll have those three 20k packages, those two 5k packages, a High lifestyle and two extra contacts."

3. Make the decking system the parallel of the physical, e.g. have a virtual Body, Quickness and Strength. Have a couple of different skills for hacking rather than just Computer, e.g. a combat skill, an intrusion skill and maybe an evasion skill. Reduce the complexity of jackpoints and decks.

4. Simplify the rigging and vehicle combat rules - a simple chase system of opposed tests or something.

5. Have everything presented as if a new game - a complete reboot without the need for old sourcebooks or references to past metaplot. Encourage people to get in on the groiund floor again. Also in terms of future metaplot keep it short and sweet - wrap up each strand in less than a year and keep each strand confined to only one or two books e.g. like Blood in the Boardroom. Make it so that anyone strand of metaplot can be ignored without upsetting the overall setting.
Medicineman
Hello
My Top 5:
Revised Damage codes (no more my Fist does more Damage than a large knife
or a 9mm Auto-Pistol does less damage than a 9 mm MP)
Revised Concealability Rules ,weight &Price-Rules
Same Rules for Damage (Armed Combat & Firefights / Magic & Melee)
Simplified Matrix & Rigger-Rules
For Character Creation Point System as Default with more "Races" (Windlings,Halflings,but no ! Dracos !!!)

with Dance from germany
Medicineman
DigitalMage
Want to add a couple more@

6: Only one Initiative roll per combat, with an option to use an action to re-roll (in game this would be re-assessing the situation). This would speed up gameplay but would need a change in the way multiple actions are determined - perhaps have it as a fixed amount, or do away with multiple actions a turn completely?

7: Have all the necessary rule sin teh core book, including Surgery rules! (it was in 1st ed but not the other damn core books!). Also if you are going to include critters, include some the PCs might interact with, not just dragons! Expansion books should be more about extra kit, weapons and gear, new uses for existing skills, and more background info than new rules. I.e. the Matrix book would have stuff like who the top megas in the industry are and what are teh best virtual places are (sort of teh fluff from Matrix combined with Target: Matrix).
The_Sarge
@Medizinmann

Oh god, please, no!
No other races!

Keep it Human, Elf, Orc, Dwarf, Troll (and the friggin' rare metavariants).

Don't add another level of metagaming confusion and racism and world-shattering "new mystical stuff".

Let Shadowrun become more cyberpunk and less fantasy again. Even if it's only slightly. If halflings or windlings pop up as shadowrunners, this would be the first thing I would totally and absouletely ignore from the start. That would be just comical. In a very, very bad way...
MYST1C
QUOTE (Crimsondude 2.0)
One of the things that I truly hope is that niether Mike M nor Stephen Kenson have any hand in this book. They are the worst things to ever happen to SR.

Word!

I still get get shivers just thinking at Mike's dreaded "Gunz are keeeewl" foreword in Cannon Companion.
Or his weird "They shoot wild horses" adventure that presented a rather strange view of the SR world in general and shadowrunners in particular.

And Kenson's über-mage Talon...
mintcar
I kind of like Talon. It´s a bold move having him be gay.
MYST1C
QUOTE (mintcar)
I kind of like Talon. It´s a bold move having him be gay.

That's definetely not my issue with this character.
Kanada Ten
I like the whole astral beings not interacting with living auras any differently than inanimate. It simply created too many paradoxes the old way. They should implement some form of affordable astral security, sure, but that could be as simple as stone enchanted to be dual-natured or some such.
nezumi
What I want to see changed...

1) More non-Shadowrunner cyberware. Mr. Studd, color changing eyes, shifting tattoos, implanted personal secretaries, and sensical cyber limbs

2) More focus on non-standard character types, such as the rock star, the tax accountant, etc.

3) Better rules for non-standard attacks (cream pie, seltzer water)

4) Rules for more non-standard creatures (sasquatches)

5) A little less emphasis on magic types and more variety for mundanes
Smed
My top 5:

1: Put all the rules in one book. Use later sourcebooks for additional gear, Cyberware spells, etc... but keep the rules in one book!

