The Shadowrun Supplemental #11 - SwiftOne Speaks
by SwiftOne

Introduction

In this month’s TSS, SwiftOneSpeaks reviews the Shadowrun Quick Play Rules, examines the examination of the corps with Corporate Download, and studies the techtoys of the new cyber/bio book, Man and Machine.

Products due to be out in the near future include two adventure packs, Corporate Punishment and Brainscan. Due any day is the latest Steve Kenson novel Ragnarock, and while the FASA web page still claims that the Cannon Companion (gun book) and Year of the Comet (world changing events) are due in early 2000, my personal expectation is that we’ll see Cannon Companion around April, and Year of the Comet won’t be seen until July. But I’ve been wrong before.

What I don’t have for you this time is any juicy rumors. Most of the concern has been about the almost-purchase of FASA by Decipher (the company that produces the Star Wars CCG). The deal has fallen through though, leaving me with little rumor to spread. Having some experience with being bought out recently, I’ll predict that new work slowed during the negotiation process, and will now have to gather steam again. Workers hate not knowing if their work will be valued by the company in a few weeks. The uncertainty, even when the companies are being very open with their employees, will always take a toll.

As always, I hope you enjoy the reviews and find them useful, and feel free to contact me.

Corporate Download

Author : A great many people
Type : Sourcebook
Pros : Good information on the focus and general practices of the Big Ten
Cons : Little new information, little of use in most games
Rating : 2

In 1993 FASA released a product entitled Corporate Shadowfiles, which covered the economics and interests of the Big Eight, and how it affected runners. Corporate Shadowfiles was a quality book, but many players felt cheated when they discovered the sourcebook they just bought was 50% economics primer.

FASA evidently took those complaints to heart because Corporate Download, the successor and replacement of Corporate Shadowfiles, does away with any discussion of stock price, bonds, proxies, and related runs. Instead, it holds deeper discussion of each corporation in the (now) Big Ten, and replaces the rating system for the corporations with a new one.

The discussion of the companies was... disappointing. While the material itself is interesting, and of more depth and quality than that of Corporate Shadowfiles, much of it is repeated from Blood in the Boardroom and New Seattle. Each section is written by a different author, but they all follow a general format, and there are no annoying exceptions (such as the omission of any real data about Aztechnology in Corporate Shadowfiles), unless you count the lack of any mention of the Draco Foundation. Very little advancement of the timeline takes place, although there are a few interesting hints of what may be seen in future products, such as Ares’ moon base, and extra space station. One definite nice inclusion is a short list of some of the larger subsidiaries of each mega.

The Game Rules section (the last twenty pages or so), covers a rating system that describes the assets and interests of each mega. Unlike the rating system of Corporate Shadowfiles, this is not oriented towards smaller corps, nor is it about seeing how the runners can affect the assets of the megas (indeed, it explicitly states that the megas are simply too large to be affected by anything one group of runner will normally accomplish). Instead, it is more oriented towards describing the companies’ interests, and what information the players can get concerning the corporations and their plans. The second half of the rules sections gives the GM a few pointers on how to deal with the Johnsons and special groups of the various factions and corporations. In my opinion, this is the only section (besides the social/ information aspects of the rating system) likely to be of use in most games.

I regret giving this product a poor score, because in truth it is much better than I have indicated, as far as overall quality is concerned. The repetition of so much information, and the lack of any quantity of new information hurts it, but that is not enough to ruin it as a product (after all, in my review on Blood in the Boardroom, I did complain that you had to purchase an adventure to discover the changes in the Shadowrun universe). Instead the most harmful quality of Corporate Download is its own success. By describing just how large the Triple-A megacorporations are, and how this size means that you cannot safely generalize their methods, goals, or abilities, it places most of its information out of the realms of the average group. While some FASA might seem to think the average gaming group will encounter the heads of megacorporations (see my review of First Run in The Shadowrun Supplemental #10), most groups I know of prefer to have the megacorporations be a little more threatening and distant than that. This means that by the time Lofwyr’s (for example) plans trickle down to the street level, the runners are at no advantage even if they knew his exact goals (which they never will). The only large corporation that will cause significant and understandable effects at the street level is the Draco Foundation, and they are not discussed here.

