Thanos007
Jul 3 2004, 12:38 PM
Warmaster. Let me sum up cartoony to you. Bad art and poorly written fiction. Oh, and SURGE.
Thanos
even really arrogant people can learn a thing or two about running a country in two thousand years. i could see arrogance bringing them down in a century or two, but twenty years? these people probably plan birthday parties further ahead than that.
shadd4d
Jul 3 2004, 01:35 PM
QUOTE (Synner) |
QUOTE (shadd4d) | Right now I'd have to go with Schockwellen as one of my favorites (guy also did interior art for SSG, SOTA 2063, and some of the more recent SR books). One of his interior ones is one of my favorites (the one in Berlin with the television attenae). |
Klaus Scherwinski is one of my favorites and a very nice guy too. His cover for SOE is amazingly atmospheric down to the minute details. His material in Shockwaves (I love the tropical beach bar pic) and for the Mephisto mag are particularly good (some can be seen on his page). |
Thanks for the link Synner. For those wondering
this is the cover of Shockwaves. Unfortunately, some of the interior art from Shockwaves isn't up (pity).
Don
one of these days, i'm going to lock a german in the basement and not let him out until he produces a workable english translation of Shockwaves.
shadd4d
Jul 3 2004, 01:51 PM
Maybe it might happen, but I sincerely doubt it. It's a long book (168 pages) and trying to get it right and stay in flavour is difficult. Also take into account that that could easily blossom into 200 pages due to printing (Germans print on A4, Americans still use 8,5 x 11). It also requires a lot of books (Wastelands, Rigger3, Matrix, Cannon Compainion, MitS, M&M, BBB, Shadows of Europe, Smuggler's havens, DotSW, and DidSII) just to run it to the full extent. That last one is the sticker, mostly because SoE doesn't seem to hit upon Berlin (according to the contents), which is important. Having been in Berlin, it's...a pretty darn big city and how it's presented in Shadowrun is pretty much on the money (adding in trolls, magic, kons, etc.).
All in all, it's probably easier to learn German than get a translation. Languages are important.
Don
yes, but my plan involves locking someone in a basement, and is therefore inherently superior.
Skeptical Clown
Jul 3 2004, 02:53 PM
QUOTE (Synner @ Jul 2 2004, 10:27 PM) |
Okay, fair enough. In the spirit of friendly discussion (and I would seriously suggest people keep it civilized or not post at all) though, specifically what "recent changes" don't you like? I'd honestly like to know as a writer of some of this stuff. FanPro under Rob Boyle has now put out a number of what I believe are quality books that stay true to the original setting while introducing a number of new angles and developments.
For reference FanPro books have been: Threats 2 Shadows of North America Target: Wastelands Wake of the Comet State of the Art: 2063 Survival of the Fittest Dragons of the Sixth World Sprawl Survival Guide
Let's hear exactly what you don't like in the current direction Shadowrun is taking. |
OK, I know I've been a bit abstract in my discussion, so I'll give it a shot.
Threats 2 is ok; hit or miss on most of the stuff. The ones that bother me, really, are the ones concerning Deus. The more Deus has been used, the more demystified Artificial Intelligence has become. I know, eventually, someone was going to have to use A.I.; I more or less enjoyed the Renarku Arcology: Shutdown. But as soon as I knew WHY Deus was doing things, I was let down. It was more entertaining when it was an unknown quantity.
Shadows of North America is exactly the kind of product I'm inclined to like, because I often enjoy runners who hop the globe. But as one of my players likes to point out to me, you don't really NEED any setting other than Seattle. As much as I often enjoy the location guides, they often don't provide significant enough flavor and differences to use as anything but a gimmick for a little while. Eventually, most runs kind of drift back into a more generic-Seattle feel.
Target:Wastelands bored me. I didn't see anything that was really bad in it, and indeed it's probably chock full of ideas to develop shadowruns on. But many of the settings, despite being kind of neat, take the game away from the gritty streets.
Wake of the Comet was pretty acceptable as far as adventures go, although I'm inclined to like adventures books that are either in the style of Blood in the Boardroom, or are one single longer adventure, rather than three adventures piled together.
Suvival of the Fittest, on the other hand, is representative of everything that can be wrong about a Shadowrun adventure. Hobnobbing with a bunch of great dragons sounds like a fun idea, but like my problems with Deus, it totally demystifies them. I much preferred the old Lofwyr-style dragons, whose influence a runner might feel, but they'd certainly never MEET him. Further, when you take into consideration ALL the shadowrun adventures ever printed, this is really just part of a larger problem, because a good number of them involve dealing directly with celebrities. If you ran ALL of them in succession, your shadowrunner team would have worked for three major rockstars and one movie star, been framed for the murder of a presidential candidate, chatted with Richard Villiers and Miles Lanier, gotten wrapped up in the affairs of a couple immortals, saved the world from invasion by demons...
Don't get me wrong. I loved Harlequin's Back, even though it really had nothing to do with Shadowrun at all. But taken in summation, I think there's something not quite right when the runners are hanging out with powerful beings on a regular basis. Again, damages the street-level milieu. Dragons of the Sixth world, thankfully, was a bit more reasonable.
My problems with the Sprawl Survival Guide are ones I've addressed before: I simply think the game has strayed from its roots in 1980s cyberpunk, and drifted into a less-dystopian view of the future. I think Shadowrun flavor is now being informed by modern movies and comic books, rather than by cyberpunk. It's moved into Postcyberpunk.
And I'm merely stating the truth when I say that the release schedule also impacts my interest in Shadowrun. When I wait a year between products, and worse, the products aren't even REALLY exciting me, my interest wanes. That period at the beginning of SR 3.0, when we were waiting months and months between core rulebook releases, seriously drained my enthusiasm for the game.
CircuitBoyBlue
Jul 3 2004, 08:35 PM
QUOTE (Synner) |
QUOTE (CircuitBoyBlue @ Jul 2 2004, 10:04 PM) | I can respect Shadowrun's need to constantly be changing, because if it didn't, it would stagnate. But, as much as people like to get up in arms and tell me to shut up over this, most of the recent changes have no appeal to me, and hence I don't use them. I don't think ANYONE should use a sourcebook they don't like. |
Okay, fair enough. In the spirit of friendly discussion (and I would seriously suggest people keep it civilized or not post at all) though, specifically what "recent changes" don't you like? I'd honestly like to know as a writer of some of this stuff. FanPro under Rob Boyle has now put out a number of what I believe are quality books that stay true to the original setting while introducing a number of new angles and developments.
For reference FanPro books have been: Threats 2 Shadows of North America Target: Wastelands Wake of the Comet State of the Art: 2063 Survival of the Fittest Dragons of the Sixth World Sprawl Survival Guide
IMHO Threats 2 is superior and more "usable" than the original, Shadows of North America beats NAGNA and the NAN books hands down, Target: Wastelands has some very interesting material including opening up Space which people have been demanding since 1992. I throughly enjoyed the options introduced in SOTA64, and comparatively to older material stuff like the Culture Shock and Merc Ops chapters were very interesting. Survival of the Fittest in my mind has high points and low points, it definitely isn't for all gaming groups but then again that's okay since most published adventures for any gaming system aren't. I was very negative when I heard of DotSW, but I think it came out exceptionally well and ranks up with Corp Download as one of my favorite sources of ideas for both low-level and high-level runs. I'd like to underline the fact that I am definitely biased. I'm an old school fanboy who wormed his way into writing for the game he loves and so I might be a little too close to the subject matter right now.
