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Zenmaxer
I understand that some adept material in SOTA 64 was cut due to space concerns, and I heard some mention of a web release. Is there actually any chance of that, or should I just give up all hope of actually seeing the "Other half?"
Synner
A web supplement featuring bonus material that didn't make the Adept chapter is something I will be working on compiling with my co-authors and the rest of the freelancers, as soon as I wrap up my current project. Please note it won't include anything as ground-breaking as the stuff that actually made it, nor will it include material that in anyway contradicts it, but it should have some interesting bits like a handful of new powers, a couple more Way testimonies, a couple more groups and quite possibly the "magic group stats" for all the groups presented so far.
Catsnightmare
Thats what's been nagging the back of my mind about the new adept initiatory groups!
There's no stats for any of the groups in the book!
Ol' Scratch
Oh come on! They didn't include that in the book?!
Catsnightmare
No kidding. I've been waiting forever to see an official-in-the-book physical adept initatory group stats to have at least a basis of comparison to make my own, and they finally get here and there's no stats for them!
mfb
why would you possibly need stats for the initiatory groups? woo, we don't know how many members the Sisters of Eglantine have. i'm all a-flutter.
Ol' Scratch
Last time I checked, dues, resources, and strictures were pretty important aspects of initiatory groups.
Critias
Why?

Does it matter, really, unless a player plans on joining one of them? And if a player does, why shouldn't the GM just custom tailor it to fit their campaign, since having a PC as a part of a globe-spanning initiatory group could have a fairly serious impact on the game?
Ol' Scratch
If that's your belief, then why should they produce *any* rules. Let's make all the books fluff text and leave everything else up to the GM and players. Woohoo!

Or, to counter that point, why bother with fluff text at all? If a player plans on having his character join a group, why shouldn't the GM just custom tailor the fluff text to fit their campaign?

Hell, why have EITHER? Why not leave BOTH up to the GM and players. Why shouldn't the GM just custom tailor EVERYTHING to fit their campaign?

Because that's the entire point of buying a frelling sourcebook!

Sheesh.
Critias
Wow, blood pressure medication much?
Ol' Scratch
Ask a stupid question, expect an aggressive answer. Well, I tend to give aggressive answers to just about anything, stupid questions not required. Sorry if I came across badly. I try to keep that under control. smile.gif It's just this is the fourth time I've seen mention that SOTA:2064 has completely left out some rules for relatively important information in the book, and it's seriously souring my view of the direction of the current bout of products.
Dashifen
I guess I shouldn't comment since I cut initiatory groups from my game (I know, I'm a bastard) but I think it's a semantic problem. DocFunk sees the books as rulebooks whereas Critias and I see them as sourcebooks. What's the difference:
  • Rulebooks have rules (i.e. SR3, M&M, CC, MitS, etc) and some fluff but focus more on helping people learn to play the game.
  • Sourcebooks are heavy on the fluff (i.e. SONA, SOE, etc.) and less on the rules. Sure, there are some rules or stats but the purpose and focus of the book is to provide more fluff for GMs and players to use to shape the world and assume you already know how to play the game.
Edit: not trying to put words in you mouth, good Doc, just trying to put a different viewpoint on the board.

Edit2: Added last sentence of second bullet.
Ol' Scratch
I have no problem with sourcebooks. But if you're going to include information detailing something like an intiatory group, you damn well better include the actual rules that go along with that -- especially if it's not a whole new system of rules, just the actual use of existing rules.
Dashifen
QUOTE (Doctor Funkenstein @ Oct 21 2004, 10:57 AM)
I have no problem with sourcebooks.  But if you're going to include information detailing something like an intiatory group, you damn well better include the actual rules that go along with that -- especially if it's not a whole new system of rules, just the actual use of existing rules.

But if the rules exist, why reprint them (in another book)? I think the average GM if not the average player could come up with the stats for initiatory groups using MitS as a reference. Why expand the book and perhaps have to cut other sections for something that the GM can (and arguably should) have to decide on their own. Kinda like how matrix security sheaves are left up to the GM to decide for like 90% of the hosts (actually, I can't think of any published security sheaves for a specific host that weren't used as an example, but I don't have Target: Matrix so I'm probably wrong).
toturi
It gives a basis for comparison, Crit. And it is a hell lot easier for people like Bitrunner to write scenarios for SRMs. They might one day decide that only Canon initiatory groups be allowed in SRM. It makes standardisation easier and across the board. Granted a GM may allow custom groups, but it is a hell lot easier to write when the standard is clearer.
Ol' Scratch
QUOTE (Dashifen @ Oct 21 2004, 09:59 AM)
But if the rules exist, why reprint them (in another book)?