Corporate Download is a good product for a GM that wishes to create a "branch world", where the plans of the megacorporations have effects that affect many things about the SR universe. Those of use that prefer to follow the official FASA products, however, will find little here of use.

Shadowrun Quick Start

Author : Michael Mulvihill
Type : Supplement
Pros : Provides a simple ruleset for a starting group
Cons : Too costly for a group unsure if they want to play, too little info for a group that decides to start.
Rating : 3

While Shadowrun Third Edition was the starting of a push for new players, Quick Start Rules are not something new. Many other companies have released or are releasing similar products. Comparing them to one another isn’t always fair, as the companies and products may have entirely different goals in mind. Thus, my evaluation of this product will cover the following: What is the (apparent) goal of this product, Does it accomplish this goal, and Is this goal what FASA should be trying to achieve (In my most humble and unworthy opinion, that is).

The Quick Start Rules consists of 64 pages that effectively break down into 30 pages of rules, spells, and gear, a 15 page introductory adventure, and 8 Sample Characters. (The remaining pages are artwork, and non-essential but useful extras such as a Table of Contents, an introductory short story, etc. Oddly, perhaps because of the low page count, there is no Index.)

The rules presented are a simplified but mostly compatible version of the regular Third Edition rules. In particular, Combat, Sorcery, Conjuring, and Decking are covered, all using simplified rules. (Some GM’s may find that the Decking rules presented here are the more useful ones to use in games that don’t include full-fledged deckers). There are no rules for character creation, everything is relative to the 8 Sample characters given (Which are the ones from the Main book, modified to the simpler rules).

The adventure included is quite nice for a starting group. It’s a pity, actually, that the adventures in First Run were not of this quality. The adventure is understandably brief, however, and does not alone justify buying this product.

Quick Start Rules for different systems can be targeted towards different groups, such as brand new players, groups switching systems, or new players joining an experienced group. The Shadowrun Quick Start Rules appear to be oriented towards an entire group (GM and Players) that have some small exposure to RPG’s (more effort is devoted to getting the group interested in Shadowrun than in explaining Role-Playing.) A GM might wish to loan a copy of this to a new player joining an experienced group, but that means the GM would have to allow the player to use the simplified rules rather than the normal ones for that player.

I have no complaint with the appropriateness of this goal. Success at achieving it, however, is certainly harmed by the price of the supplement. While the price ($7 US) won’t break anyone’s bank, it is much more costly than similar products from competitors (which are often free), and when you compare it to the cost of the main rules (which would offer such options as Character Creation and Character Advancement) it seems to offer little for the price. Nonetheless, I am not familiar with the buying practices of the new player, so it may be that FASA has released a stroke of genius.

One thing is certain, however. The Quick Start Rules is targeted at a new group, and any GM wishing to offer it to new players in an experienced group will have to make some adjustments. Experienced Role-players from another system may well find the limited options of the Quick Start Rules confining, and are better off gathering enough to purchase the main book.

Man and Machine: Cyberware

Type : Sourcebook
Authors : Many
Pros : All previous material brought up to 3rd ed, many new, long absent additions.
Cons :Only a little exciting material, little for non-cyber characters
Rating : 5

Anyone who has been following my reviews for a while may believe that I believe FASA can never do right. Many of my reviews are quite critical and perhaps even harsh. However, through experience with Shadowrun and other role-playing systems, I know what the industry is capable of, and hold FASA to that standard.

