EDITOR'S PAGE Once again, as of late, I've been forced into defending Shadowrun as a system. So I thought I touch on this subject yet again. I am a very active person in my local BBS community, on the boards that I monitor. I deal on two local only message boards, and two international message net boards to total about four to five hundred messages that I write monthly. The local boards are were I have been encountering the Shadowrun attackers. The first defense I will handle is the keynote feature of Shadowrun's mechanics; the rating=dice system. In Shadowrun, when making a skill or attribute check of any kind, you get a number of dice equal to the rating of the skill or attribute in question, sometimes augmented (should you so desire) with dice from a "pool" that is available for just such things, against a target number set by the GM depending on a variety of factors that alter the difficulty of the task you're attempting. I like this system for it's simplicity and incredible realism. It makes it rare for neophytes to out preform experts regardless of the circumstance. This is realistic, especially if you think about real life situtations. Expert shooters will consistantly score ten of ten shots fired into the half-inch ring of the target with crisp speed while moderately skilled shooters will only manage perhaps ten of ten into the two or three, even four or five sometimes, inch ring in the same time frame. Expert programers will fly through code and debug and alter it in only a fraction of the time a novice programer will take to do the same tasks. Vetern drivers put their machines through paces that inexperienced drivers wouldn't even dream of trying. Doctors with twenty years of experience will diagonis and select (correct) treatment with greater accuracy and less time for emergency patients than will interns. In short, Shadowrun makes the mechanics of the system resemble the "mechanics of life". Characters running with Firearms 6 will outshoot those with Firearms 3, those with Car 9 will outdrive those with Car 5. Programmers with Computer 7 will outcode those with Computer 4. In short, it will only rarely happen that someone with a signifiantly lesser skill will beat the preformance of someone with a higher skill. Some players complain that this is a slower system, as a result. I disagree. Only two things have to be done to make a test in Shadowrun; the player counts up dice equal to his rating plus pool dice that he'll choose to use, and the GM determines a target number. Even moderately experienced Shadowrun GMs can arrive at a "correct" target number faster than most players can count out their dice. You grab dice, drop on table, count out the successes and there you go. Your result. Fast and easy. The second defense that I've been forced into is one that I don't understand; that Shadowrun is a combat game. Again, as you may have guessed, I disagree. In fact, I *streneously* disagree. First off, look at the name of the game; *SHADOW*run. You are to conduct your character in a shadowy fashion, silent and quiet, staying to the less lit areas of the 'plex. I have touched on this subject before, noteably in my first issue of SHADOWBUZZ with my article on Shadowrun Play. I'll hit the high points again. First off, characters that make a huge ruckus as they complete their contracts hurt their chances at living, their reputations, and their future chances to both obtain work and to complete work. Shadowrun is a system that encourages stealth and deception to complete contracts. Only the most low security targets can be completed through overwhelming firepower; by runner teams treating it as a military clearance raid. Even there you'll have to have a damm good grasp of tactics and speed; once a minor war erupts in the 'plex various factions will respond with force. Lone Star will arrive to enforce their police contract for the 'plex, and neighbor corporations to your target will respond to ensure that the warfare doesn't damage their nearby assets. But once you start moving into the big leagues, to the heavy targets, you just will not make it with sheer firepower. It will not happen, you will fail, you will die. It is as simple as that. Renraku, Mitsuhama, Ares Arms, Lone Star and the other megacorporations can not be overwhelmed. Their security is top notch, their forces highly trained, their equipment military specification. The computer systems will either be heavily ICEd or isolated from the security sensors that teams will wish to use deckers to cancel. The troopers will be numerous and deadly in their tactics and responses. And even if a team does have enough sheer firepower and tactical knowledge to get away with a surgical military style strike at a megacorp target; it won't last. Anything that noticable will drastically decrease the value of anything retrieved from the target; because the target will know that something has been done and will look to see why the team hit. Further, the target will respond in force to preclude future attempts against them in similar fashion. Any shadow team powerful enough to overwhelm corporate security (when in passive mode) merits a retalitory strike. The team will be tracked and hit by corporate security, and casualities for the shadow team will surely happen. As an addition to this defense of Shadowrun's "style" of play, it has been suggested that merely because the system has stats for heavy weapons and vehicles, such as rotary miniguns, assualt cannons and mil-spec choppers; it is a combat game. I have yet to hear a logical arguement to support this claim. The items are in there for two reasons. First off, they give the GM the information that he needs to prepare corporate and governmental forces, who DO have such items. Secondly, they give players an idea of what's available and what they can strive for. Most of the heavy augmentations, weapons, vehicles and equipment are out of the reach of beginning characters. Either for nuyen reasons, or lack of contacts or a combination of the two. So it gives players goals to aim their characters for as they rise through the shadowrunner ranks from the minors to the big leagues. Betaware cybernetics isn't a possibility for beginning characters, and isn't reachable for minor characters in any signifant measure. But for characters that work steadily, successfuly, towards this goal that they've set for themselves, it's very satsisfying. My main Shadowrun character right now is a "combat rigger" named Onyx. Onyx started with resources C, high for me. He had some datajacks, smartlink, Math SPU, eye and ear mods and that was it. He has saved his nuyen faithfully as he's completed runs, worked through his contacts and has achieved some augmentation levels. Betaware Vehicle Control Rig 1 for 84,000 plus implantation costs (averaging about 60 or 70 K per major augmentation). Just now he got enough nuyen to implant Betaware Wired Reflexes 1 for 385,000 plus implantation costs that brought the cost up to about 460,000. I saved for that with Onyx for nearly a solid six weeks of gaming that averaged about 1 1/2 games per week. Yes, I scored some big runs and some big payoffs; but I was up against big opposition. The last target that we dealt with to put me over the top on my nuyen need was a target that resembled a military camp in it's security level. But finally getting it was a good feeling, a solid sense of satsisfaction for achieving a signifant item through dedicated work and patience. I like having these so called "major" items in the game. They give it character, fun, flexibility and power. They give characters something to aim for, and GMs something to use against players. My BW Wired 'flexes that I'm so proud of, megacorps give level 2 to ALL of their elite operatives, just at the snap of the finger. So my glee is tempered with soberity; my exhibitation of my higher abilities will make me a prime target for my more augmented opposition. If you haven't played Shadowrun with a solid group of shadowrunners, you haven't experienced the thrill and power that the game has. No other game gives you the feeling of "you against the world" as Shadowrun does. You start as a character who is quite literally a termite in the world of nine foot, three hundred pound dogs. If you play your cards right, use style and grace, and not a little intelligence and sublty; you can parlay yourself into a position of power in the shadows. A name that's known only to those who handle the flow of power in the world; megacorps and the big leagues of the shadows. Nothing is more thrilling, dangerous or full of oppturnity for the intelligent character and the intelligent gamer. Give it a shot with a good group, all that can happen is you won't like it. All that can happen that's GOOD will be that you'll find a new gaming love. Later, Nightstalker