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I played through all these as a decker/mage hybrid. In the first two games, the 0.5 essence cost of the datajack did make the spell cooldowns a little longer, but overall it wasn't a problem, and mages can be super effective with a fairly small investment of karma. It's probably not optimal, but being able to do all the Matrix stuff made it a lot more fun.
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# ¿ Apr 27, 2017 00:48 |
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# ¿ May 4, 2024 04:19 |
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DocWagon basically exists so the GM has an excuse to save your sorry asses if a session goes south and they don't feel like wiping the party. So the exact mechanics kind of depend on who's running the game, and I think the fiction side of the house never nailed it down too exactly.
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# ¿ Jul 4, 2017 15:20 |
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The next two games completely annihilate that thesis. We've already got cyberpunk stuff out there; Shadowrun only exists in the first place for the express purpose of being both things at once.
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# ¿ Jul 30, 2017 00:39 |
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Dunkelzahn's Will is basically one of the best pieces of writing in any tabletop RPG, ever. It is absolutely bursting with ideas. You could have a whole campaign just centered around it, if you wanted. And it's hilarious and kind of touching at the same time.
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# ¿ Aug 1, 2017 03:04 |
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If you keep yourself to just one point of essence lost, you can still be a very good mage. That's actually what I usually run, and it works fine. It might not be totally optimal from a single-character perspective, but it means that my main character can experience the maximum amount of content, so it's worth it.
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# ¿ Aug 12, 2017 01:29 |
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# ¿ May 4, 2024 04:19 |
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Well, I mean, the loading screen is 100% explicit. The game has made a statement that Sam sold her organs postmortem for money. It doesn't state this in Melinda's voice, so our default assumption probably ought to be that this interpretation is canonical.
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# ¿ Aug 13, 2017 07:14 |