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I'm glad someone has finally decided to do an LP of this on here. The only one I could find that was any decent was some obnoxious youtube lp that the guy didn't even finish it, because of some video gently caress up in the last area. And naturally he didn't do anything to correct the gently caress up.
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# ¿ Jun 18, 2014 10:10 |
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# ¿ Apr 25, 2024 17:16 |
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Are there any other sorts of penalties that apply to essence loss other than magical failure and obviously death and lack of humanity at zero or near zero? It always seems like it's a worthy trade off if you don't focus on magic at all otherwise.
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# ¿ Jul 21, 2014 20:55 |
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I suppose my confusion about essence comes from that fact that its a diminishing series of numbers rather than a binary choice. If all it's designed to do is simply make you swing towards one choice or another for balance purposes it makes me wonder why it appears to have the properties of a spectrum, despite it appearing like there are no good advantages to spreading yourself between the two extremes. It just makes me think that there might have been more to it, I've never played the table top game, I've skimmed through a few of the rule books though. I suppose it could just be a weird anomaly of how the system was designed, has essence been there since the beginning of Shadowrun?
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# ¿ Jul 21, 2014 21:56 |
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Which makes me wonder why are mages/shamans given the option to cyber up at all? Seeing as it so crippling to what makes them a viable option in the first place and the fact that its also a permanent choice at that. I mean, I'm all for giving characters negative qualities and traits that the player has to try and compensate for, but why would you ever inflict them upon yourself mid-game for no good trade off?
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# ¿ Jul 21, 2014 22:22 |
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It sounds like corps could totally ruin a mages day by kidnapping them and cybering them up against their will. Hmm that gives me an idea for character...
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# ¿ Jul 22, 2014 12:56 |
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Poil posted:They could, but a corp controlled mage is, almost, infinitely worth more to them than another wared up person. I meant more that they could deal with a threat by just reducing them to a pile of cheap faulty electronics.
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# ¿ Jul 22, 2014 13:56 |
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Keksen posted:At that point they could also just deal with the threat by shooting it dead. Although I guess forcefully mutilating a runner instead of just killing them sends a slightly stronger message. I figured there'd be some kind of narrative purpose for it happening. Sending a message, orders came from a jerk, runners sprung them free before they could be kllled etc etc.
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# ¿ Jul 22, 2014 23:09 |
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idonotlikepeas posted:The new campaign for Shadowrun Returns, Dragonfall, actually contains a really good reason to give someone essence loss deliberately. Indeed it does, its partly what got me thinking about the ins and outs of essence in the first place.
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# ¿ Jul 22, 2014 23:59 |
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Kai Tave posted:Actually something else that causes essence loss in the tabletop game is drug abuse, and as far back as the 2nd edition of the RPG there's mention made of incarcerated mages being regularly and repeatedly drugged up until their magic burns out as a "preventative security measure" i.e. the grimdark cyberfuture sucks, deal with it. So if you want to make an example out of someone, smack's cheaper than high-tech implants. I guess my next question in regards to essence is, is it naturally a different value for everyone or is it all just naturally 5.0? And also does it in some way equate to magical affinity? Or is a person being gifted at magic different from the whole thing. I guess what I'm trying to say is, how the hell does magic work in Shadowrun exactly?
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# ¿ Jul 23, 2014 09:46 |
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What exactly does going under zero essence entail?
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# ¿ Jul 26, 2014 09:30 |
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Crystalgate posted:The Cyberzombie seems only really useful for making boss fights. Since boss fights rarely translate well to P&P RPGs, that limits the usefulness further to video and computer Shadowrun games. I suppose you could use them to give the player a "oh poo poo, run away, run away!" moment. The Dragonfall DLC does something pretty good with the idea. But I'll say no more than that.
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# ¿ Jul 26, 2014 14:55 |
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I'm still kind of hoping that someone eventually makes a mod of Renraku Arcology:Shutdown for the new Shadowrun. I was going to do it myself, but I'm pretty bad at designing these sorts of things.
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# ¿ Jul 27, 2014 06:19 |
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CirclMastr posted:I would really love to do this, but the sheer scale of the building would make it an absurdly huge number of maps. Well it doesn't have to be the entire arcology. Just an interesting take on the whole scenario with a number of choice locations and events. How to start the thing though... Are they runners paid to raid the arcology, or are they trapped in there to begin with or what?
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# ¿ Jul 27, 2014 07:08 |
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Don't feel too bad about missing that key Danaru. I was inspired to go and give this game a bit of a replay a month ago and I completely forgot where that key was and missed it a number of times.
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# ¿ Aug 3, 2014 03:36 |
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Ah ghouls are just karma fodder for Joshua's street sammy build.
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# ¿ Aug 4, 2014 15:36 |
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DeathChicken posted:And it's a better game than the Genesis one, dammit. Nah, they're both good in their own ways.
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# ¿ Sep 15, 2014 17:30 |
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Well done on the Lp. You should definitely do a follow up one with SR:R. And definitely play as Norbert.
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# ¿ Sep 18, 2014 07:16 |
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# ¿ Apr 25, 2024 17:16 |
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Norbert would obviously have the Socialite affinity.
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# ¿ Sep 19, 2014 17:29 |