Because they're not a reprint of rules. They're a use of the rules. It's like detailing information on a new vehicle but not supplying a stat block for it. It's like detailing information on a new spell but not telling you what the Drain Level, Target, Range, or Type of spell it is. It's like detailing information on a new pistol without telling you how much damage it does, its ammo capacity, or its Concealability. It's like detailing a new cybernetic implant without telling you how much Essence it takes up, how much it costs, or what its Availability is. etc.

And just as a side note, Target: Matrix does include a large list of security sheafs.
Dashifen
QUOTE (Doctor Funkenstein)
Because they're not a reprint of rules.  They're a use of the rules.


Okay, I see that distinction now. Still reserve the right to disagree with the necessity of the stats but I understand your PoV where I didn't before. I guess that's better, right biggrin.gif

QUOTE
And just as a side note, Target: Matrix does include a large list of security sheafs.


Cool. Might have to check that out. Thanks!
mfb
*shrug* i guess it's just me. i've never once used the pre-generated initiatory groups in MitS.
Dashifen
QUOTE (mfb)
*shrug* i guess it's just me. i've never once used the pre-generated initiatory groups in MitS.

Not just you. I hated all the bookkeepping for groups and so there are no initiatory groups in my games. You can still have a group of mages that work toward a goal (i.e. Aleph Society devil.gif ) but they can't help you initiate.
mfb
egad. no group initiation karma reduction? you mageochist!
Kremlin KOA
*shudder* that is unusually cruel and counter productive, why would any PC EVER join a mage group in your game, joining one is a liability already, as the group can usually cause the poor magician to go running around for half the game time... I just never allow PCs to enter NICE initiatory groups, all the ones pcs get access to are consiratorial
mfb
my PCs generally form their own. one of the advantages of playing in a persistent, public setting with hundreds of characters.

/plug
Kremlin KOA
I usually have enough magicals to do that, but I discourage it slightly, if they persist I let the spirit guide also be friends with a free spirit and agrees to link IF the group gets sponsored by the free spirit.
Dashifen
QUOTE (mfb)
egad. no group initiation karma reduction? you mageochist!

But, I made initiation with ordeal = group initiation so there is a much larger benefit to ordeal initiations.

QUOTE ("Kremlin KOA")
*shudder* that is unusually cruel and counter productive, why would any PC EVER join a mage group in your game, joining one is a liability already, as the group can usually cause the poor magician to go running around for half the game time


That was actually pretty much the idea. My players were joining groups just to initiate and then were mad at me when I made the group a real entity in the game and made them honor those pesky oaths and scriptures. The solution was to provide a "discount" to initiation and then allow mages interested in roleplaying the group to be in one. Incidentally, I've still had mages join groups to roleplay their character. It's been a positive rule, actually. I didn't think the players would go for it, but they did. Maybe now that I'm playing with entirely new players in a different state I'll relax on that one, but it was a game-saver at the time.
mfb
ah, i can see that working.
Kremlin KOA
ookay, when my players bitched I just pointed out the karma reduction for the group and explained that this was the downside...

I possibly would have killed my players if they had harped on the way you described.
Dashifen
Bah. It saves me time (no group bookkeepping and plannning) save's them the agravation of having to deal with group (unless they choose to do so) and since I altered initiation costs to keep initiation accessible to mages without groups, I've never actually encountered a downside to the rule.

You're right, the karma cost w/ a group is the upside to the group's downsides, but the players felt at the time that the downsides out weighed the upside so we made a house rule.

That and the players were my housemates and fiancee so if I made their in game life hell, I had to hear about it all week. So, I just tried to be flexible biggrin.gif
mfb
which brings up my other reason for playing almost exclusively online...
DrJest
QUOTE
my PCs generally form their own.