With Man and Machine, that standard has been met. And in this case, it was a higher standard than normal, because they were replacing one of my favorite sourcebooks, Shadowtech. Shadowtech has long been overdue for replacement, it being one of the few first edition books that players were still expected to use, but it added something to the game that would be difficult to replace. I’m not talking about bioware, although that is related. I’m talking about subtlety. Shadowtech greatly increased the ways that you could play a cybered character who was something other than a tank. Any book that would replace Shadowtech and not earn my disdain must be able to add subtle options for the characters, in addition to revising and reprinting rules.

But enough about my personal biases, what is Man and Machine all about?

Man and Machine is the new "cyber-book", replacing Shadowtech and Cybertechnology. It is broken into five main sections: Cyberware, Cybermancy, Bioware, Chemicals and Compounds, and Nanotech. Also covered in various section are: better rules about surgery, damage and strain on attributes, cyber, and bio, and a decent description on how to obtain some of the hard-to-find cyber that will doubtless lead to many adventures.

The Cyberware section is mainly the cyber from Cybertech and Shadowtech reprinted. Each page has roughly 5-7 descriptions of equipment, with tables at the bottom. Everything is presented as straight rules, with no Shadowtalk or in-character presentation. While this does make the book less interesting, it will no doubt help reduce confusion on any of the rules, and certainly it will avoid a lot of the rampant speculation that followed some of the shadowtalk in Shadowtech. Two “new” types of material are presented. The first is some of the obvious-in- hindsight cyber that was never before presented: ultrasound eyes, lasersight eyes, extra eyes, etc. The second is breaking down multi-function cyber into the component parts for those who want to set up special situations. This means that if a character just wants a datajack, he buys one as normal. But if he wants a datajack that can dump images from his cybereye camera to either an exterior source or his internal headware memory, or the printer built into his cyberarm, he now has the rules for it. There is not a great deal of combat-based cyber presented, although I’m sure many people will take advantage of the revised Move-By-Wire, Tactical Computer, and cyber-BattleTac systems.

The Cybermancy section is larger than that given in Cybertechnology, and goes into somewhat greater detail. Some things have changed, but it is still something that no sane character would voluntarily accept. On the whole, this section is improved, going into greater detail about the role-playing aspects of Cybermancy, and gives both players and GMs material to work with.

The bioware section is obviously the most anticipated. When Shadowtech was released, bioware offered a whole new suite of options, and allowed those 0.01 Essence characters hope to improve themselves yet again. Mages and Shamans were miffed that something "essence-free" was still denied them, and high-Body trolls became much more popular. The revised form relates bioware to essence, but differently than cyber. Briefly, each piece of bio has a rating. Bad Things happen if the sum of these ratings exceed your Essence+3. Magically active characters still lose Magic for bioware. Interestingly (and annoyingly), after all the debates about whether Mages would lose one or two points of magic for having a datajack (0.2 essence cost) and Enhanced Articulation (0.1 Body Index), Man and Machine did not adopt the method that is most commonly accepted (Magic=Essence-Body Index+Grade, round down), but instead (Magic= round down Essence - round up Body Index + Grade).

The Chemicals and Compounds section was perhaps the suprise winner. In addition to the compounds listed in Shadowtech, several other small-but-important compounds were listed. Remember how Shadowtech had a shadowtalk comment about using acid to get through locks? Now you can buy such acid. Ever annoyed that you would have to make up rules whenever Lone Star tossed tear gas in on the players? Now you don’t have too. The magical compounds listed in Cal Free State are also here, along with a many good drugs to add flavor and atmosphere to your games. The rules about addiction, long debated because a heroin addict would die way too quickly to ever have them as anything but the now-you-see-me-now-you-don’t NPC, have been revised. The compound delivery systems given in Corporate Security are also here.

