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Cybermancy stimulus

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Bruce

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« Reply #30 on: <04-22-14/1256:19> »
Look at it this way: The Horrors are only 1900 years away... The peak will be worse than that.

How do we know that it's 1900 years away?

Each world (2nd, 4th, and now 6th) has had an increase in the number of meta-humans present.  This means more magicians per world, and more people putting energy into the manasphere.

The peak might last longer, and thus start earlier, than anyone is planning for...

SlowDeck

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« Reply #31 on: <04-22-14/1330:23> »
The peak might last longer, and thus start earlier, than anyone is planning for...

Within the game Shadowrun Returns, Lofwyr actually mentions that the insect spirits arrived decades earlier than expected; the anti-insect stuff they were developing was intended to be ready and fully distributed before the first insect spirits arrived. The Universal Brotherhood pretty much side-swiped metahumanity on that one.

Add to that humanity's alterations of nature driving Feuerschwinge insane with grief and the fighting among the great dragons themselves... then the ways technology is affecting things and the unusual results popping up as a result of technology (like the Resonance) and the Sybil Virus... One kinda gets the sense that things are not going to plan, but rapidly going wrong on every level and spiraling out of control.
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CanRay

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« Reply #32 on: <04-22-14/2333:39> »
I think only Dunky and Harley took the fact that the mana spikes have changed things honestly compared to the rest.  And, well, one is dead now.

On the other hand, Earthdawn isn't owned by Topps, which means that CGL can't use stuff from it.  :'(  So who knows what now.
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Namikaze

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« Reply #33 on: <04-23-14/0312:29> »
On the other hand, Earthdawn isn't owned by Topps, which means that CGL can't use stuff from it.  :'(  So who knows what now.

Ding dong, Earthdawn's dead.  And the Horrors along with it, hopefully.  :)

I know a lot of people out there liked the Horrors, but I think it's a bit too much.  There's a LOT of big baddies out there without the need for another one.  Dragons, megacorps, toxic mages, e-ghosts, the nanoware stuff, AIs, and then there's metahumanity itself.
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Nightmare

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« Reply #34 on: <04-23-14/1004:37> »
I think only Dunky and Harley took the fact that the mana spikes have changed things honestly compared to the rest.  And, well, one is dead now.

On the other hand, Earthdawn isn't owned by Topps, which means that CGL can't use stuff from it.  :'(  So who knows what now.


I don't know about only Harley and Dunky knowing that the mana spikes would change stuff.  Somehow I think Ehran the Scribe might have known something was up too but of course he wouldn't tell people.

Sichr

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« Reply #35 on: <04-23-14/1255:53> »
On the other hand, Earthdawn isn't owned by Topps, which means that CGL can't use stuff from it.  :'(  So who knows what now.

Ding dong, Earthdawn's dead.  And the Horrors along with it, hopefully.  :)

I know a lot of people out there liked the Horrors, but I think it's a bit too much.  There's a LOT of big baddies out there without the need for another one.  Dragons, megacorps, toxic mages, e-ghosts, the nanoware stuff, AIs, and then there's metahumanity itself.

Sure. Why should anyone care about the origins of the setting. What`s next? Adepts? Riggers? Dwarves? Dystopic feeling?

Emperors Grace

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« Reply #36 on: <04-23-14/1625:37> »
Within the game Shadowrun Returns, Lofwyr actually mentions that the insect spirits arrived decades earlier than expected; the anti-insect stuff they were developing was intended to be ready and fully distributed before the first insect spirits arrived.

Is this a reference to Dunk's Vaccine (from the will)?

Namikaze

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« Reply #37 on: <04-23-14/1627:02> »
Sure. Why should anyone care about the origins of the setting. What`s next? Adepts? Riggers? Dwarves? Dystopic feeling?

Shadowrun was created in 1989.  Earthdawn was created in 1993.  Earthdawn is 100% fluff as far as Shadowrun is concerned, and it opened a lot of doors that can't easily be closed.  Was it a mistake?  No.  Was it for everyone?  No.  But I don't lament the loss of Earthdawn as much as I'd lament the loss of Shadowrun.
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SlowDeck

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« Reply #38 on: <04-23-14/1632:39> »
Within the game Shadowrun Returns, Lofwyr actually mentions that the insect spirits arrived decades earlier than expected; the anti-insect stuff they were developing was intended to be ready and fully distributed before the first insect spirits arrived.

Is this a reference to Dunk's Vaccine (from the will)?

The following is very spoilery.

No. It's a chemical that was developed by Saeder-Krupp and Telestrial's company to fight insect spirits before being handed over to Ares. In Shadowrun Returns main campaign (Dead Man's Switch), you end up using the chemical and prototype launchers to take out a Universal Brotherhood hive in Seattle.
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Sichr

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« Reply #39 on: <04-23-14/1733:06> »
Sure. Why should anyone care about the origins of the setting. What`s next? Adepts? Riggers? Dwarves? Dystopic feeling?

Shadowrun was created in 1989.  Earthdawn was created in 1993.  Earthdawn is 100% fluff as far as Shadowrun is concerned, and it opened a lot of doors that can't easily be closed.  Was it a mistake?  No.  Was it for everyone?  No.  But I don't lament the loss of Earthdawn as much as I'd lament the loss of Shadowrun.