2: Make the rules consistent across melee/ranger combat/magic/etc.... Use the same mechanics for everything.

3. Ala carte Character Creation rules for the Magically active using a build point system. Make it so that you can purchase Conjuring, Sorcery, Adept abilites and Astral Perception seperately. The more abilities you want, the more it costs. If you want a character that can only conjure elementals and has Increased Reflexes, great.

4: Decking rules that allow the decker to particpate more with the rest of the group in real time.

5: Shadowtalk in the rulebooks from a character with my nickname. smile.gif
Crimsondude 2.0
QUOTE (M¥$T1C @ Mar 16 2005, 06:53 AM)
I still get get shivers just thinking at Mike's dreaded "Gunz are keeeewl" foreword in Cannon Companion.
Or his weird "They shoot wild horses" adventure that presented a rather strange view of the SR world in general and shadowrunners in particular.

He is single-handedly responsible for SURGE, a transgression which I will never forgive.

QUOTE (mfb)
it happened in SR3. i don't know where exactly the rule is, but i do know that the example of an astral journey had one astral character flying through someone else's physical body.

SR3, p. 173.

When it said, "Physical beings may sense when an astral form passes through them."

Why do you think FAB became dual-natured, and vine guards had to be "engineered" to stop or detect astral travel?

The Leeches, for crying out loud, are built around this new premise that one can travel through living beings, and the leeches can only detect and alert Deus, not physicall stop an astral intruder.

QUOTE (M¥$T1C)
QUOTE (mintcar)
I kind of like Talon. It´s a bold move having him be gay.

That's definetely not my issue with this character.

Same here. I think the fact that he actually writes (and no one dares utter the word "bullshit") in DotSW that he's had multiple opportunities to ask dragons about their magical system was the point when I lost all respect for the character. The fact that he's gay is also a non-issue especially to me since I play one as well (gay man, just to avoid the questions/comments).

My problem with Kenson goes primarily to his (lack of) effective writing skills. His writing is not well-structured. His rules descriptions are illogical, incoherent, disjointed, vague, and contradictory. If you can read MitS without wanting to commit a serious act of violence to yourself or Mr. Kenson, more power to you. I cannot, because reading his material is like reading posts by some non-native English-speaking DSers. The difference is that I can generally understand what the DSers are saying, and I don't feel compelled to correct them when speaking a language that isn't their first.

Kenson, OTOH, has been published multiple times. He's an English-speaker from New England. He should be held to at least a minimal standard of writing and grammar that I hold myself to when I post online, let alone professional writing. The fact that he doesn't, combined with the fact that Mike M put him in charge of writing whole sourcebooks (although some, like NS, were re-edited versions of old SBs by better authors) and being the go-to guy for magic for Mike M under SR2 and 3 would, IMO, require him to actually be capable of writing well.

My other major complaint has to do with factual errors that pop up throughout his books, which are wrong IRL or within the context of SR's history. I've had this argument before about how well-informed an author should be about what they're writing with Szeto, but the fact remains that when you put your name on something you should be held accountable for it. The editors deserve some of the blame, of course, as does Mike (and now Rob). And I do hold them accountable.

And like I said, he and Mike were the Nigel and Dowd of SR for the last ten years insofar as pretty much every major event that happened in SR was written in part or in whole by Kenson much as Findley wrote, and thus helped shape, the metaplot and overall atmosphere of SR. You remember when I railed against the idea of SoE last summer, but then I read it? The difference is that under Rob, and with Kenson gone, I realized what it was I hated about Shadowrun. I hated the atmosphere, the poor writing, and the general direction of the game. And the more I considered it, the more I realized that a lot of that hatred found its way to the same source: Kenson and Mulvihill.
Smed
QUOTE (Crimsondude 2.0)
He is single-handedly responsible for SURGE, a transgression which I will never forgive.

Amen.
RunnerPaul
QUOTE (Adarael)
Seriously, you can pass through living matter? That's a change I never knew about.

If I may borrow a movie quote that one of my bosses likes to throw out, Where have you been? Freeze-dried, or doing hard time?

