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That's a shame as I would particularly have liked you to respond to my request to quote the ad hominim part of the post that you described as "mostly just an extended ad hominim fallacy." That's not a good thing to say about someone if you can't support it.
OK, fine.
Ad Hominem literally means: "Against the man", and occurs when you attack a person, instead of his/her position. Your entire last few posts has to do with me, and not my position. It is a clear example of the Ad Hominem fallacy, and can be rejected as a logical argument.
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If you don't trust your GM to make fair calls and run a fun game, then no amount of rules, in no RPG, will be good enough for you.
It's got nothng to do with trust; I GM a lot, too. The better the system, the fewer GM fiat calls I have to make. If we're discussing constructive ways to make Shadowrun better, shouldn't we try and minimize this sort of thing?
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You mean that just because the called-shot rules ask for GM discretion, Shadowrun rules are inexistent?
Not precicely, no. I am saying that there's a vast amount of the game that relies on GM fiat, which makes the rules very thin. Certainly not enough to justify the huge price of the base book.
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I'm curious why you think the system rewards twinks? Do you mean people who look for loopholes in the rules (Bloodzilla & others).
The system rewards numerical superiority, but that can be said of many gaming systems. Where the problem lies is in how easy it is to get to the breaking point. It's certainly easier too twink out a character in SR4 than it is in equivalent systems (nWoD and Savage Worlds; Wushu and Capes have different approaches.) Heck, even Exalted and Rifts don't break nearly as easily, and those are incredibly high-powered games!
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RAW also state that the players and the GM are free to house rule stuff ("If something in these rules doesn't quite fit or make sense to you, feel free to change it. If you come up with a game mechanic that you think works better - go for it!" and "When the rules get in the way of the story, ignore the rules and tell the story") (SR4 p. 54).
In that case, why have a rulebook at all? Just spend $50 on a sheet of paper that says: "ignore the rules and tell the story". Heck, if that's what you want, I'll be glad to charge you even less for it: I'll only charge you $39,99, and S/H is free.
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You're all missing the point of long shotting the Citymaster: it doesn't even matter. Citymasters have 16 boxes and roll 16 dice to soak damage. Go ahead and long shot its armor away - unless you're using a heavy weapon you aren't even going to do it any meaningful damage.
You're not seriously demanding that I post the example again, are you?
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There's a difference between "you lose, nyah nyah," and "no, you can't knife the Citymaster." Wouldn't you agree?
"Hah! Bad Player! No Biscuit! I'm sending in a Citymaster to punish you!"
"Okay, I make a called shot." *rolls dice* "It's dead."
"No, it's not! You cannot defeat the citymaster, it's going to defeat you! You cannot penetrate it's armor!"
"But the rules say--"
"Screw the rules! The rules also say I can make up whatever I want, and I'm making one up now! Nyah Nyah Nyah!"
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But what if you had a car with faulty breaks, but god was watching over you and would prevent your breaks from failing?
That's what probably millions of people say every year. And there's millions of accidents per year. Not correlated, but depending on divine intervention is a bad idea. Besides which, haven't you heard the phrase "God helps those who help themselves"? Do you as a GM protect and coddle your players from the consequences of their mistakes, no matter how stupid?
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By definition, mature adults are not going to feel sad when they "lose" a GM discretionary call.
First, that's not argument by definition, that's circular logic.
The more players who unfairly "lose" a game, the more likely they'll go on to other games. I know that's why my new gaming group won't play Shadowrun. I'll be running SRM games for strangers instead.