From: flashlife@amd.com
Reply-To: flashlife@amd.com
Errors-To: flashlife-control@amd.com
Subject: Flashlife   V2 #8
To: flashlife@amd.com

From: Carl Rigney (moderator) <flashlife-control@amd.com>


Flashlife  Tue, 21 May, 1991   Volume 2 : Issue 8

Today's topics:

  Metahuman priorities detailed (ANANDA)
  Life Without Mages (P.J.Adam)
  Mages, magic and moogle-berries (THE MAD HATTER)
  cybermusic (ANANDA)
  Weapons and Armor (Jonathan Drummey)
  System Conversion (Milord)

----------------------------------------------------------------------


Date: Tue, 7 May 1991 17:37 CDT
From: ANANDA%BSU.DECNET@MSUS1.BITNET
Subject: Metahuman priorities detailed

I've already received questions concerning the "new" metahuman variable
priority system, so I figured I'd better give a few more details.

Points	Race (old sytem)  	Race (new system #1)	Race (new system #2)
  0	Human			Human			Human
  1	Human			Ork			Human
  2	Human			Elf                     Human
  3 	Human			Troll                   Elf or Ork
  4	Metahuman		Dwarf			Dwarf or Troll

Here is the detailed rationale for the point rankings:

Elf		Ork    		Troll		Dwarf
+1 Quickness	+3 Body		+5 Body		+1 Body
+2 Charisma	+2 Strength	-1 Quickness	-1 Quickness
   Low-light	-1 Charisma	+4 Strength	+2 Strength
		-1 Intelligence	-2 Charisma*	+1 Willpower
		   Low-light	-2 Intelligence +2 Body Disease Resistance
				-1 Willpower	   Thermographic
				+1 Reach
				+1 Dermal Armor*
				   Thermographic
+3 Total	+3 Total	+5 Total	+5 Total

Considered in this light, elves and orks are fairly equivalent, as are trolls
and dwarves.

	[+2 Body vs. Disease is hardly as good as +2 Body; I'd put
	 Dwarves at 3, not 4, in system #2, and switch them with Trolls
	 in #1, were I to use either.  --CDR ]

{*One rule I use for trolls:  if the troll does not have any dermal bone
deposition, then the Charisma modifier is -1 and there is no Dermal Armor.}

	[ I like that.  --CDR ]

{Also, since I don't use mandatory allergies for metas, the "+2 on severity roll
for allergic reaction" does not come into play.}

>[But why do grumpies rank so high?? --CDR]

The main reason elves are ranked higher than orks and dwarves are ranked higher
than trolls is that elves and dwarves receive fewer minuses to their stats.  

Another reason is that the goblinized races are not as well-treated/
well-perceived as the UGE races by the  predominantly human society.  A third
reason is the higher cost of living accrued by trolls and orks.

	[ Cost of living is a pretty minor disad. --CDR]

For some strange reason, I've never seen an illustration of a troll without
dermal bone deposition, even though the book says it happens "occaisionally"
(p. 29).  Can anyone tell me where I might find pix of a troll without horns,
bone ridges, and other assorted forms of dermal bone deposition?

Ananda
ananda%bsu.decnet@msus1.msus.edu  /ananda%bsu@msus1.msus.edu \__if the .decnet 
ananda%bsu.decnet@msus1.bitnet    \ananda%bsu@msus1.bitnet   /  causes problems
a new expression:  "4-D."  "Duplicate Drek, Different Day."


--------------------------


Date: Wed, 8 May 91 16:42:50 BST
From: P.J.Adam@loughborough.ac.uk
Subject: Life Without Mages

Howdy there. 
We just had an absolutely vicious run where two mercs and a decker were
hired to get the plans of, then blow up, a Russian fuel refinery.

All went well until we were making our escape, when the decker shot my
poor elven merc in the back. He made his escape, leaving Hawk and
Jaycee to get away from a battallion of enraged Russians with spetznatz
samurai support. We fought our way to the airfield, stole a plane and
took off through heavy fire - but the plane was boobytrapped and we
were brought down in the mountains on the Russian-Iranian border, both
badly wounded and short of food.