Let's hear exactly what you don't like in the current direction Shadowrun is taking.
QUOTE | I get rebutted with "blah blah blah blah, shut up about Survival of the Fittest" (which I've never played or complained about, by the way). |
I think you may be mistaking comments directed at Squire and others as pertaining to yourself.
QUOTE | and YES, many of those books from 1st and 2nd editions that I love so much have cartoony covers [I'm looking at YOU, Fields of Fire, even though nobody will agree with me on that], but that doesn't make it ok. |
I agree that the cartoony art has been there from the very beginning. Try Laubensteins stuff all over first edition. And btw. no matter how much I like Mr.Bradstreet's style, I have yet to see him draw an ork or a troll worth a damn.
|
I guess I'll do this one by one, but I need to preface it with the fact that I've been doing what the new crowd keeps complaining that I should do, and I haven't bought any books that I don't think will have an appeal for me, so I could be entirely wrong about my impressions of these books. But if I am, then FanPro needs to work better on getting the good word out and not giving die-hards like me the impression that there's nothing left for us.
SoNA: Seems like it's probably a good book. I liked things better when each location got its own sourcebook, rather than getting squeezed in with a lot of other locations, because that lent itself to some really in-depth flavor material, but I can see how that's not really economically feasible. If my game were reconcilable with modern canon, I would buy this book.
Threats 2: Not really sure what this one is. If I'm not mistaken, Threats 1 was the book that introduced Horrors, which I hated, because I generally hate Earthdawn crossovers, because unless they were come up with by my group, not everybody is ever entirely ok with them. Hopefully this one is better, but I haven't heard anything about it, really.
Target: Wastelands: Again, interesting locations should get their own sourcebook, but I can see how that might not happen. At any rate, it's probably better than the adventure/sourcebooks that were used in 1st to cover the NAN (and Hawaii and Australia, if I'm not mistaken). Those were bad, because they were hard to sift through for sourcebook type material, and I don't want to run the stupid adventure.
Wake of the Comet: I honestly have little idea what this is about. If its what introduces SURGE, I'm not a big fan of that. And like everyone says, all I have to do is not include it in my game, which I think means not buying this book.
SotA 2063: Not entirely sure about this one, but again, when canon as a whole has become basically irreconcilable with my game, I'm doubtful that this book has much use to a game set in 2051.
Survival of the Fittest: I'd never heard of this until this thread started up. From what I hear, it's all metaplot, and like we've covered, metaplot has no place in my games. Also, I'd be afraid to introduce something that produces this much vitriol into one of my games.
Dragons of the Sixth World: This is a tricky one that I might buy if I ever scrape up the cash and find myself in a more gamer-friendly city. It will have no place in my game because I hate canon metaplot, though. I prefer big subjects like Dragons, Elves, Russia, etc. to be left up to individual groups to see their take on it. Back before there was much canon information on them, I remember seeing a bunch of fan sites that had indvidual groups' ideas for what the Japanese Imperial state was like, and a lot of them had great ideas. I did the same thing with Russia before there was any canon information about it past the Eurowars. I would have preferred a similar approach to Dragons, whereby a few basic tidbits were given, but the vast majority of information out there was fan-produced so individual GMs felt freer to make their own stories about dragons. I know everyone's going to tell me that if I don't like canon dragons, I shouldn't use them. That's all I'm saying; I don't use them, and therefore this book is of little to no use to me.
Sprawl Survival Guide: I don't have any beef with this book. It sounds pretty righteous.
But as far as helping you with writing goes, I'm not sure I can help you that much. My problems were actually created mostly during 2nd edition, which I don't fault the current writers for. My game is incompatible with modern SR for a couple reasons. First, certain elephants in the room were ignored for long enough that my group filled in the gaps itself. For instance, there had always been precious little information about the Middle East and Russia, and so my group came up with very detailed descriptions of these places that don't jive with the recent canon descriptions of them at all. Right off the bat, anything that mentions Russia or Yamatetsu in canon is unusable by my group. Also, we have our own plots going with regards to Dragons and any sort of Earthdawn crossover, which also don't jive with canon, because we have only a vague notion of ED beyond the main book. The other thing that doesn't let us go with modern canon is the fact that we liked some things too much to let go of. For instance, we liked having Fuchi around. That instantly makes a lot of the mentions about almost anything corp related unusable. We also hated the story arc about Dunk getting assassinated, and so we ignored it completely and militantly, and right now one of our players is working on rules and descriptions for his feudal domain near Lake Louise.
I'm sorry I couldn't be more help, Synner. A lot of my problems are things that I don't think can be fixed by anyone by my group, and that involves us not really buying many sourcebooks.
As to the people that keep telling us "old-timers" to stop telling them not to enjoy their game, I don't think any of us DID tell you that. We're just telling you why the game WE enjoy is different than the gam YOU enjoy. The comments about people packing up their stuff and going home have been directed at US. More power to anyone who likes where canon is going now. I'm just trying to point out why that's not really what I'm into, and why I can't really see myself ever coming back to canon.
Synner
Jul 3 2004, 09:41 PM
QUOTE (Skeptical Clown) |
OK, I know I've been a bit abstract in my discussion, so I'll give it a shot.
Threats 2 is ok; hit or miss on most of the stuff. The ones that bother me, really, are the ones concerning Deus. The more Deus has been used, the more demystified Artificial Intelligence has become. I know, eventually, someone was going to have to use A.I.; I more or less enjoyed the Renarku Arcology: Shutdown. But as soon as I knew WHY Deus was doing things, I was let down. It was more entertaining when it was an unknown quantity. |
That was bound to happen. Time passes in the game world and people want resolution to their metaplots no matter what they say. No matter how its pulled off it'll never please everyone, but that's a fact of life. The day Maegera was introduced in Secrets of Power people started asking for more information on AIs. You can't really blame FASA or FanPro for trying to give the fans what they want.
Personally I like the whole cycle from Psychotrope through to Threats2 and am pleased it was left open for further development.
QUOTE |
Shadows of North America is exactly the kind of product I'm inclined to like, because I often enjoy runners who hop the globe. But as one of my players likes to point out to me, you don't really NEED any setting other than Seattle. |
We'll have to agree to disagree on that one. I think that playing in the same sprawl exclusively is nowhere near as interesting as opening up the game to culture shock and different environments. It boils down to playing style. One of the reasons I loved working on SoE all these years was that the European theatre is so similar yet so different from North Am and one of the aspects is that its more transnational. Runners are less tied down to a single sprawl but play the market on a national and even international level.
