Re: GURPS Shadowrun
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Re: GURPS Shadowrun
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I don't know SR4, i only played the earlier editions. But i have trouble understanding peoples who say 'wireless netrunning' is too unrealistic for 'shadowrun'. Magic,Spirits, dragons (and dragon POTUS), millenium elves, adult mutating in another race, shiawase decision, cyberzombie, move-by-wire, AI, shadowrunners, ... No problem. But wireless networking. No. that's impossible. Seriously ? Can someone explain? In another setting, i would understand. But in shadowrun ? Celjabba |
Re: GURPS Shadowrun
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Re: GURPS Shadowrun
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The GM is free to rule that it indeed isn't suitable for desktop play if he doesn't want to do the extra work or somewhere in between. But personally, it'd be mighty rough on the Decker if I was around, it'd probably a shoot on sight or witch burning world indeed if a computer jockey could do the things that have been listed as a possibility with all this wireless decking talk that's been going around in here. I just wouldn't find it fun to play and I honestly couldn't suspend my disbelief enough to want to run it - I turned my SR4 book in for store credit personally. |
Re: GURPS Shadowrun
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Re: GURPS Shadowrun
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.......and I might actually prefer 2e.:) 3e got kind of tight-assed and dull. Seriously I don't think I have Godoma's specific issues about wireless. My problems are more about 'No,no, no! You can't jack out! We have to preserve the viability of the Hacker class no matter what!". |
Re: GURPS Shadowrun
So, it doesn't matter if its wireless you can still hack it... Alright, what are the skill penalties (in this example lets use the SR 3 cyberware - it's all custom purpose designed and doesn't have all this wireless stuff to communicate that leaves this nice little loophole) its hardened, because it was designed to resist (not nullify but resist) electromagnetic interference and it has its own custom firmware to interface with the neurological system of the human body.
How does this work? What are the penalties? (A link to an article with some indication of where the example is will suffice if you don't want to type it out). |
Re: GURPS Shadowrun
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In book, it work very well because the character are restricted by the plot. Around a gametable, a few imaginative players can ruin a game with such tools, unless the GM start blockading the setting with arbitrary restriction or witch-hunting. Just take a modern world and access to some utility Gurps:magic spells, and player will found so many abusive but logical loophole the game will degenerate fast without extra care. I am not sure i would allow wireless netrunning in any game i could run for that reason. Not because it is unrealistic. But because it is potentially far too powerfull and unpredictable. Damage abilities are easy to balance. Control abilities, not so. Celjabba |
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