Shadowrun Pub
Shadowrun RPG => SR3 (Shadowrun 3rd Edition) General Discussion => Topic started by: swirler on September 29, 2006, 01:57:55 PM
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anyone know of or have a good comprehensive product list for the Shadowrun stuff, old and new?
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You want a list of all SR products tht have been published? Damn, chummer that might take a while.
Gabriel
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Well, the new 'official' books are a shorter list, but constantly growing.
http://www.shadowrunrpg.com/products/index.php (http://www.shadowrunrpg.com/products/index.php) <-- is Wizkid's official company list.
But that doesn't include old out of print first, second, and third edition books.
-kv
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Amazon.com
Search for Shadowrun, I'm sure you'll find it :D
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This (http://www.xs4all.nl/~gurth/shadowrun/index.html) is one of the better things I've found so far.
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Yup. That's one of the more complete lists that I've seen.
What about First Edition, though?
-kv
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I don't know. I found a 2 ed Grimoir at a silent auction. picked it up for about $2 even though I don't even own the 2 ed core book.
I just wanted to be able to say I had it.
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I have an original 1st edition hardcover core book. Man, comparing 1st and 3rd edition is weird, really.
Back when spell drain was resisted with Force as the target number...
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Yeah, and you had all those freaky nodes and whatnot in the matrix runs. It was more realistic, but really, who could design a matrix system using that kind of material who wasn't a computer engineer.
Gabriel
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Funnily enough, I've been made to believe it was somewhat less realistic.
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Well, I did like the idea that you could use a signal carrier to deck without your deck, and you could hack anything, anywhere, but it was a problem. I mean, honestly, who has the R&D Section archives hooked up to the employee lounge toaster?
-kv
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Well they brought that back with a vengance in SR4, didn't they?
Gabriel
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Yeah, they were always moving toward it- I acutally liked it better in first edition, though, when you could hack a computer without your deck or your programs, but it was MUCH harder. Enough so that you would only do it if there was no other choice.
Now we have old fogey-otaku and bright shiny new technomancers, and I'm not even sure what that progression is supposed to lead to- some sort of Techno-spirit? (I'm thinking more like Deus than everyday sprites)
Of course, I'm not a fan of 4th edition, so I can't really say I'm looking at this as an unbiased commentator.
-kv
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Yeah, the Matrix 1.0 was very clunky and heavy-handed. Originally, you could get Wired Reflexes and Response Increase 3 and just roll 30 dice every turn for your Hacking Pool.
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True, but all of the pools were overdone in that game. I mean, Defense Pool? They REALLY didn't want you taking a bullet in that game.
Gabriel
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It was a completely new ruleset- no one had any idea how much everyone would min-max it. I mean, did they honestly expect deckers to have the three million newyen, plus contacts and safehouses to be able to get wired reflexes, response increase, and still be able to drive yourself anywhere?
To be honest, I would prefer something new to something derived (insert snide WOD reference here).
-kv
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Well that's true. I think at that point, the only D6 game out there was Star Wars, and I know they didn't want to do it the same way as that.
Gabriel
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Besides, look at the games they had to compare to.
Most of them gave you player characters that were extremely and unrealistically hard to kill (with a little experience) - even warhamer RPG!
Appearantly that was what people wanted. But if you get hit by a bullet down you go, so the logical solution was to make it so that a player character was very hard to hit...
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As I've said before, if you're into the realism of a game, allow the players a chance to obtain tactical advantage and then simulate the events with markers (game pieces, figurines, whatever) and any kind of grid. The players may be outnumbered, but if they use strategy to their advantage, they can usually win. I go overboard with small tape measures, 1 cm = 1m, usually. For long distance use 1 cm = 2m.