QUOTE (Medicineman @ Oct 5 2012, 08:35 AM)
so its up to the Player top make his Char ingame Awesome and not find a Way to Circumvent the Rules that try to PREVENT him from being Awesome.
GM :" I'm sorry,Shaman, but You can't use Your spirit of the Air here.You have to Summon a new one.Oh, now you're IN the Building, You have to Summon another one, a Hearth Spirit.
Oh,now You're now on the Rooftop, Your Spirit dissapears (again) Come on ,summon another one "Player:" Hey, I had an Awesome Air Spirit 1 Minute ago and I dsidn't use any service"
GM" Doesn't matter,Computer says no....errr Rules says no. ! "
If I sould ever Play SR2050 (and I would'nt mind) I'd play it with the SR4A Rules .Without Channeling, without Dickish Magic Separation Rules and without other Dickish Rules
with a Non-Dickish Dance
Medicineman
IMO, remains a matter of perception. I love several gamestyles. I love some to be Epic (Heroquest for exemple) and some other to be gritty.
When I play SR, I want my Players to sweat, to be smart, to come out of situations that were truly difficult. If they play Shadowrun as if they were in Feng Shui, I wouldn't like it.
Let's say my PC is a samourai. he's alone, beeing attacked by spirit summoned by an opposing shaman. He can't really kill it, so he flees into a building. As a GM, I decided that the shaman astrally projects to find out where the samourai is. the shaman enters through another entry (not in LOS from samourai), summon another spirit. But my player decides to run upward, on the roof. He grins, now there's one entry. He traps that one. And he now also know that the shaman is trapped in the building. Will he go out, he'll shoot him. Now he just have to wait for the rest of the team. That's awesome from him.
I like my gamestyle to be adapted to the feeling I wanna give of the game.