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The guy who would eventually be imperial japan's naval commander-in-chief during WWII was reassigned from naval ministry on shore to a shipboard command earlier in his career partially to protect him from Army-backed assasination attempts
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# ¿ Jan 8, 2021 01:24 |
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# ¿ May 16, 2024 01:15 |
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He got significantly less powerful once put into a larger group, so that checks out too
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# ¿ Jun 5, 2021 21:50 |
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Essence is kind of a mess. It was originally invented as a mechanical game balance thing so that players couldn't have magic and cyberware at the same time. Then it got put into the setting as a narrative thing, even though it isn't really in any of the cyberpunk stories Shadowrun's coming from and is also kind of against theme. Molly Millions is ruthless and cold for mundane human crapsack world reasons, then turns herself into a weapon in response. Shadowrun essence has the causality backwards, with bonus problematic implications ("You, the player playing this game, are less human if you have a prosthetic arm"). Some of the later changes in emphasis towards how augments would change everyday life are better, but it still doesn't make that much sense for "I have a cell phone built into my hand (and so do 99% of the people you interact with)" to be inherently alienating from human society, but "I am part of the 0.1% magical elite. With a twitch of thought, I can explode anyone in this room" isn't. I think most people just completely ignore all the intrusive narrative parts unless you specifically want that character (Glory). Game balance expects that a street samurai character is going to use most of their essence budget, but nobody wants to have every cyberware character be the same dispassionate beep-boop meat robot. This game does that too; if we had made cyberware Taz running around with 0.5 essence left, it wouldn't be trying to enforce (and doesn't even really offer the options for) the personality the narrative says 0.5 essence implies.
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# ¿ Oct 22, 2023 22:36 |
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Gun Jam posted:Why, tho? For :shadowrun: reasons, cyberware and magic use mostly different resources. Cyberware costs money & essence (either during a campaign, or at character creation by putting the 'Resources' category at a high priority to get a bigger 'you may start with equipment that costs up to X' limit). Magic wants high priority spent on your magic rating at character creation, and costs karma/xp during a campaign. After character creation, they don't compete with each other that directly; without essence, there's no mechanic stopping you from spending all your money on cyberware and all your karma on magic. It would probably end up with most mildly optimized characters kind of homogonous. Everybody would want at least a little bit of magic and at least a little bit of cyberware. Forcing you to pick a niche leads towards everyone in the group having a specialty, the same way that D&D says "By default, a wizard can't cast a fireball while wearing plate mail and a hits-people-with-big-axes guy doesn't know how to backstab someone"
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# ¿ Oct 23, 2023 21:27 |
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What I wonder is if HBS somehow missed the "I'll be back for you, vase"/"you go back there" intro/ending bookends and were surprised that people remembered the vase, or if something got cut
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# ¿ Feb 1, 2024 00:13 |