QUOTE |
Target:Wastelands bored me. I didn't see anything that was really bad in it, and indeed it's probably chock full of ideas to develop shadowruns on. But many of the settings, despite being kind of neat, take the game away from the gritty streets. |
Another one where I'll agree to disagree. Yes, this book moves away from the sprawls but then again this isn't Cyberpunk2020. The Sixth World is transnational and globalized while at the same time being neo-feudalistic and vibrantly diverse. As far back as I can remember people have been asking for more details on space and the Middle East for instance.
QUOTE |
Wake of the Comet was pretty acceptable as far as adventures go, although I'm inclined to like adventures books that are either in the style of Blood in the Boardroom, or are one single longer adventure, rather than three adventures piled together. |
I too prefer the track adventure style of Mob War and Blood in the Boardroom. Unfortunately a significant percentage of the buying audience/fanbase prefers the material detailed in traditional adventure format. Knowing sales for single adventures are down across the board, FanPro elected to put out the triple pack format which has a better chance of pleasing fans than a hit or miss single adventure.
QUOTE |
Suvival of the Fittest, on the other hand, is representative of everything that can be wrong about a Shadowrun adventure. Hobnobbing with a bunch of great dragons sounds like a fun idea, but like my problems with Deus, it totally demystifies them. I much preferred the old Lofwyr-style dragons, whose influence a runner might feel, but they'd certainly never MEET him. Further, when you take into consideration ALL the shadowrun adventures ever printed, this is really just part of a larger problem, because a good number of them involve dealing directly with celebrities. If you ran ALL of them in succession, your shadowrunner team would have worked for three major rockstars and one movie star, been framed for the murder of a presidential candidate, chatted with Richard Villiers and Miles Lanier, gotten wrapped up in the affairs of a couple immortals, saved the world from invasion by demons... |
I'd agree with you to a certain extent, especially with the claim that it has been a trend in Shadowrun since the very beginning. The two reservations I have are the obvious ones:
a) A lot of people like to feel they are involved in the developing metaplot(s) of the Sixth World. They like to feel they can make a difference occassionally and that life isn't just pulling runs waiting for the next time the Johnson screws you over.
b) Like every adventure so far in SR (with the possible exception of Harley's Back) SotF is scaleable (pardon the pun) to your players tastes. A lot depends on how you want it to play out. Personally I saved the dragons until the very last adventures and used drakes, spirits and other agents instead. Sure it means editing the campaign but thats GM perrogative anyway.
QUOTE |
Don't get me wrong. I loved Harlequin's Back, even though it really had nothing to do with Shadowrun at all. But taken in summation, I think there's something not quite right when the runners are hanging out with powerful beings on a regular basis. Again, damages the street-level milieu. Dragons of the Sixth world, thankfully, was a bit more reasonable. |
DotSW was out to provide material for all levels of play and show how pervasive the great dragons' influence over the Sixth World really is (almost as much as the megacorps). Though I think it was handled admirably well I saw a lot of complaints about the Aden and Lofwyr chapters not giving much away about the dragons themselves and for focusing instead on their shadowplays and their pawns actions.
QUOTE |
My problems with the Sprawl Survival Guide are ones I've addressed before: I simply think the game has strayed from its roots in 1980s cyberpunk, and drifted into a less-dystopian view of the future. I think Shadowrun flavor is now being informed by modern movies and comic books, rather than by cyberpunk. It's moved into Postcyberpunk. |
Well, its a trend that I don't see stopping. Pure cyberpunk was much a product of the 80's and its mostly gone. Quite simply the future isn't what it used to be. Even Gibson's doing something else these days. Stephenson spawned nanopunk. Sterling tried posthumanism and political extrapolation.
However, that being said, the fundamental elements of cyberpunk are still integral to a lot of what's been introduced recently in SR. The world is still run by the megacorps, the outlook of average joe is still as bland and bleak as it always was, there are still secret cabals peddling their agendas, the shadows are much the same just trying to keep up with SOTA, culture has evolved a bit from the Eighties-inspired nova rock of Shadowbeat (it has been 10 years in game time afterall) but that's only natural. If anything the world is getting darker as things seem to spiral into the chaos of overwhelming diversity.
QUOTE |
And I'm merely stating the truth when I say that the release schedule also impacts my interest in Shadowrun. When I wait a year between products, and worse, the products aren't even REALLY exciting me, my interest wanes (...) seriously drained my enthusiasm for the game. |
As has been said elsewhere on these boards numerous times FanPro is making a huge effort to get releases back on track and has a number of books on the queue for release. Though I expect some delays, if past problems beyond FanPro's control don't repeat, there should be a book out every 3-4 months for the next year or so.
Synner
Jul 3 2004, 10:17 PM
QUOTE (CircuitBoyBlue @ Jul 3 2004, 08:35 PM) |
I'm sorry I couldn't be more help, Synner. A lot of my problems are things that I don't think can be fixed by anyone by my group, and that involves us not really buying many sourcebooks. |
Don't worry, in your own way you have. Just so I get this straight. You've been complaining about the direction Shadowrun has been going down for the last 5 pages but, from what your post implies, you haven't actually read the any (?) of the books released under FanPro?
Don't get me wrong, that's your perrogative.
But being that I'm one of those fanboys with "a fan site" of original ideas who just got a whole lot of those ideas published by FanPro in the form of
Shadows of Europe I can see some serious flaws in your logic. I too was tired of waiting for official material on my neck-of-the-woods and together with 30+ other local fanboys decided to do something about it. Guess what? FanPro bought the concept and now the book is out.
The biggest issue is you seem not to distinguish what is metaplot and what is background. I can understand you wanting to avoid material that overlaps with your own background, that's perfectly fine. I can also understand wanting to avoid metaplot driven books (like Super Tuesday, Bug City, Renraku Arcology: Shutdown, Brainscan, etc) but what about books where the metaplot plays a minimal role?
Books like the original
Threats (which actually didn't introduce Horrors) featured Horror pawn Obscuro (and not any true Horrors) in
one chapter out of 13. Or a book like
SONA of course covers Tir Tairngire and Seattle and includes updates to ongoing metaplots, but not only are those two chapters in the whole book and the metaplot elements aren't even all there is to those two chapters!
Let's look over the list I posted, in an effort to clarify and inform:
- Threats 2 - 12 "new" threats or twists on old ones. In general most are much easier to integrate with low-level games than the ones in the original Threats plus they run the gamut from purely magical pests for mages to bugs and major corporations buddying up. Bugs and two new threats dealing with the fallout from the Deus/Arcology story are the major "metaplot" elements.
- Shadows of North America - The nations of North America detailed and updated to 2062.
- Target: Wastelands - Extreme environments detailed from Space to the Arctic. No metaplot worth mentioning.
- Wake of the Comet - a set of three adventures centered around what is known as the Comet Probe Race during the second pass of Halley's Comet. SURGE was introduced in the Year of the Comet sb (which also featured about 20 different other developments which people have not commented on because I assume they liked). No real metaplot development.
- State of the Art: 2063 - Introduces new setting material and updates rules for 3rd edition for Genetech, Mercenaries and Corporate Security. Also introduces new magical rules for everyone and includes a fluff year-in-review section called Culture Shock. No metaplot worth mentioning.