Yeah, that happened to us too. A whole bunch of us who played magicals worked out that shadowrunning magi had different needs etc to "normal" magicals, and started an initiating group dedicated to shadowmages. It didn't hurt that we were owed a couple favours from a free spirit from way back.
Casper
QUOTE (Doctor Funkenstein)
If that's your belief, then why should they produce *any* rules. Let's make all the books fluff text and leave everything else up to the GM and players. Woohoo!

Or, to counter that point, why bother with fluff text at all? If a player plans on having his character join a group, why shouldn't the GM just custom tailor the fluff text to fit their campaign?

Hell, why have EITHER? Why not leave BOTH up to the GM and players. Why shouldn't the GM just custom tailor EVERYTHING to fit their campaign?

Because that's the entire point of buying a frelling sourcebook!

Sheesh.

[QUOTE]


Wow. Slippery slope much.
Kagetenshi
Reductio ad absurdum, actually, which is a valid argument.

~J
mfb
only in certain contexts. this isn't really one of them. the proposition that GMs should tailor initiatory groups for their campaign does not necessarily lead to the conclusion that all gaming material should be made up by the GM. leaping to conclusions != reductio ad absurdum.
Ol' Scratch
And throwing out a bunch of Latin != me giving a rat's ass either way.
Kagetenshi
QUOTE (mfb)
only in certain contexts. this isn't really one of them. the proposition that GMs should tailor initiatory groups for their campaign does not necessarily lead to the conclusion that all gaming material should be made up by the GM. leaping to conclusions != reductio ad absurdum.

But the proposition that such material ought not be included simply because the GM can do it him/herself is properly refuted that way. It is similar to the argument that a car can excusably not include seats as the end-user can supply something similar themselves if desired.

~J
mfb
the argument wasn't based on the idea that the GM can do it himself, it was based on the idea that the GM probably should do it himself, since the initiatory group has a direct impact on the characters.
Ol' Scratch
As opposed to any other rule in the game? Weapon stats don't have a direct impact on the characters? Edges and flaws don't have a direct impact on the characters? Spells and metamagic techniques don't have a direct impact on the characters?

Just because you prefer to create your own groups, that doesn't mean those groups described in the sourcebooks should be left up to the GM as well. Hell, *I* never use canonical groups and prefer to design my own. But that's just not the point. One day I may decide that I like one of the groups listed in a sourcebook and want to use it -- I shouldn't have to cook up my own rules anymore than I should have to cook up my own rules to use an Ares Predator or a Stunbolt spell.
Dashifen
Okay, that one convinced me biggrin.gif Stats! Stats! biggrin.gif
mfb
eh, a Predator's stats don't directly affect the overall general direction your character takes, in his development. looking at SOTA:64, i don't see what other fluff i'd want removed, to include the stats/fluff for initiatory group. the important part of the initiatory groups--descriptions of who they are and what they do--are already there; dues costs, etc. are minor details.
Ol' Scratch
Metamagic techniques do. Cyberware implants do. Edges and flaws do. So do most other rules in the game.

As for what could have been cut to make room, if other books are accurate, I'm sure there was some superflorous full-page art that could have been left out to make room.
Kremlin KOA
ookay I would pay the extra for the 2 more pages it would require.
Synner
QUOTE (Doctor Funkenstein @ Oct 21 2004, 03:57 PM)
I have no problem with sourcebooks.  But if you're going to include information detailing something like an intiatory group, you damn well better include the actual rules that go along with that -- especially if it's not a whole new system of rules, just the actual use of existing rules.

Funkenstein, if you're really going to critique the contents of a book try taking a look between the covers first. Let's put some of those comments in perspective.

First and foremost, SOTA64 presents 28 pages of adept material. This is almost as much as all the previous references to adepts in SR canon in Grimoire, Grimoire 2, Awakenings and MitS combined.

Second, a third of the overall wordcount is dedicated to rules.

Third, the fiction material is divided up into the aspects of adepthood that were deemed most important to players and which lacked any kind of in character grounding in SR3, to wit:
  • a) generalities on the nature of adept abilities;
  • b) typical and atypical testimonies that illustrate what Ways are like from the inside and how they affect a character's mindset and power development;
  • c) a handful of new groups geared towards integrating adepts into the fabric of the Sixth World (rather than simply introducing more magical/initiatory groups, this means not all of them are actually magical groups) ;
  • d) and a forum style discussion that visits some of the recent breakthroughs and developments in adept metamagic and powers cataloguing and provide context to the rules that follow.
All that in 19 pages. Did we miss anything major? I don't think so. Did we do a good job of providing In Character context that was lacking? I think we did, but I'm biased and mileage will vary.