IDK. Earthdawn was created as soon as SR authors realized the need for the mythological/ archeological background that would cover previous worlds. It was more than just an oportunity for another title IMHO. And as we still have some major players from those times active in SR age, we need those things covered. There is thousand and one connections in the lore...Deep Lacuna, Invae, Blood magic, Dragons...Harley&company of immortal&omnipotent heroes (Harlequin, running solo, perfectly able to do thing whole Aztechnology was unable in Denver) we need to have distant past covered, because it is the only place you can look for answers.
Well...I can only hope for more plotlines like Artifact adventures/Unbound. Now everyone seems to be frenzied about some body e-snatchers while they voluntarily use wireless matrix.
I shall go back to my cave to study some old carvings and wait for metahumanity deal with this thranshumanity shit ;)

Namikaze

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« Reply #40 on: <04-23-14/2028:50> »
And as we still have some major players from those times active in SR age, we need those things covered.

I disagree.  When those things get explained, they lose some of their mystery.

Well...I can only hope for more plotlines like Artifact adventures/Unbound.

That would be good.  But we don't need Earthdawn to do it.  None of these things require Earthdawn in fact.  They simply require a mysterious past and a relic from a bygone era of immense power.  Whether that relic is living, dead, animate or inanimate is irrelevant to the overall idea that they are mysterious.  And IMO, they should remain so.
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SlowDeck

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« Reply #41 on: <04-23-14/2031:30> »
Earthdawn was 4th World, right?

What about 2nd World? Artifacts from it? Those could be slipped into Shadowrun with ease, and there's no need to flesh out a backstory for them because there may not be enough left of the people who made them for any backstory to be fleshed out.

Maybe one could help with cybermancy... but is beyond modern humanity's ability to replicate and has side-effects that make use of it questionable.
« Last Edit: <04-23-14/2033:55> by SlowDeck »
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Sichr

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« Reply #42 on: <04-25-14/0515:37> »
Earthdawn was 4th World, right?

What about 2nd World? Artifacts from it? Those could be slipped into Shadowrun with ease, and there's no need to flesh out a backstory for them because there may not be enough left of the people who made them for any backstory to be fleshed out.

Maybe one could help with cybermancy... but is beyond modern humanity's ability to replicate and has side-effects that make use of it questionable.

Like Tomes of AAARGHhhhhhh...

And as we still have some major players from those times active in SR age, we need those things covered.

I disagree.  When those things get explained, they lose some of their mystery.

Well...I can only hope for more plotlines like Artifact adventures/Unbound.

That would be good.  But we don't need Earthdawn to do it.  None of these things require Earthdawn in fact.  They simply require a mysterious past and a relic from a bygone era of immense power.  Whether that relic is living, dead, animate or inanimate is irrelevant to the overall idea that they are mysterious.  And IMO, they should remain so.

I said covered, not completely explained. But when I plan campaign as a GM, I need some informatons to build on to stay at least compatible with main plotlines in the game. And I admit that it is comfortable for me to have some Age of mythology Tomes ro work with, as I dont have time and energy to develope them alone.

Bruce

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« Reply #43 on: <05-06-14/1927:28> »
Some explanation is good.  Besides, the 4th and 2nd worlds were pretty big, with only a handful of survivors, so there's lots of things that could exist that would be a complete surprise (i.e. the GM can create anything that fits his campaign).

Having the ED background (hey, GMs aren't bound by copyright!) helps flesh out the world, and provides some neat plot hooks.,.. IF you care to use them.  But most folks in the 6th World are just trying to get by without worrying about ancient history, and your runners don't have to encounter a single 'weird' thing in order to make for an interesting campaign.

Parker

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« Reply #44 on: <05-25-14/1629:02> »
And as we still have some major players from those times active in SR age, we need those things covered.

I disagree.  When those things get explained, they lose some of their mystery.


That would be good.  But we don't need Earthdawn to do it.  None of these things require Earthdawn in fact.  They simply require a mysterious past and a relic from a bygone era of immense power.  Whether that relic is living, dead, animate or inanimate is irrelevant to the overall idea that they are mysterious.  And IMO, they should remain so.
[/quote]
And as we still have some major players from those times active in SR age, we need those things covered.

I disagree.  When those things get explained, they lose some of their mystery.

Well...I can only hope for more plotlines like Artifact adventures/Unbound.

That would be good.  But we don't need Earthdawn to do it.  None of these things require Earthdawn in fact.  They simply require a mysterious past and a relic from a bygone era of immense power.  Whether that relic is living, dead, animate or inanimate is irrelevant to the overall idea that they are mysterious.  And IMO, they should remain so.

 ::)Oh brother,  I forgot,  'Ignorance is bliss', isn't it?
And  'A rose by any other name.....' 
Well guessy what?  The lore is gonna be called something.  Heck, when I first started running Shadowrun, I didn't have access to Earthdawn material so I was 'borrowing' (that's my story, officer 8)) stuff from old AD&D.  You don't like be reminded of the Earthdawn lore.  Fine-diddly-doodly.  But you'll still need some sort of quasi-fantasy background for a relic you might be using for whatever future run involving ancient/lost civilizations.
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