- Survival of the Fittest - Campaign. Metaplot heavy but ultimately has few direct ramifications beyond the inner circle of great dragons and their agendas. What ramifications there are are mostly relegated to DotSW which details the new status quo in much the same way as Corp Download did for corps.
- Dragons of the Sixth World - 10 major dragons, 15 lesser ones and the Draco foundation, plus what is known of their agendas, pawn and domains. Metaplot plays a role but the book goes far, far beyond metaplot and has hooks galore for all levels of play and lots of interesting trivia to boot.
- Sprawl Survival Guide - The lifestyle sourcebook and introduction to everyday reality in the sprawls of 2064.
I suggest you give some of those books or upcoming books like
Loose Alliances a try, you might be surprised to find they're actually right up your alley. As someone mentioned recently elsewhere on Dumpshock, the current trend is for a profusion of less world-shaking metaplots running simultaneously. Stuff like Saito, the anti-Lofwyr conspiracy, the New American Revolution, the Network, the Otaku/Deep Resonance, the Shedim, etc...These are easier to integrate and/or ignore because they are (currently) relatively self-contained.
Skeptical Clown
Jul 3 2004, 10:28 PM
Giving people what they want is fine, to a point. But to use another example, Drizz't Do'Urden may be extremely popular among fans of D&D, but allowing that to get out of hand has done a lot of damage to the Forgotten Realms setting. Not that Forgotten Realms was an amazing setting to begin with; I'm merely illustrating a point. I always prefer that when you dabble in artistic pursuits, the artist should trust their own instinct or vision, rather than indulge the audience. Maybe it's just me, but I hate "fans." It's good to have people who like a product, but that doesn't mean they know what's best for the art/product/whatever. Fan IS short for "fanatic".
CircuitBoyBlue
Jul 3 2004, 10:50 PM
I haven't had any REASON to read anything released under FanPro. And don't get me wrong, that's not the fault of FanPro. Canon stopped being compatible with my group back in 2nd edition, and by now the differences are just too strong to ignore. The sections in Threats 2 that deal with corporations buddying up are useless in a game where Fuchi still exists (even when our timeline gets past 2060), and several of the newer corporations don't. A book about dragons is going to need a complete overhaul for use with a game in which Dunklezahn's never going to become a UCAS citizen, get elected president, get assassinated, or leave a will. You're right that some of these books might have a little bit in them that I can use, but given the great differences is modern canon and what my group deems acceptable, I can't imagine that it's really that much.
Truth be told, my group actually plays remarkably close to what canon WAS at one point. I can understand and respect canon's need to change in order to attract new players. But SR doesn't need to attract me anymore; I'm already a diehard fan. I think that the world presented in the books I have is plenty good enough, I don't like it being dramatically changed as happens every now and then (I like the Washington, DC presented in NAGNA, I don't need some huge astral rift in the middle of it that I have to come up with some alternate explanation for because no dragon really died there, and Bug City will always be Bug City, and Yamatetsu will always be based in Japan).
As far as locations other than Seattle go, I personally like games that are set entirely in the sprawl (my current character has been played for more than a year, and last month was his first time outside of the city, EVER). However, I absolutely love most of the old location sourcebooks, with a few exceptions. The problem with NAGNA was that it lumped too much into one book, and I think a few places got short changed because of that. I would have preferred a UCAS sourcebook, a CAS sourcebook, and perhaps a Texas sourcebook (and I might be forgetting something, don't have it in front of me right now). The problem with the NAN books is that they were trying to be adventures, and that just made using them as sourcebooks difficult. Like I've said before, I think there's a few other location sourcebooks that do that, too. Other than that, I love just about all the old location books (London, Germany, Tir Tairngire, Tir Nan Og, somebody remind me if I'm missing something). And the original Seattle sourcebooks were brilliant. I still look through their restaraunt sections for places for my suprathyroid-shackled character to eat.
By the way, it's good that the current trend is to keep major plot threads self contained. The problem is that they haven't always felt that way in the past, which is why I'm dealing with a different set of Big Corporations than canon at the moment.
QUOTE (Skeptical Clown) |
It's good to have people who like a product, but that doesn't mean they know what's best for the art/product/whatever. |
It's good to have people who make a product, but that doesn't mean they know what's best for the art/product/whatever either.
Please no one take that as a slam against the current SR writers, I've just experienced too many times where a game I've enjoyed got ruined by some sort of "vision" that the plebs "just couldn't understand"
In fact I truely enjoy where SR is headed, as soon as they ditched the rockers with neon green hair and embraced the fusion of cyberpunk and fantasy as a unique texture to the game all it's own, I was hooked. SR's background is one of the most creative I've seen, perhaps not revolutionary, but it still stands tall as one of the better RPG's.
Synner
Jul 3 2004, 11:08 PM
QUOTE (CircuitBoyBlue @ Jul 3 2004, 10:50 PM) |
A book about dragons is going to need a complete overhaul for use with a game in which Dunklezahn's never going to become a UCAS citizen, get elected president, get assassinated, or leave a will. |
Actually that's a good example of what I mean. All you would need to do is put the live Dunkie at the head of the Draco Foundation, tweak the information relating to the board of directors, and voila 95% of the rest of DotSW stands untouched. You'll also need to have Dunklezahn secretly step down as Loremaster, inexplicably against tradition hand the title and respective symbol to Lofwyr and hand some consolation gifts to the other greats (the ones that were in the will). This is behind the scenes stuff, so it's irrelevant to the world in general and can likely be retrofitted to your campaign. With those two simple and minor tweaks the power struggle at the core of SotF and more importantly the information on the new status quo and background in DotSW stands almost as is. If necessary you can even axe the Foundation without too much trouble (or affecting much else) or simply change the date of its founding.
Unless of course you don't want to use any of that information anyway.
What I'm trying to say is it is extremely easy to pick and choose what to use from recent books and the vast majority of the "offending" material can be easily excised for other explanations with minimal effort, leaving all the juiciness there to be used.
CircuitBoyBlue
Jul 3 2004, 11:17 PM
That's the thing; there IS NO DRACO FOUNDATION and there was no will. We don't want to "tweak" the metaplot, we abolished it. DotSW may be amusing just to see how your Iran is different than ours, but I really don't see much use coming out of it.
Also, I think "offending" is too harsh a word. I don't want anyone getting the idea I "take offense" to canon. It's just not for me.
Kanada Ten
Jul 3 2004, 11:28 PM
QUOTE |
(I like the Washington, DC presented in NAGNA, I don't need some huge astral rift in the middle of it that I have to come up with some alternate explanation for because no dragon really died there, and Bug City will always be Bug City, and Yamatetsu will always be based in Japan). |
Yeah... I really liked America before the War of Terror. September Eleventh just sucked. In fact I'd like it better the way it was before the War of Drugs. And what was that Disco crap? I mean honestly, who writes that stuff.
CircuitBoyBlue
Jul 3 2004, 11:32 PM
Heh. I'll agree. But I'll also exercise control over those areas where I have it. Since I can't undo the War on Terror, I'll stick to playing SR the way I like it.
