QUOTE (Floyd @ Oct 16 2008, 08:54 PM)

It was a tangent, but some posts (the one concerning monowire) had addressed it. Although, since i interpreted the OP as: "there is no defense against the imaginary", I felt an aside on realism to be appropriate.
And don't misunderstand me, I love your poopy-pants; and would support your decision to sell them to the Guggenheim.
You, sir, have just won the internet. Congratulations.
QUOTE (Wesley Street @ Oct 16 2008, 11:50 PM)

Sometimes, when you GM, you have to delay the ambitions of your players in order to maintain game balance. A smart GM, rather than brushing off that delayed PC, will use that delay as an opportunity to engage him in other ways other than his chosen specialty. I have never seen a game system that had mechanics that allowed for the integration of the equivalent of a level-15 character with it's first-level counterpart. When you work with a game based on statistics and probability it's not possible.
All the decently balanced game systems I have played will give you characters of roughly the same usefulness and power level if you give them all the same amount of XP / levels - unless the player deliberately shoots themselves in the foot. I maintain that, if the GM has to wilfully hinder a single character's development in order to preserve game balance, then you have a
serious design flaw.
QUOTE (Machiavelli @ Oct 17 2008, 12:43 AM)

Right. But from my professional side of view, it is not acceptable to publish unfinished products. I don´t understand that companies doing such things, can still exist on the market. If we would do this in our company, we would have never been founded.

It comes down to
relative quality. You wouldn't purchase a car that was only half finished and thrown together on the cheap because there are plenty of other cars on the market that have had years of testing before they were put on the market. The vast majority of gaming books are put together on the cheap (D&D and White Wolf being notable exceptions, but WW books have their own issues). Software is the same - people release unfinished products, but they still sell because everyone's doing it and there's no alternative.
QUOTE (Wesley Street @ Oct 17 2008, 12:52 AM)

Oh Lord, the things that niche/nerd interest publishers get away with that the rest of the professional world doesn't is astonishing. I collect comics and some of the titles I read are constantly delayed because some prima donna artist or writer had some "personal issues" that got in the way (there was a three-year delay between the release of issues 2 and 3 of Warren Ellis' three-issue
Ministry of Space mini-series and the final issue of
Planetary still hasn't released... and the previous one came out two years ago!) or he was too busy playing Final Fantasy (*cough* Joe Medieura *cough*).
But it's not as if we nerds have anywhere else to go to get our fix.

All too true.
QUOTE (DocTaotsu @ Oct 17 2008, 02:05 AM)

What! No! Unheard of! GM's can lie, cheat, and fake as long as the players are having fun? Unspeakable!
Quoted for emphasis.
QUOTE (Malachi @ Oct 17 2008, 06:14 AM)

The root of all RPG evil is an attitude of antagonism between the Players and the GM. If a Player is designing his character so that he can "beat" all of the challenges that the GM throws at him, this is going to cause problems in any game system. I will agree that this attitude is exacerbated in SR4 because the rules are so much "fast and loose" and leaves much up to GM discretion. I think this sticks in the craw of these "oppositionalist" players because they can't find the rules they need to trick the GM so they can "beat" his opposition. Because so much is left up to GM fiat they are left without the ability to beat him. Conversely if the GM is just out to defeat the players, no one will have fun either. RPGing (to me) has always been about telling a story. If one wants to play SR in a mode of opposition to the GM I suggest they convert the rules to a miniatures style game, or just go play a stock miniatures game entirely, they will be far happier.
I resent this implication. Our group has not had trouble with people adopting a 'players vs. GM' attitude. Our group has had trouble because we're new to the system, and when you aren't familiar with the rules, SR4 makes it very difficult to become familiar:
'OK, I open up on full-auto. Wait, how does that work again?'
'I'll ckeck *flips through book for two minutes looking for auto-fire rules while everyone sits around feeling bored* Ah, here we go: *describes autofire rules, taking anotehr 5 minutes* there'
'Damn, I don't have the dice-pool to hit jack squat with that. Oh well, I just shoot him on single-shot.' *action is resolved, next player's initiative*
'I try to hack his commlink'
'O... K... um, what were the rules for that again?'
'Lemme check' *spends 10 minutes wading through the wireless world chapter*
And so on... =/
QUOTE (Cain @ Oct 17 2008, 07:04 AM)

I'm also a well-seasoned veteran of SR1-4, as well as being one of the guys who was gaming in the 70's. While I like the idea of where they're headed with SR4, they didn't do it well enough. The made a play for a more narrative approach, and failed. They tried to eliminate some of the crunch, and succeeded, but only far enough to piss off the simulationists. The lack of flavor made it non-narrativist, and the lack of crunch made it non-simulationist. It's still pretty gamist, but that's as much a double-edged sword as the others. What we ended up with was a poor man's WoD clone, ported to d6.
I can olny whole-heartedly agree with this.