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Fallen

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« on: <07-26-11/1552:22> »
Hey guys,

Long-time Shadowrun player and GM here.  I started playing SR back in 1990 with the first edition and more "seriously" in 1993 with the second edition.  I'm mostly here to read about what you guys are currently doing, the kind of games you're running and to exchange ideas.  I've not played the 3rd nor the 4th ed, sadly.  I'm sort of sticking with the second ed for the time being.  I hope that's not a problem.

I've only recently gotten back into GM-ing and am currently running a campaign with a group of intelligent, fun and mature players who didn't really know the game all too well.  So far, we're having a blast (although it is, I have to admit, kind of weird (in a good way) running a game after a 17-year hiatus).

Looking forward to exchanging ideas and the like.

Cheers.

Edit: typos
« Last Edit: <07-27-11/0427:59> by DelialFallen »
"Do not meddle in the affairs of Dragons for you are crunchy and taste good with ketchup."

Charybdis

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« Reply #1 on: <07-27-11/0249:36> »
Heyo and welcome.  8)

Thematically, you'll find a bunch of really good ideas and threads on these boards to use as both a player and GM.

Mechanically, there's not a lot of discussion on SR2 (or SR3 or SR1) rules-sets, but you may get lucky with a few of the oldies around  ::)

I'm also a long-time player (SR1 through to current SR4), and I really recommend you look at the new system. IMHO the rules are a lot easier for new players and GM's alike
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Futant

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« Reply #2 on: <07-27-11/1501:11> »
As an oldster returned to the fold myself, I have to agree w/Charybdis (where's the Scylla?...Hey-O!) that the 4th ed rules are pretty easy to use and incorporate. We have all (most) the original books but the pace of real world tech made the old rules outdated for my group. I mean if we have iphones and blackberries, why does my futuristic dystopian cyberpunk carry around a tower? But things like Denver and the "Shadows of" books still are very useful for us.

bigity

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« Reply #3 on: <07-27-11/1621:33> »
Don't you badmouth cyberdecks or I will have to put some ritual magic on you.

I imagine them looking like the key from the He-Man movie more than Casio keyboards though.

Crash_00

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« Reply #4 on: <07-27-11/1636:54> »
*Racks Shotgun*
Did I hear someone badmouthing cyberdecks in here.

Honestly, my biggest problem with them being gone is that if you can fit a good hacking computer into the size of cellphone, you should be able to fit a rocks your socks off hacking computer into something the size of a keyboard.

I'm working on my 2050 conversion and I've kept the commlinks around as well as wireless (I like wireless), but I also kept cyberdecks and just made them more expensive and able to run more programs at once (as well as a few added bonuses when being hardwired in).

To the OP, there is very very little in the way of 2nd info here (I usually play 3rd but a recent group that I joined plays 4th exclusively). That said, glad to have another gamer back. I personally started on first then moved to second after about a month and then onto third when it came out.

Fourth is a far easier system to learn and get into, but it loses a lot of the cyber and the punk along the way. It has a far more action moviesh feel than the past editions.

Futant

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« Reply #5 on: <07-27-11/1957:56> »
Totally NOT slaggin' old school decks. Just for my group, it makes sense to use the new rules as compared to modding the old. Plus the streamlined matrix stuff is way better for our group than the often session-killing time sink it used to be. YMMV

Crash_00

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« Reply #6 on: <07-27-11/2015:16> »
Oh ya, the matrix rules are incredibly better (given it doesn't take much since the old ones really weren't even usable unless you wanted to drag an hour or two out of the game just for them) and wireless is a concept that really should have been in 3rd at some point.

I love the new wireless and matrix rules but man do I miss my keyboards...err...I mean cyberdecks of course.

I understand their reasoning for going the commlink route (AR looses a lot of feel if you have to carry around a keyboard sized piece of equipment to get on), but I still think that cyberdecks could easily have a place in the game giving hackers a little more power if they're willing to be a little more obvious.

CanRay

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« Reply #7 on: <07-27-11/2124:19> »
Honestly, my biggest problem with them being gone is that if you can fit a good hacking computer into the size of cellphone, you should be able to fit a rocks your socks off hacking computer into something the size of a keyboard.
Ask Bull (The character, that is) what his "Cyberdeck" specs are.  Bet they're five kinds of awesome.
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Fallen

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« Reply #8 on: <07-28-11/0208:45> »
Hey again peeps,

It's cool by me if there isn't much stuff around pertaining to 2nd ed rules as I kind of know them pretty well and all.  That's not really what I'm around for anyway.  Still, many thanks for giving me a word or two on the matter and what to expect and not expect when interacting on these boards.

For me, the "punk" and semi-high-tech aspect of SR1 and SR2 are possibly the main reasons why I haven't been all that interested in the later editions of the game.  I'm certain they bring about their own interests and perks setting-wise.  From what I have read of them however, I don't think they're my cup of tea.

Someone mentioned cutting down on Matrix time in 4th ed -- that's a good thing, assuredly.  In my own campaigns, we long-ago found ways to simplify Matrix interaction so that it wouldn't impede overly much on the general flow of game play.  These simplified rules are what I presented the players in my current group, informing them that Decking in my campaign differs from what the core rules suggest.

At any rate, thank you all for taking the time to respond to this thread.

I'm presently having a blast reading over other forum posts: good to see (and read) an SR community that's alive and well.

Cheers.
"Do not meddle in the affairs of Dragons for you are crunchy and taste good with ketchup."

bigity

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« Reply #9 on: <07-28-11/0938:39> »
I think it's much easier to accept the Matrix 4e rules if you didn't know the 2nd/3rd edition rules for the Matrix.  Once you figure them out, you are vested and resist any changes ;)

But they aren't too bad if you suspend disbelief about how computers and wireless actually work.  The improved integration is, I think, a very good move as far as getting newbies to the game.  It makes it somewhat easier to keep everyone at the table involved.