QUOTE (Ravor @ Aug 25 2009, 03:08 AM)
Well Rasumichin, if I were feeling contary I'd argue that the idea behind the SOTA rules pretty much voids your argument, the tech that was called Deltaware in the 2050s is now off-the-rack stuff and an 2050s Wired Reflexs III is now lucky to be considered Second Hand Wired I, ect, ect...
Yeah, one could argue this way, but given that Essence costs haven't changed that much, it would be relatively pointless, right?
In general, i like the notion of how tech has developed over 20 years of ingame time as well as the more transhumanist angle of SR4.
And when it comes to deciding wether crunch or fluff is "right", i don't have a general preference, i'll base my decision on what fits my game better.
In the case of ware grades, this means freely available alpah- and betaware (the latter being in line with the fluff, but not some of the crunch) and deltaware that's rare and tailored for the elite, but still available to people who know where they have to look and what favors to call in (which is both in line with fluff and crunch).
Plus, it fits my "just roll with it", permissive approach to GMing.
If my players want something, they can get it, as long as they put an appropriate amount of work into it and live with the consequences.
Why should i make my job harder by giving up on plot hooks the players throw at me?
If you want to handle things differently, i don't really care.
Who am i to say how to run your game?
QUOTE (StealthSigma @ Aug 26 2009, 11:31 AM)
I am now creating a character entirely based around the fact that the character has the Restricted Gear quality and Synaptic Booster 3.....
First meeting :
"And what can you do?"
"I'm FAST!"
No, seriously, that could actually work out nicely in the long run.