Hunter
Jul 4 2004, 12:39 AM
I'm going to point this out. No one plays in the canon universe. If anything is changed (and I do mean anything

), then the universe isn't the canon one.
Personally, I have no problems with metaplots (including the horrors) or a massive overhaul to the historical record. It's your campaign, after all. Play it the way you want.
Misfit Toy
Jul 4 2004, 01:07 AM
QUOTE (Kanada Ten @ Jul 3 2004, 05:28 PM) |
Yeah... I really liked America before the War of Terror. September Eleventh just sucked. In fact I'd like it better the way it was before the War of Drugs. And what was that Disco crap? I mean honestly, who writes that stuff. |
It wouldn't be as big a problem if it stayed as the metaplot in the background. Anytime runners "officially" have any involvement whatsoever with the metaplot -- such as with Harlequinn's Back, the Renraku Arcology, or Survival of the Fittest -- that opens up scenarios where the end result is almost guaranteed to be different than whatever they cook up with in canon. They all but beg individual groups to radically alter the metaplot, yet expect them to keep up with it at the same time.
I have no problem with the metaplot. I like it. It gives me a lot to work off of in my individual games without directly interacting with it. But when you're playing the character who determines which dragon becomes the next Loremaster, play a direct hand in stopping the Horrors from arriving prematurely, or engage Deus first hand... you can't help but alter the metaplot to some extent.
Or in otherwords: "After playing the official module we published, did you decide Hestaby or even one of the other Great Dragons was the one who was going to get the crystal? Tough. It was Lowfyr -- deal with it, suckers."
And that's the problem.
If they stuck with the street-level aspect of the game for actual gaming material and then left the metaplot for background material or the novels, there would be a minimal chance of any conflicts between the two (at least for those who didn't go out of their way to interact with it). But as it stands, they give you a choice between a cake and a pie and, if you decided to eat the cake, it doesn't really matter because you actually ended up eating the pie and there's nothing you can do about it without ignoring or completely rewriting anything to the contrary in all future publications.
Herald of Verjigorm
Jul 4 2004, 01:19 AM
Just keep in mind that if someone is paying attention, anything one group of runners do can be undone or altered by an equally skilled group shortly afterward.
If you took the trinket of the Loremaster over to Sirrug, he could trade it to Goldsnout for info on individuals that he desn't know enough about, or for anything else that interests him. Or Lowfyr could arrange a new squad to swipe it from Sirrug and put the PCs on the "kill if the opportunity arises" list.
In some modules, the PCs have a say in what happens, this doesn't mean that they are the only group that can have such a choice. If you do implement metacorrections, do so only when it is a major key to what you want done.
Instead of "After playing the official module we published, did you decide Hestaby or even one of the other Great Dragons was the one who was going to get the crystal? Tough. It was Lowfyr -- deal with it, suckers." you could make a referrence to Lowfyr being Loremaster. When the PCs say something similar to "No, we gave it to Luung," you can honestly agree that they did give the trinket to Luung. Maybe they'll start asking questions, if they really want to know what happened, make them work for it.
Warmaster Lah
Jul 4 2004, 01:21 AM
Well the discussion has changed but I'll respond to some things anyway. Sorry to scratch old wounds.
QUOTE |
Misfit Toy: If, after numerous people have explained it to you numerous times, you still can't comprehend what they mean by "cartoonish," you need to freshen up on your comprehension skills.
Quit assuming you know what they're referring to and actually stop to read what they have to say, not what you want to believe they're saying. |
That is the problem right there. What ever definition of "cartoonish" they are reffering to is rather alien than mine. How am I to comprehend it.
mfb:
Ok and granted you got me. 1.5/19 pages = 7.8 % percent of the Surge section. 0.93% of the whole book.
Yes I understand what you are saying about that portion. They should have picked a better interview to include that the pornstar. Still I do like it when they include a little humor in the books.
QUOTE |
Arethusa: I'm honestly surprised at the amount of attention SURGE gets over some of the other things mentioned in SOTA:2063. I really would've expected celebrity runners and endorsements to enrage more people. Then again, I may be missing something; I'll readily admit I didn't bother reading the rest of this thread, and this may just be stirring up settled debates. |
That what has me so confused about Surge. That people would throw out a decent supplement just because of 1 1/2 pages. Book. I love the Shadowrun game and metaplot. I couldn't conceve worrying about fate of the series over one 20 page entry. Granted that may have just been the last straw for some, but you could see how it seems a bit strange to me.
QUOTE |
Warmaster. Let me sum up cartoony to you. Bad art and poorly written fiction. Oh, and SURGE.
Thanos |
Well that explains a lot about my problem. That definition is confusing to me. Since I do not consider animation to refer to bad art and poorly written material. I'd call that poor material not cartoonish.
Or does it refer to the fact that some consider "cartoons" to be badly written and badly animated.
And well Surge. I don't know thats not how I interpreted it.
Synner
Jul 4 2004, 01:45 AM
QUOTE (Misfit Toy @ Jul 4 2004, 01:07 AM) |
Or in otherwords: "After playing the official module we published, did you decide Hestaby or even one of the other Great Dragons was the one who was going to get the crystal? Tough. It was Lowfyr -- deal with it, suckers." |
The issue of how things turn out at the end of any world-shaking adventure or campaign in which the result is left up to the players is always complicated to handle. The author has to balance many players desire to be able to be the little guy who gets to make these decisions, with the ramifications those decisions might have on the metaplot. It's an ungrateful position but one I think is preferable to railroading people into only one possible solution. That being said the campaign does allow for the two most probable outcomes to have the same end result (ie. Hestaby wins or Lofwyr wins). Other outcomes are possible, and knowing players, even likely. However, assuming the written flow of events, both Lofwyr's unrefusable offer and/or honoring the deal with Hestaby condition the probable results (btw - I type this in the unequivocal and depressing knowledge that my players are going to shatter the Jewel... just like they turned on Harley and tried to geek him for being such an ubnoxious know-it-all twat).
As the guy who ended up addressing the issue when he naively pitched for Lofwyr all I can say is, it's an equally ungrateful task to have to follow that up. It's a damned if you do and damned if you don't situation. If it hadn't been included some people would have demanded to know who got it. As is it follows the "most likely" outcome and its only referenced in the Gamemasters section to allow GMs the opportunity to modify it. To paraphrase what all Shadowrun books always say in the introduction: "feel free to modify, add or disregard any and all the material in this book. Ultimately it is your game and its up to you to chose what goes into it".
If you don't like the fact that Lofwyr got the Jewel, disregard that one line in the Game Info section, give the title and Jewel to someone else, and your players may never be the wiser.
Domino
Jul 4 2004, 06:59 AM
Don't sweat the small stuff and most of this is just small stuff.
There is nothing anyone is going to say to change the opinion of the I'm stuck in 2050 SR and all the stuff after that will not help me in anyway group. Good for them. If that is what they want and like it great.
And for those who say this part of this sourcebook ruined it for me because I have to use all canon material, well they will just have to lose their all or nothing attitude and learn to ignore certain facets of the game they dislike.