The inclusion of nanotech was a pleasant surprise. Anyone who looks at the many site on the Shadowrun Webring, or who follows the rec.games.frp.cyber newsgroup can see that nanotechnology is one of the most frequently speculated-about topics that hasn’t been covered in official products. Speculations ran from "it’s impossible" to "I have rules for drones made of hives of nanites" to "it is all powerful". It’s inclusion in Man and Machine means that despite FASA’s lousy web presence and internet support, some authors/editors do actually pay attention to this stuff. Adding to the pleasure was that they included an explanation of why nanotech has not been a factor in the gameworld, and why it is now making an appearance, albeit not too large of one. They have taken the ticking timebomb first laid when Shadowtech mentioned that nanites would make the neural connections for cyber, and defused it nicely. You may not agree with their conclusions, but I’m just glad to have an answer. The nanites that are presented are unlikely to change most games significantly, but do offer room for growth where any GM wishes to follow.

Overall, I found Man and Machine to accomplish its goal well. Cyberware has more options and flexibility now, without the morass of complexity that Cybertechnology added. Bioware is (finally!) reintroduced, with a lot of the abusive holes gone. I have many compounds I’ve been waiting for, and my nanotech questions have been answered. True, I haven’t made great forward progress. New material only comprised a small section of this book. True, the book, with only rules descriptions for 140 pages makes for pretty dry reading. True, they still have not put me in as one of their shadow-commenters. But what Man and Machine set out to do, it did well.


Changes in the Role-playing Industry

Over the course of the last year or two, I’ve noticed some changes in the gaming industry. At first, there were some seemingly unrelated events. Wizards of the Coast (WotC, makers of Magic: The Gathering) purchased TSR (makers of Advanced Dungeons and Dragons). Shadowrun released a new edition. White Wolf (makers of Vampire and other World of Darkness games) released a free downloadable introductory version of Vampire.

Now however, enough events have happened that I can see patterns in them. Perhaps I am wrong. Perhaps all of these occurrences are random, and indicative of nothing. But below you will find what I think these patterns indicate is happening, and what I believe will be the final effects of these changes. I welcome any comments or challenges.

Change 1: Entry-level games are of greater production quality

Recently I noticed that there were a lot more new games at my local store. I did some asking around, and the general consensus appeared to be that there weren’t more games. Just more bound, color printed games. Instead of a stack of photocopies of the basic rules to some new game bought at a convention (although that still happens) or a cheap paperback or spiral bound book, new games are arriving with beautiful hard bound covers and full-color plates. Has everyone seen the new game 7th Seas? Love it or hate it, you have to agree that the artwork is impressive. But that is only one example, and a glance at the New Arrivals shelf at any well-stocked gaming store will reveal many more. This change is probably the result of a combination of the increasingly low cost of desktop publishing, and the increased big business interest in gaming. (see below)

Change 2: Big Business is looking our way

WotC bought TSR, and was in turn purchased by Hasbro. Chessex and Armory, two of the larger gaming distributors, merged into a company called Alliance, which was itself recently acquired by another company. FASA buys Ral Partha, and is in turn bought by Decipher. Any one of these could be explained away, but taken together, they lead me to one conclusion. Regardless of how, Gaming (including but not limited to Role-playing) is no longer the secretive thing done by social outcasts in back rooms. It’s openly talked about, and sought out as a moneymaker. This means significant changes, because the role-playing industry has never been one of large profit margins.

I do not tend to be a doom-sayer. The attention of companies with big bottom lines need not be a disaster. But it does mean that certain things will change, and if we are prepared for those changes, we are less likelyto be rudely suprised.

With Big Business looking at gaming, it will have one main interest: The bottom line. This means they will be looking to cut costs while improving income. How will they do so? Business, in it’s simplest form consists of two parts: income and expenses. Income comes from two places: New customers and return customers. Expenses are everywhere, but the ones I am interested in are: production, support, and advertising. The interest in these areas will bring about the following results.

Conclusion

These are my predictions. I might be totally wrong, I may be completely right, but most likely I’m somewhere in the vast area in between those two extremes. Let me know what you think, and time will answer it one way or another.