We made it back, just, and are waiting for that treacherous decker to
ever show his face in the UCAS again...especially since he was leading
the spetznatz guys. Still, if we can get hold of him, he's worth a lot
as spares...

The point is, we did that run completely without mages and it was a
huge improvement. No being knocked down by mana bolts because your
party's mage is looking the wrong way, none of the 'eleven bullets in
the chest? Zap! Off you go, good as new' instant healing, no astral
scouting making good old-fashioned stealth obsolete. It brought a lot
of problems (fashion? no, you want a russian uniform, you take it off
the guy and hide the bloodstains) but the game balance was much better.

I may be incorrigible (my only magical character is saving up for alpha-
grade Wired-II because she thinks her Increase Reaction is cheating) but I think
magic throws the game out of balance. However, in my game the screamsheets (I 
put out a one-page screamsheet every week or so to liven up background, feed 
into adventures etc) are running a series of 'Homicidal Mage Kills 9', 'Wizard
Killed by Rioting Mob' etc. stories, because ordinary people just don't like
mages. Several talismongers' have been firebombed, a group called Self-
Protection Against Mages has sprung up, and generally politicians are finding 
votes in mage-bashing.

That aside, most mages in our group are well-played - the only over-
powered one is deliberately downgrading her abilities - but there's so much 
potential for abuse it's frightening. And dealing with insect spirits - well, 
the grunts are pretty helpless since we tried to tone down weapons. Magical 
characters with increased willpower, though...


That, as a final point, is a clear sign that magic is overpowered
compared to other abilities: almost every character in our campaign has
a willpower of 5 or 6, because the mages shut you down in seconds
otherwise. My first character had willpower 3, and goinng into a fight
becomes frustrating your participation is limited to 'Ready
weapon...zzzzzzzzz' as the sleep spells go off. Still, even magic
doesn't seem to do too much against a ten-round burst of 10mm
meatgrinders from a HK227...

	["First Rule:  If a mage can't see you he can't hurt you." --CDR]

'Ever see a Fujiwara HE flechette? Hits something hard, it goes off. 
 Hits something soft, like most of you, it goes in, then goes off. Ten
 seconds later.'

	'Why?'

'So you get to think about it.'

'Mona Lisa Overdrive', William Gibson

--
P.J.Adam%uk.ac.loughborough@net.cs.relay



--------------------------


Date: Wed, 8 May 91 23:29:40 BST
From: THE MAD HATTER <D.Salzedo@loughborough.ac.uk>
Subject: Mages, magic and moogle-berries

Again the eternal conflict continues. Is it fair that mages and magic
users should become as good as or better than "Real"
samurai/grunts/street punks in a knock-down fight?

"NO" cry the charcters and players who have dedicated their very
existances to the purchsing of the latest in cyber-toe-nail-clippers
and field-stripping an assault cannon with their teeth. (Blindfold of course.)

"YES" cry the mages, shamens, little funny men in pointy hats and
beards as they slap on another spell-lock and warm up the power focus.

And the poor, put upon G.M.s?  They just sigh and double all the stats
on there latest batch of N.P.C. cannon fodder.

Well the problem, as I see it, comes from the players attitude towards
the game they are playing. In my opinion, all too few players grasp the
fact that, although everthing is being done on paper and in their
heads, and although the temptation is to make your P.C. the most
powerful thing on God's green Earth within the limits of the game
system, any good R.P.G. has one aim in mind, apart from amusement and
entertainment and giving social retards something to do on a Saturday
night. And that is to simulate a reality.

As the reality we live in (Well most of us) often seems to dull for our
cosmopolitan tastes, we create worlds inhabited by monsters an goblins
and, best of all, power, real power, the power over life and death.

People all too often make the mistake off comparing the "real" world
with that in which they are playing, allowing their pre-conceptions
about life to seep through in their actions and decisions.

Yes, in the Shadowrun future, mages are poqerful. There's no two ways
about it. And the people who have seen all the Arnie movies, and read
all the Street Sam. catalogues, and think that a sentient beings' best
friend is a mini-gun are sadly mistaken.

