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[Game a Day 19] ShadowRun
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<blockquote data-quote="painandgreed" data-source="post: 2872624" data-attributes="member: 24969"><p>Bought SR 1E once it came out. Since then, I've held in my hands at the same time three different versions of 1E with at least different artwork and character creation rules*. Later bought 2E and even later 3E at the insistance of people who really wanted to play and I was the only one willing to GM. Once I contnued my vampire game into the future but gave it the SR backstory. The last time I converted WW oWoD Vampires and Werewolves into SR mechanics to have some well fleshed out monsters and NPCs that the characters, big SR fans, wouldn't expect.</p><p></p><p>In almost all the games I ran, the characters were either a gang or small merc group that preformed odd jobs. Very little corporate affairs really and lots of gang warfare, kiddnapings, smuggling, delivering messages, and theft. Nobody ever wanted to play a decker or rigger. </p><p></p><p>I liked the character system and had a few favorites that I tried to break out of the stereotypes with. I had the fixer character where I just took lots of money and spent much of it on every contact I could ever want. Another I liked was the burned out mage archetype out of the 1E but without the cyberwear, which made a better mage than the mage archetypes after you spent his money on fetishes instead of cyberwear. I also wanted to do a rigger/decker who only interacted with the other PCs via drones and electronic commuication but only got to do him as an NPC.</p><p></p><p>I generally liked the system itself but had my issues with it. Too many dice pools for one. Too complicated in places and too simple in others. Some things, like magic, tended to break in situations but that seems to be mostly fixed with later editions.</p><p></p><p>I really didn't get into the Metaplot with Bug City and all that. Whenever I play, you get the 1E world using a modified 1E Seattle sourcebook. It is so obvious that whoever wrote that book has never been to Seattle. Things are stuck here and there that looks nice on a map but not in person. They really just didn't get the feel of Seattle. Even then, I have my issues with the backstory. Number one being that I think if magic came back into the world, there would be more heavy metal satan worshipers that would tumble onto it through experimentaion and dumb luck, than there ever would be native americans that would remember the old ways.</p><p></p><p>*IIRC one, the original AFAIK, gave you ten points to divide between stats, skills, money and magic. All was good if the numbers all added up to 10. Number two gave you ten points but it had to be divided up 1, 2, 3 & 4 points between the four groups. A third changed it from numbers to A,B,C, & D.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2872624, member: 24969"] Bought SR 1E once it came out. Since then, I've held in my hands at the same time three different versions of 1E with at least different artwork and character creation rules*. Later bought 2E and even later 3E at the insistance of people who really wanted to play and I was the only one willing to GM. Once I contnued my vampire game into the future but gave it the SR backstory. The last time I converted WW oWoD Vampires and Werewolves into SR mechanics to have some well fleshed out monsters and NPCs that the characters, big SR fans, wouldn't expect. In almost all the games I ran, the characters were either a gang or small merc group that preformed odd jobs. Very little corporate affairs really and lots of gang warfare, kiddnapings, smuggling, delivering messages, and theft. Nobody ever wanted to play a decker or rigger. I liked the character system and had a few favorites that I tried to break out of the stereotypes with. I had the fixer character where I just took lots of money and spent much of it on every contact I could ever want. Another I liked was the burned out mage archetype out of the 1E but without the cyberwear, which made a better mage than the mage archetypes after you spent his money on fetishes instead of cyberwear. I also wanted to do a rigger/decker who only interacted with the other PCs via drones and electronic commuication but only got to do him as an NPC. I generally liked the system itself but had my issues with it. Too many dice pools for one. Too complicated in places and too simple in others. Some things, like magic, tended to break in situations but that seems to be mostly fixed with later editions. I really didn't get into the Metaplot with Bug City and all that. Whenever I play, you get the 1E world using a modified 1E Seattle sourcebook. It is so obvious that whoever wrote that book has never been to Seattle. Things are stuck here and there that looks nice on a map but not in person. They really just didn't get the feel of Seattle. Even then, I have my issues with the backstory. Number one being that I think if magic came back into the world, there would be more heavy metal satan worshipers that would tumble onto it through experimentaion and dumb luck, than there ever would be native americans that would remember the old ways. *IIRC one, the original AFAIK, gave you ten points to divide between stats, skills, money and magic. All was good if the numbers all added up to 10. Number two gave you ten points but it had to be divided up 1, 2, 3 & 4 points between the four groups. A third changed it from numbers to A,B,C, & D. [/QUOTE]
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