Fourth, the rules section you seem to be deducing to be quite limited, actually includes:
  • a) basic advice/encouragement for GMs to make Ways integral to their roleplaying and an optional rule for those that one to give Ways teeth.
  • b) 2 new initiatory ordeals.
  • c) completely new metamagic techniques (3) and advanced metamagic techniques (4).
  • d) 33 completely new adept powers.
  • e) 2 new adept-specific foci.
    All that in 8 pages (feel free to compare with previous products to compare use of available space). To put it in perspective, almost as much was added in terms of rules for adepts in those 8 pages than in the previous SR3 sources combined (the BBB and MitS).
This chapter is probably the most rules intensive in the book.

Fifth, as some of the people on here have already noted, and I'd expect you would too if you had read the material, of the groups introduced only ExTSix and the Sisters are actually initiatory magical groups in the strictest sense, and others like Jamil Islamyah and the Alexa Group operate on entirely different levels and function as an umbrella for smaller groups/cells. This being the case the writers decided, taking into account the required formatting and amount of explanatory information as compared to its practical usefulness, that the wordcount could be put to better use detailing other rules. I stand 100% by that decision. There is nothing introduced I would drop to include those 2 or 3 sets of stats and their explanatory text. Note that when I said that the web supplement would include stats for all the groups, I was assuming the people interested had read the material and would realize it meant specific cells/groups within some of the umbrella "associations", as well as the couple of groups which are actually described as magical groups. Seems to me that it isn't very constructive to snipe about what isn't in the book, when you don't know either what is or how, within that context, the missing information might be indeed be less pertinent than the stuff that occupies that space.

Finally, it's a poor writer who doesn't know he's going to have to cut some of his ideas from the very first day he's handed an assignment and told his target wordcount. From the very start, the Adept crew knew there was stuff even in our proposal which wasn't going to make it, both fiction and rules. It was necessary to pare things down to what we believed was essential. That's what made the book. We knew going in there were going to be mixed reactions to such an update (admittedly not on the level we've seen). There always is. You're never going to please everybody and the best you can hope for is to please most of your audience with the material the format allows. That was taken into account, whether it was a good or bad call remains to be seen. I've seen at least as many positive and even enthusiastic responses to the material that is there as I've seen negative ones.
Synner
QUOTE (Kremlin KOA)
ookay I would pay the extra for the 2 more pages it would require.

That's not how it works, I honestly wish it was. You don't add 2 pages, you add 16 (varies depending on the printer) and you add another $3 or $4 to the price which many people already think is pretty high.
Nikoli
They could go to a secure e-book format and cut a good deal of costs, add functioanlity for little cost and reach almost as wide a fan-base.
WotC has done so with the new book Frost burn something or other and that seems to work fine, uses Adobe-acrobat reader.
Ol' Scratch
First, please don't point in my direction when replying to a general topic like that. I may have been one of the loudest voices in the thread, but I'm not the only (let alone the first -- that was you) to mention it.

Second, it doesn't matter that there's a lot of other rules included. It's like saying that because you gave stats for ten metamagic techniques out of the twelve described in Book X, people should be happy that they got those ten metamagic techniques at all. We're paying for source material, and ideally that source material should be complete, not half-assed products with missing material especially if that missing material wasn't an accident. Material being cut is a problem on your end, I realize that, but that doesn't mean people on our end should sit there and be content with it.

Third, I've admitted several times that I haven't had a chance to look the material over myself yet and that I won't until I get it in the mail after a few more days. My comments have mostly been general in nature, provoked by comments others who have the book have made.

Fourth, I'm positive that I'm going to find a ton of good stuff in the book. But, again, that doesn't change my opinion on any of the comments I've made in the thread thus far.
mfb
price and game mechanics are integral to the concept of cyberware, etcetera. membership dues, etcetera, are kinda important, especially if they have particularly restrictive strictures. but the most important parts of an initiatory group are who they are and what they do. these parts are in SOTA:64.
audun
Dr. Funkenstein:
General comments are no good when discussing a particular book, unless they apply to that book. You have to read the book to decide whether the stats for those groups is an essential part of the book or not.