But, on the other hand, the important note here is that althogh magic
is now accesable to anyone with enough mental talent for it, the actual
prportion of magic users is a tiny proportion of the whole community.
Yes, the world of shady deals and covert operations for quick cash are
going to attract more than the average number of magic users than, say,
Merchant banking will, the number is still very small.

This also means that the non-magic users, particuarly those who have
spent their lives devoted to the thought that fast reflexes and a big
gun are the solution to any problem are going to be fairly ignorant, if
not completly ignorant to the causes, uses and powers of magic.

It's no use grunts complaining that the mages are all recting on 30 and
throwing too many dice and being to good, if they think about it, in a
fight, a non-magic user will have precious little idea what the heck's
going on in the mages head. They know, because they hear the player
tell the G.M.  that their about to unleash a force 6 Power-bolt with 15
dice, but all the other players will actually know is that the magic
user twiddled their hands and something blew up. And in the middle of a
fire-fight, you have more pressing concerns than who caused it and how
unless it's threatening your life.

Also, it might be an interesting exersise for all non-magic users to
sit down and actually ask themselves what they actually know about
magic and it's powers. If they claim to know the names and powers of
every spell in the book, ask them how they know it. Few mages go around
telling their arcane secrets to mere mundanes, and shamanistic types
would probably have great difficulty explaining how they astrally tune
in to their totems.

Its like asking a decker to describe astral space to someone whose
never jacked in to the Matrix.

The practical upshot of this in game terms is that, firstly, G.M.s must
make an effort to control the numbers of magical types in any
campaign.  I would presonally suggest institutiing a luck roll, or it's
equivalent, to see if any maigical types are available for a particular
run. I know that players with only magical charcters may feel this is
unfair, but anyone can create a character of any kind fairly fast, and
the joy of Role-playing is just that; assuming a role and living it,
regardless of whether it's the most powerful being in the Multiverse or
just the owner of the Chippie on the corner (Our pal's in the colonies
please note, a "chippie" is a British Fish and Chips empourium, a
common feature of many towns and villages here)

For the unintiated out there, yes it is possible to plan entire runs
and campaigns with NO mages whatsoever. I just finshed a run in Russia,
where none of that naughty capitlist magic mumbo-jumbo is allowed to
desecrate the pure souls of the children of the Revoloution. A good
location  for non-magical runs.

Also I personally would advocate the introduction of willpower/coolness
tests for throwing spells during combat. After all, the person who has
spent 20 years studying in a Tibetan monastry the innermost secrets of
the cosmos will probably have difficulty getting out the right words
and gestures in the middle of a gang-war in down-town Seatle on a
Saturday night. Such a test would also allow for the chances of fumbles
and backfires, and would account for adverse climatical conditions,
whether natural (Rain/hail/fog) or man made (Smoke
grenades/explosions/loud music).

Lastly, I would suggest G.M.s take it upon themselves to check P.C.s
backgrounds, and when they say, "Oh well, we'll just call up a couple
of mages to help us" ask them why, how do they know what good mages
will be and can they trust all that magic mumbo-jumbo over a good, old
fashioned cyber-spur?

Also make sure P.C.s aren't saying to mages in the group "Right, you
hit the left one with a force 4 mana-bolt, the Ram that wall and call
up a sprit to protect me whilst I run about shooting things" Very, very
few mundanes have that kind of technical knowledge into the workings of
magic.  Make them ask the mages what they can do to help, which also
gives the mages to put across the ole "dark mysterious figures on the
edge of your darkest dreams" image by remaining secretive and elusive
about their capabilities.

Ta ta for now,

Aunty Dan.
	
