Op 4 jan. 2013, om 10:01 heeft Niels Kobsch�tzki <
ni...@kobschaetzki.net>
het volgende geschreven:
> 2) Does anyone know a good source where is listed when which piece of
> equipment got introduced (incl. stuff like Beta- or Deltagrade
> Cyberware)?
I have a nearly-complete list, but it's not in a form I can easily share.
> The equipment-list in SR2050 is pretty short and I am
> already wondering about Bioware. I thought that was earliest introduced
> in 2052.
It was introduced in Shadowtech, which is set in 2052. The best way to find
out what was available in 2050 is to get a copy of the first- or
second-edition main rulebook, the Street Samurai Catalog and the Rigger
Black Book -- most of what's in those three should be available in 2050.
There are some exceptions, but really that's up to the GM. Some examples
from the Rigger Black Book, as I happen to have that next to my keyboard as
I type this: "The Eurovan is the latest offering from Renault-Fiat's new
automated plant," followed by comments made in August 2052 -- you can
easily rule that that means the Eurovan isn't available in 2050. OTOH, the
Saab Dynamit 776Ti most likely is, because even though it has a June 2052
comment, its blurb says it won rallies in 2045-'49.
> The same for upcomings of magic etc. - when did which sub-meta race
> occured and stuff (changelings didn't happen before 2063 with the YotC,
> right? Drakes and AIs were pretty late, too afaik).
All of those should technically exist in 2050, but they were only
introduced into the game rules in the late '90s, which would mean the late
2050s in-world. The first mention of ogres and minotaurs is in Paranormal
Animals of Europe, set in 2053. The only exception is that anything related
to SURGE (people with tails, feathers, and other such random mutations) can
only occur after September 2061.
Spells are a bit more difficult: because anybody can design any spell,
there really is no limit to what is and isn't available at any time. Physad
powers are more difficult still, since there is no real published way for
anybody to discover or design those. My advice would be to simply allow all
of them.
> 3) Regarding (2): I am planning to not allow taking Bioware during
> character generation because it is so new. Yay or Nay? I have a house
> rule-SOTA-positive quality which they could take if they still would
> like to use Bioware but what would be a good availability-adjustment
In a campaign like this, you can easily use a SOTA edge to let players
"buy' access to equipment that's not available during character generation:
give the edge a level that indicates how many years they can get an item
ahead of time. For example, in a campaign set in 2050, with SOTA at 4 you
could get gear from Fields of Fire.
> 4) Does anyone know if there are conversions of the old adventures to
> SR4-rules are available (at least something home-made that only shows
> adjusted ratings)?
No idea, but adventures aren't very hard to convert on the fly if you have
to. Just remember what stats got split into what other stats. Didn't
Intelligence become Logic and Intuition or some such? So you just use an
NPC's Intelligence for either of those two when you need one of them. I
wouldn't worry too much about this kind of thing, if I were you -- I found
it pretty easy to run adventures designed for completely different games in
SR, just by doing a few quick conversions ahead of time and putting Post-It
notes with, well, notes in the margins. I can't imagine SR1/2/3 adventures
would even require that much work to run with SR4 rules.
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