A good comparison would be whether or not an adventure should include stats for each and every person you encounter in that adventure. Not everyone is essential, even though you might need the stats when the runner's decide to fight the janitor.
Some things has to be left out and maintaining that balance is difficult, but I am quite sure that leaving the stats for adept groups out was the right decision.
Synner
I only pointed in your direction because I was hoping to inform you of what people who've read the book should already know and because of comments like:
QUOTE
Oh come on! They didn't include that in the book?!

and
QUOTE
It's just this is the fourth time I've seen mention that SOTA:2064 has completely left out some rules for relatively important information in the book, and it's seriously souring my view of the direction of the current bout of products.

While others did point to the fact they were missing, you've made assumptions about what is and isn't in the book (ie. a rule allowing GMs to enforce Ways in power development which is actually there) and it's actual relevance without reading the book. Would you have made the same comments knowing that only 2 of the 5 groups introduced in the fiction are actually magical groups in the strictest sense? And what if reading the fiction you actually found that most of those stats can easily be deduced from the material (which I won't say is the case)?

Probably, and to a point I would agree. However given restraints relevance and usefulness is everything and this case, given that the groups presented are there for purposes beyond supplying characters with potential initiatory means - and given that a couple of them will prove rather hard to use in that capacity at all - saddling or boxing in the GM with hard stats for potential allies, foes or contacts is of relatively low importance especially when quite a bit of information and leeway is granted in the actual background for the GM to take these wherever he will (and even less so when you've just been told the relevant information is going to be offered up for free to anyone who really wants it).

This was ultimately our call as authors, one which I don't in the least regret, which is why I was both explaining the context (mainly for your benefit since you hadn't read the material) and the reasons why such a call was made. That still doesn't make it the right decision and you are obviously entitled to complain, hell, everyone's entitled to complain and I'm not flinching from that one, but I'd rather they complain in full possession of the facts.

QUOTE
Second, it doesn't matter that there's a lot of other rules included. It's like saying that because you gave stats for ten metamagic techniques out of the twelve described in Book X, people should be happy that they got those ten metamagic techniques at all[...]

I was making a point as to what actually was in what I feel is a rules-heavy part of the book and also to what we thought was a priority (ie. "relatively important information") instead of those particular stats.

QUOTE
Third, I've admitted several times that I haven't had a chance to look the material over myself yet and that I won't until I get it in the mail after a few more days. My comments have mostly been general in nature, provoked by comments others who have the book have made.

As I'm sure you'll agree not everyone's comments are well-informed (myself included). And general comments, while they may bear out, are prone to not taking into account the details. Personally, I'm genuinely looking forward to seeing your eventual comments or review of this book given some of your concerns in previous threads.

QUOTE
Material being cut is a problem on your end, I realize that, but that doesn't mean people on our end should sit there and be content with it.

Agreed, everyone is entitled to their opinion just like I'm entitled to outline the background behind any given call. No one has to agree with me, but at least people won't be debating whether something was meant some way or another 10 years down the line.

However knowing myself as I do and being tempted with continuing this debate into counterproductive territory, I will from this point on refrain from further explanations and comments on this or other adept threads, beyond answering specific questions which is what I originally set out to do.

QUOTE
Fourth, I'm positive that I'm going to find a ton of good stuff in the book. But, again, that doesn't change my opinion on any of the comments I've made in the thread thus far.

Like I said above, I for one am going to be waiting to see your posts after you've read it. I'm hoping you do, but having read the book several times over by now, I can forsee some stuff you're definitely not going to like.
Siege
Sorry to derail the current topic drift, but physical adept groups can be a lot of fun to initiate with - get really drunk and go do extreme sports! grinbig.gif

Guard 1: "Hey! Are those shadowrunners trying to breach our perimeter security by base-jumping?"

Guard 2: <checks his watch> "Nah, those are the 'Hell's Angels' initiate group - they do this once a month."

-Siege
Kanada Ten
Hey, if the group stats make it to the web page (and they better!), you can print them out and have them bound into the book when the pages start falling out.
Kagetenshi
If the binding is anything like that of the rest of my Shadowrun books, that'll come in real handy in a decade or two.

~J
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