	[1. I hate cool checks - its my character and I should
	 decide whether he freezes under fire, not the **** dice.
	 2. If you call a mage for help, don't be surprised when she
	 calls back the next week and needs *your* help.  Heh. :-)
	 3. I've found the best way to limit mages is through roleplaying;
	 Ratty & Jojo & Koy are powerful, but they don't have the
	 attitude of a razor-guy.
	 4. Lastly, I'd recommend as an experiment throwing out all
	 combat spells.  If mages can't be fire support platforms perhaps
	 they'll have to think instead.  At the least, kick them all up
	 a drain level.  --CDR]


--------------------------


Date: Wed, 15 May 1991 14:03 CDT
From: ANANDA%BSU.DECNET@MSUS1.BITNET
Subject: cybermusic

A couple of questions 'inspired' by my Shadowrun game:
	
1.  What types of music do you think would be popular in a cyberpunkish
setting?

2.  What types of music would you consider appropriate background music 
for a cyberpunkish game?  (Feel free to give specific examples. :)

Please send responses direct to me, and I'll post a summary.

	[DO NOT MAIL TO THE LIST!  Mail Ananda and he'll post a summary.
	 They get this question regularly in alt.cyberpunk;
	 Dance Industrial is a good place to start.  --CDR]

ananda%bsu.decnet@msus1.msus.edu  /ananda%bsu@msus1.msus.edu \__if the .decnet 
ananda%bsu.decnet@msus1.bitnet    \ananda%bsu@msus1.bitnet   /  causes problems

"An extraction?  From a *hospital*?!?"	        - Candice Antonelli, reporter
"How, uh, 'quiet' does this have to be?"	- de Sade, ork merc


--------------------------


Date: Thu, 16 May 91 15:50:18 EDT
From: dutchman@wpi.WPI.EDU (jonathan)
Subject: Weapons and Armor

With the discussion both here and on rec.games.frp about the
effectiveness of armor in Shadowrun, I figure I'd throw in my 2 cents.

Weapons and the defenses against them have been see-sawing versus each
other since who-knows-when.  The advent of plate armor in the
thirteenth and fourteenth centuries, along with destriers, led to
men bludgeoning other, their armor so effective that only the impact
of the blow did damage.  The advent of the english longbow and
firearms, which could kill the horse and penetrate the armor,
respectively, ended effective personal defense for several hundred
years.  

However, firearm designs have not changed significantly in the past
100 years.  Armor, on the other hand, has advanced.  The kevlar vests
issued in Vietnam promised protection from shell fragments and did
reduce damage from slugs.  The advances in materials science promise
even better substances in the future.  So, over the next 60 years, why
wouldn't armor reach the point where small slug-throwers can't
penetrate, and even the damage from larger ones is hugely reduced?  In
the Middle Ages, the reasons why everyone wasn't walking around in
heavy armor were ones of mass-production.  The robotic assembly lines
of 2050 could make personal protection affordable for all.

Hey, that's just my view...  Another whole can of worms is the
Shadowrun system's lack of realistic combat.  F'r instance, if you're
wearing an armor jacket that can shrug off assault rifles with
impunity, what happens when someone shoots you in the leg?

	[ If you want combat that pretends to be realistic play
	  RTG Cyberpunk instead.  Ick.  I want something that
	  *feels* like a firefight, I don't care if it models one.
	  If you want bullets bouncing like popcorn you can certainly
	  make the tech come out that way, but combats will drag on
	  something awful.  No thanks. --CDR ]

--
jonathan drummey
dutchman@wpi.wpi.edu


--------------------------


Date: Mon, 20 May 91 15:09:21 EDT
From: milord@jhunix.hcf.jhu.edu
Subject: System Conversion

While involved in another combat, I started toying with the idea of
adding a magic system to R. Talsorian's Cyberpunk system.  Has anybody
converted the magic system, or do I have to make this up myself?  (The
idea is not based on the slowness of the magic system, but on the
slowness of combat...)

	[ Gee, I'll ask Scott Ruggels if he has any ideas for it. :-) :-) 
	  --CDR ]

Brian Bankler aka Dreamer

P.S.  Anybody have a really cool ally/familiar?  Hats off to Jonny for
successfully summoning his hangover!!

Jonny -- "It's great.  Now I can run elementals by telemetry."

	[I hope he got a style point!  I like that. --CDR]


--------------------------

End of Flashlife
**************************