Moonstone Spider
Actually I think having rules for every sentient race (perhaps avoiding those who are incompatible with Shadowrunning) being playable would be a good idea. Runner Vampires, Free Spirits, Grande Zombies (Hey, after Ghouls why not?), Maybe even go wild and have things like Runner Blackberry Cats. This would be in the Shadowrun Companion 4, of course, and probably these races would have to be labelled optional for normal games. But the rules would be available and make a lot of interesting game concepts open up.

I can see avoiding, say, AIs and Great Dragons because they're too rare and their lifestyle is incompatible with running. But for your average species why not? It can't be harder to play than a Dryad and we've seen, for instance, interesting games with vampire PCs right here on Dumpshock.
Adarael
QUOTE
If I may borrow a movie quote that one of my bosses likes to throw out, Where have you been? Freeze-dried, or doing hard time?


May I vote for option three? That is to say, "Pickled, stewed, totally twisted."

Seriously, though... In 9 out of 10 games, I play the full magician. Since most of the individual games were in Shadowrun 2nd, and almost all of my time in Shadowrun 3rd has been in one ongoing game, I guess it just slipped by me.
Fortune
QUOTE (Moonstone Spider)
Actually I think having rules for every sentient race (perhaps avoiding those who are incompatible with Shadowrunning) being playable would be a good idea. Runner Vampires, Free Spirits, Grande Zombies (Hey, after Ghouls why not?), Maybe even go wild and have things like Runner Blackberry Cats. This would be in the Shadowrun Companion 4, of course, and probably these races would have to be labelled optional for normal games. But the rules would be available and make a lot of interesting game concepts open up.

Let me be the first (in this thread at least) to say ... Gods, I hope not!!! eek.gif
Kanada Ten
I wouldn't mind rules for it, so long as they are simple and not a mess like shifters, ghouls and drakes currently are.
mfb
i think it would be wiser to put in simple rules for NPC critter creation--for instance, just state that the critter stats are racial averages, ergo 3 +racial mods; as well, note how many skill points critters get (3x Int, or whatever). that way, if someone wants to create a blackberry cat character, they have a starting point, but blackberry cat characters are still discouraged by the lack of point-buy costs.
Critias
QUOTE (mfb)
...but blackberry cat characters are still discouraged by the lack of point-buy costs.

And the beatings. Don't forget the beatings. Those are discouraging, or at least are meant to be.
JACK THE CHIPPER
QUOTE (nezumi)
1)  More non-Shadowrunner cyberware.  Mr. Studd, color changing eyes, shifting tattoos, implanted personal secretaries, and sensical cyber limbs

Thank you.

2) Less dragons, less dragon metaplots, less worldspanning magical conspiracies, more cyberpunk/slipstream

3) prejustice against magic

I always thought the public would really freak out when a tiny percentage of people develop unknown powers. I wouldn't want anybody to mess with my mind, and I sure as heck wouldn't feel any safer if I knew my neighbour can summon a fire elemental. Where's the paranoia?

4) pictures, pictures, more pictures (guns, vehicles, equipment, panorama)

5) a consistent rules set for close combat (riddle of steel did a decent job for example) better decking rules (skill-based) new rules for auto-fire, more deadly combat system.

OK, it's a long list but the more I write the better the chance some of it gets true, non? wink.gif
Kanada Ten
Who ever came up with the name slipstream for a fucking genre of fiction was an ass and an idiot. Not only does it sound lame, but it automatically pigeon holes the work into a tiny crap filled shelf in the sci-fi genre. Just like cyberpunk did. There's no quicker way to kill a movement than to give it a stupid name. Not to mention that all the stuff from it I've read is world spanning contrived conspiracies, just like crapperpunk.
JACK THE CHIPPER
Whoa, calm down, breathe slowly. Everything's going to be okay.

It's just human nature to put a tag with a name on everything. If it's a good or bad name, I don't care. It's just a way to define a bunch of works which have similar concepts in common.

QUOTE

Not to mention that all the stuff from it I've read is world spanning contrived conspiracies, just like crapperpunk.


Maybe you just read the wrong books, or you're prone to overgeneralizations?
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