But his has just turned into yet another DS debate, read argument, that will go on and on and on untill is either closed or people get bored of it. So I bow out.
Synner
Jul 4 2004, 09:53 AM
QUOTE (Domino @ Jul 4 2004, 06:59 AM) |
But his has just turned into yet another DS debate, read argument, that will go on and on and on untill is either closed or people get bored of it. |
In time-honored Dumpshock fashion, can I disagree?

All joking apart though, nopw that discussion has gone beyond generalizations and into specific problems its becoming quite enlightening.
Circuit has presented a rather unique and unusual position IMHO. (Circuit please don't take this as a jab or troll). He's apparently a die-hard fan who hasn't really played with anything that's been introduced in the past 3-4 years but is still involved enough with the game to make a post in a thread called "Shadowrun past its prime". To be honest I probably single him out because I felt it odd that he does so without a concrete idea where Shadowrun development currently stands in relation to the past (both first and second editions). What strikes me as particularly unusual is his all-or-nothing stance given that I know (I believe we all do) quite people who
don't follow the canon universe and/or have their own alternative setting
but regularly raid the new books for ideas, background and new material to "plug" into their own settings. What seems strange is his reluctance to give anything a chance on the off-chance that there's a metaplot tie-in or "incompatiblity"- specially when in recent material particularly major metaplot development has been restricted to minor sections of the books and as you've said "most of this is small stuff" in the greater scheme.
Don't get me wrong this is his call and I'm certainly not going to tell him otherwise. I've responded in the hopes of clarifying his (to me mystifying) all-or-nothing approach.
On the other hand mfb's and Misfit Toy's (btw - you've now made it into canon

) posts have made some equally valid points on something which is a slightly more common problem with current SR among the fanhood than Circuit's.
Domino
Jul 4 2004, 10:18 AM
QUOTE (Synner) |
In time-honored Dumpshock fashion, can I disagree? 
|
No
But let me bow back in to clarify the Dumpshock debate.
A: I think this
B: Well I think that
Repeat till the Awakening. Add some insult and the occasional foul word and there we have it. Anyone remember the infamous Troll vs Elf melee, I know Misfit will, or the Shapeshifter breeding threads?
After having rereposting exit our hero stage left.
Thanos007
Jul 4 2004, 04:05 PM
[QUOTE]
Warmaster. Let me sum up cartoony to you. Bad art and poorly written fiction. Oh, and SURGE.
Thanos
Well that explains a lot about my problem. That definition is confusing to me. Since I do not consider animation to refer to bad art and poorly written material. I'd call that poor material not cartoonish.
Or does it refer to the fact that some consider "cartoons" to be badly written and badly animated.[QUOTE]
Bad art in this case I belive refers to the artist taking the subject less than seriously. Not to mention that it's just bad art.
Poorly written fiction refers to well... poorly written fiction. No character development, motivation unclear. Enormous plot holes. Just a really dumb action film on paper.
This is what I belive Squire was trying to say. His other main beef was that the adventure modules were either too easy or involved you hobnobbing with the worlds power elite.
The one point that I agree on with the nay sayers is that the modules generally are not very good. I do belive that the meta plot should stay in the source books. However where we part company is in the belief that this is a recent trend. Nope, almost there from day one. The same for cartoony.
Again I state my main premise. Given that the above definitions are correct then they should never have played SR from the start. Or any other RPG for that matter. It's a world that involves elves, trolls, orcs, dragons(wether you get to meet them or not). From a real life perspective thats pretty cartoony. The nay sayers would have you belive that SR has become less "realistic". I say no. Like any story it must be true to it's self. If in chapter one you say that so and so likes this or has this ambition I don't feel that 10 years down the line it's unreasonable to see where the ramifications of this behavior lead. Really Lofwyr should buy SK and then just sit on his ass?
There is a sub set of the nay sayers who have 1/2 a point. There are some who got tired of waiting for FASA or Fanpro to fill in the blanks on a location or situation and so they did it them selves. And now their campaign conflicts with canon. Hence they claim the current source books are worthless. Synner has addressed this point quite well.
Thanos
so, in other words, thanos, Tolkien was bad fiction? because you're saying that according to your definition of cartoony--bad art, bad fiction, and SURGE--no one who enjoys realism should ever play any RPGs. most fantasy RPGs are based on Tolkien, and you just called them all cartoony, ergo you believe Tolkien to be bad fiction (or possibly bad art, or maybe even SURGE).
U REASONIN': WONKY
bitrunner
Jul 4 2004, 04:30 PM
i've only just glanced at the start of this thread, but i'll through in my 2 nuyen worth and if i cover something that someone has already said on the other 9 pages, then i apologize...
first, i noticed that someone addressed the change in the game to big megaplot games, like having tea with Lofwyr. well, the tide is changing back and the goals of FanPro are to bring SR back to the streets, back to old fashioned shadowruns like extractions, stealing prototypes, datasteals, etc...the Sprawl Survival Guide and Mr J's LBB are steps in that direction...
as for new content and adventures, I will use this opportunity to advertise the Shadowrun Missions campaign setting. If you aren't familiar with this, check out the forums here in Welcome to the Shadows and on the main Shadowrun website under Missions. We're hoping to breath new life into the game and encourage role playing, player interaction, and the opportunity to join something larger than just a home campaign...
just some thoughts -
Bitrunner
aka Rich Osterhout
Campaign Director
Shadowrun Missions
Commando #104
Thanos007
Jul 4 2004, 08:28 PM
mfb said:
QUOTE |
so, in other words, thanos, Tolkien was bad fiction? because you're saying that according to your definition of cartoony--bad art, bad fiction, and SURGE--no one who enjoys realism should ever play any RPGs. most fantasy RPGs are based on Tolkien, and you just called them all cartoony, ergo you believe Tolkien to be bad fiction (or possibly bad art, or maybe even SURGE). |
No. I said that is what I believed that Squire was using for his definition and I never mentioned Tolkien. As far as I can see those were his main beefs. That was the direction he saw SR going. My point is that It has always had it's share of the above and it's a little late in the game to decide it's a continuing trend and now because of that the game sucks.
Did you read the rest of my post? My point is that if you except the basic premise of SR then it's sprit or flavor has not changed. Surge is silly because now we have cat people and that doesn't mix well with the world of troll, elves, orcs, etc. Try saying that to the average joe on the street.
As a final note even if all RPG WERE based on Tolkien and were cartoony, that doesn't make Tolkien cartoony. Co-incidence does not always demonstrate causality.
Thanos
ah. your wording was a bit confusing.
at any rate. silliness/cartooniness is not a binary thing--a thing is not Cartoony or Not Cartoony; rather, it is More Cartoony or Less Cartoony. obviously, if you're playing SR, you accept a certain level of Cartoony--more than, say, William Gibson accepts. what many of us are saying is that SR appears to be sliding further and further towards the More Cartoony end of the slide, whereas we'd prefer that it stayed on the Less Cartoony side--though, obviously, not far enough to that side that it became Not Cartoony.
Thanos007
Jul 4 2004, 09:16 PM
mfb thank you. Now that we have common ground we need to determin what is more or less cartoony.
Thanos
BitBasher
Jul 4 2004, 10:23 PM
Also to a large egree silliness/cartoony is how your GM handles the information presented to him. It's only cartoony if your GM uses it that way. None of the elements presented have ever been cartoony in my games, and I never really had to edit any of it either. Ultimately the tone of the game will be what the GM makes it. Don't blame the material, blame the GM who chooses to use the material that way.
If you wanted to without any real effort bug city could be very, very silly/cartoony. It's all how you handle it.
Thanos007
Jul 4 2004, 11:09 PM
bitbasher you are correct but others don't see it that way. They still make these claims that the game isn't what it was. From my personal stand point I don't feel that it has lost it's cyberpunk/gritty feel. Most people seem to be harping on a very few points, one very small facet of the game and claiming it's now the whole game and everything is ruined. Even the people who have strayed from canon keep saying the game isn't what it is because the can't use canon elements. Well that's not true. The game isn't what you made it. That's fine. But realise which is which.
Thanos
Raife
Jul 4 2004, 11:15 PM
I always saw the whole "surge" thing as something that was more a "background" for people in the middle class of shadowrun.
Shadowrunners exist below the norms of society. I saw that whole surge thing more as something stupid club going teens do. Something that gets into trideos titled "Meta-girls gone VERY wild!"
Not something that your average runner would have to deal with on a personal level. Sure he might see a few at the trendy club he meets his johnson at, but that's as far as it goes.
But hey, that's just me.
Misfit Toy
Jul 4 2004, 11:23 PM
I think you've been reading too much into what people have been saying and are assuming that their choice of words is all-encompassing. I doubt most of them are.
The modern books have given up a lot of the flavor and style the old ones had. This is evident in the overall quality and tone of what little shadowtalk we're given. This is evident in the large lack of advertisements which help convey the vibrant life of the game world. This is evident in the dry, boring approach taking in the rules books where so very little color (and even less art) is used, particularly in the way of equipment and implants.
On top of that, all but one of the modules that have been released for 3rd Edition, at least as far as I'm aware (I may have missed some very early releases thinking they were 2nd Edition), have been of the "epic" metaplot-spanning world-changing variety. Other than the quickly swept-under-the-carpet book with First Run and whatnot, none of them have really focused on a gritty, street level game. You're either stomping into a dungeon of death with the Renraku Arcology duo or interacting directly with Great Dragons and meddling with their destiny (even though no matter what you do, its all for naught 'cause canon has decreed Lowfyr as the winner whether you like it or not; adjust your setting to suit, even if that means negating everything your players have done, or else reject all future publications on the subject).
And then you have the cover art for *the* main book of the game which features a cartoonish trio of runners in a cartoonish situation, and there's a cartoonish humdrum story associated with it. The covers of 1st and 2nd Edition may have also been less than photorealistic, but at least the scenario protrayed a more satisifying and plausible view of the setting. From what I gather, *that* is the kind of thing people are referring to when they say "more cartoony."
The rulesbooks have become dry and boring, the sourcebooks lack the style and flavor of the earlier ones (even if in some cases they supply more information -- of all the books in 3rd Edition, these are the ones I actually like the most), and the modules are consistantly over-the-top and too epic in scope.
I'd rather have a single module with a hundred low-level run ideas than a hundred full-length Survival of the Fittest modules any day. The first one is a valuable resource that would doubtlessly have pages falling out within a few months, the latter is... at least for me... just a collector's item that's only been opened two or three times. And not even one I'm eager to show off on my bookcase, but one purchased for completeness.
Synner
Jul 4 2004, 11:45 PM
QUOTE (Misfit Toy) |
I'd rather have a single module with a hundred low-level run ideas than a hundred full-length Survival of the Fittest modules any day. |
Careful for what you wish for you might just get it.
Misfit Toy
Jul 4 2004, 11:46 PM
I can only hope.
Thanos007
Jul 5 2004, 01:49 AM
===And then you have the cover art for *the* main book of the game which features a cartoonish trio of runners in a cartoonish situation, and there's a cartoonish humdrum story associated with it. The covers of 1st and 2nd Edition may have also been less than photorealistic, but at least the scenario protrayed a more satisifying and plausible view of the setting. From what I gather, *that* is the kind of thing people are referring to when they say "more cartoony."===
Yes. I belive we have established that. That falls under the bad art definition. However that doesn't reflect the tone of the book. As a side note people about to fall to their deaths is always hysterical. Don't you think? Yah. The story. Thats the one where the run goes south and the mage gets killed? Poor writing? You bet. Cartoony? No. As I've been saying bad art and poor fiction have been part and parcel since day one. If people want to argue a slip in quality I'll by that. Yes I think you can safely say that. A slip in tone. No.
===The rulesbooks have become dry and boring, the sourcebooks lack the style and flavor of the earlier ones (even if in some cases they supply more information -- of all the books in 3rd Edition, these are the ones I actually like the most), and the modules are consistantly over-the-top and too epic in scope.===
I agree the rules books have become dry. I do disagree about the source books, but only in degree. They do seem a little lifeless but only in the shadowtalk section. The reason for that is that I think there are less people are on staff so there are fewer entrees. Correct me if I'm wrong but wasn't shadowtalk generated by the righting staff and free lancers of FASA? Larger staff and more money. Last couple of source books (DotSW, T:2) that I've read since coming back seem to be ok.
The 1st time I ever GM'd anything it was for SR. In fact it was the week the softcover of 1st ed hit the stands. I was a little underconfident about how good I was so I decided to use DNA/DOA. Then I ran Bottled Demon. Never again. I tried to read through some of the others but God take my eyes if I ever have to read another "tell it to them straight." I think that people made some snap judgements with out waiting to see how things pan out. Fanpro has had some problems but if Synners is correct that should be over now.
Thanos
P.S. God help me I can't remember how to work the quote function.
Kagetenshi
Jul 5 2004, 02:31 AM
QUOTE (Misfit Toy) |
I'd rather have a single module with a hundred low-level run ideas than a hundred full-length Survival of the Fittest modules any day. |
Personally, I'd rather not. Low-level run ideas? I can come up with those a dime a dozen. Hell, make variants on them and I can probably keep a team stocked for years on a few weeks of work (I've got a notebook full of low-level run ideas from a three-week summer course I took once). It's the big stuff, the stuff that needs to be tied into other stuff, that's the part where it's nice to have some of the work done for you, and done completely. I see no point to a bunch of "run ideas" except as little suggestions in the sourcebooks, and, while I may or may not be representative of the market, I probably wouldn't have any use for a book devoted to the things.
~J
Person 404
Jul 5 2004, 02:54 AM
QUOTE |
(I've got a notebook full of low-level run ideas from a three-week summer course I took once). |
What the hell kind of summer course was this?
DarusGrey
Jul 5 2004, 04:03 AM
QUOTE |
Personally, I'd rather not. Low-level run ideas? I can come up with those a dime a dozen. Hell, make variants on them and I can probably keep a team stocked for years on a few weeks of work (I've got a notebook full of low-level run ideas from a three-week summer course I took once). It's the big stuff, the stuff that needs to be tied into other stuff, that's the part where it's nice to have some of the work done for you, and done completely. I see no point to a bunch of "run ideas" except as little suggestions in the sourcebooks, and, while I may or may not be representative of the market, I probably wouldn't have any use for a book devoted to the things.
|
I have to agree with this...well survial of the fittest isnt a run for every group, I can come up with a hundred "low-end" runs in not too long.
"The epic stuff" is the ideas that *deserve* a module.
Im not saying street level modules dont have a place..but "the epic stuff"..is the stuff that *needs* the people who are "in the know" to write..or..as said..you can make one and it'll end upconflicting with canon(if you care).
Regardless..I dont see modules like survival as "bad"..just not everyones cup of tea.
But is there really a market for low level runs?
TinkerGnome
Jul 5 2004, 04:08 AM
I'd say the alternative to high level modules isn't low level adventures (ideas or whole) but rather detailed and balanced opposition for the PCs. Stats for a team of Red Samurai, UCAS soldiers, etc. along with hooks for using them would be about right (I assume that Threats and Threats 2 do something similar to this... I don't currently own a copy of either, so I can't be definitive on that).
Kagetenshi
Jul 5 2004, 04:14 AM
QUOTE (Person 404) |
What the hell kind of summer course was this? |
The kind where I have a fair amount of free time, no laptop, and no internet access

~J
Misfit Toy
Jul 5 2004, 04:32 AM
QUOTE (TinkerGnome) |
I'd say the alternative to high level modules isn't low level adventures (ideas or whole) but rather detailed and balanced opposition for the PCs. Stats for a team of Red Samurai, UCAS soldiers, etc. along with hooks for using them would be about right (I assume that Threats and Threats 2 do something similar to this... I don't currently own a copy of either, so I can't be definitive on that). |
Which is basically what I was referring to. Note the earlier quote from me said I'd prefer that over another Survival of the Fittest module, not that that's what I would actually want to see.
A book featuring lots of street-oriented runs with all the insuing stats put together would be fantastic for a GM who doesn't have time or desire to run Machiavellian runs but just wants to get a group of friends together and run a quick game for a night.
A book with a massive index of NPCs (all designed to be challenging to more believable characters, not just SR3 core ones which, while a sad truth, are greatly underpowered to those created using the full spectrum of the rules), strategies used by these types of characters, a hoard of run ideas for using each, and even full fledged runs that retain that street-level vibe if room permits. Suggestions on how to make things challenging for different archetypes or character styles, suggestions on how to tell a story and how to add more atmosphere or mood to a game, and things like that. Even though I don't personally need most of that type of help, such a book would be a great resource... far more than a module that's largely focused at insane-amounts-of-Karma character types near the end of their career would.
Just... anything that keeps the metaplot away and is oriented around starting or near-starting characters.
Skeptical Clown
Jul 5 2004, 05:06 AM
QUOTE (tjn) |
It's good to have people who make a product, but that doesn't mean they know what's best for the art/product/whatever either. |
Granted, but that doesn't really diminish my point at all. I was specifically targetting the idea that players want to be deeply involved in the "happenings" of the Shadowrun world. If players want to do that on their own time, that's fine. More power to 'em. But I think it's a mistake to indulge players in this in official products. Particularly in a game like Shadowrun.
Zazen
Jul 5 2004, 05:35 AM
QUOTE (Kagetenshi) |
QUOTE (Misfit Toy @ Jul 4 2004, 06:23 PM) | I'd rather have a single module with a hundred low-level run ideas than a hundred full-length Survival of the Fittest modules any day. |
Personally, I'd rather not. Low-level run ideas? I can come up with those a dime a dozen. Hell, make variants on them and I can probably keep a team stocked for years on a few weeks of work (I've got a notebook full of low-level run ideas from a three-week summer course I took once). It's the big stuff, the stuff that needs to be tied into other stuff, that's the part where it's nice to have some of the work done for you, and done completely. I see no point to a bunch of "run ideas" except as little suggestions in the sourcebooks, and, while I may or may not be representative of the market, I probably wouldn't have any use for a book devoted to the things.
|
I don't think that "low-level" is meant to mean "simple". I can't pump out low-level games any faster than I can high-level ones, because they all need the same level of complexity and forethought in order to make them interesting.
Arethusa
Jul 5 2004, 05:55 AM
QUOTE (Zazen) |
QUOTE (Kagetenshi @ Jul 4 2004, 09:31 PM) | QUOTE (Misfit Toy @ Jul 4 2004, 06:23 PM) | I'd rather have a single module with a hundred low-level run ideas than a hundred full-length Survival of the Fittest modules any day. |
Personally, I'd rather not. Low-level run ideas? I can come up with those a dime a dozen. Hell, make variants on them and I can probably keep a team stocked for years on a few weeks of work (I've got a notebook full of low-level run ideas from a three-week summer course I took once). It's the big stuff, the stuff that needs to be tied into other stuff, that's the part where it's nice to have some of the work done for you, and done completely. I see no point to a bunch of "run ideas" except as little suggestions in the sourcebooks, and, while I may or may not be representative of the market, I probably wouldn't have any use for a book devoted to the things.
|
I don't think that "low-level" is meant to mean "simple". I can't pump out low-level games any faster than I can high-level ones, because they all need the same level of complexity and forethought in order to make them interesting.
|
Not exactly. Regardless of internal complexity, there is an added component with high level games of getting things to match up consistently with the metaplot.
CircuitBoyBlue
Jul 5 2004, 06:02 AM
QUOTE (Person 404) |
QUOTE | (I've got a notebook full of low-level run ideas from a three-week summer course I took once). |
What the hell kind of summer course was this?
|
I've taken loads of courses that have given me ideas for street level runs. "Intelligence Community" was maybe the most recent, but also "Minority Politics" or just about any grassroots or urban politics course I've taken has done the trick.
I've also taken a bunch of IR classes that gave me a lot of ideas for a game I used to play that I had made up and was more of an epic-type game, but that's one of those things that works better for that sort of thing than SR. At least in my opinion, IR seems a little less relevant in SR unless you're willing to go around changing the countries in the world, which it doesn't seem like a whole lot of people on this board have mentioned (though I can see it being neat "you screwed the run up, the elves have no homeland now! 5 karma."
I know a few people who have taken a lot of justice classes, I can see potential in that. But to tell the truth, I think it just boils down to if you love SR enough, you're going to see it everywhere, and if you don't see it in your classes, that's just because you're too busy thinking about SR to pay attention to your classes.
Zazen
Jul 5 2004, 06:19 AM
QUOTE (Arethusa) |
Not exactly. Regardless of internal complexity, there is an added component with high level games of getting things to match up consistently with the metaplot. |
In my experience that makes it easier rather than harder. You already have a pool of established organizations, NPCs, settings, and events to draw from.
Arethusa
Jul 5 2004, 06:53 AM
Point taken. I've never really worked with the metaplot, and I kind of avoid it, for the most part. Would personally prefer to run into in a game than read about it.