quote:
and you imagine the effect of showing up in this world with, say, a trodes headband that can do the same thing, only better? Or a comlink device that can run circles around their mainframes? Every piece of knowledge our characters have - from future tech to magic to politics to culture to whatever, every scrap of data on our comlinks, every piece of gear we bring back from the cheapest comlink and clothes on our back to state-of-the-art implants and magical foci - all would be absolutely incredibly valuable.
Add to that the fact that I have 12+ die in making/understanding most of that tech... (assuming I am as per vision). Both the science behind it and the skills to make it. The GM said 'we couldn't go to a Walmart and get gear' but I'm expecting to be able to make quite a lot of stuff.
quote:
But that's the main purpose of this thread; to tell me how you want the story to play out so I can start figuring it out before we get there. Also bear in mind, that you can easily swap knowledge and tech for a cushy lifestyle in addition to the danger driven elements.
My preference is for it to be a game with plenty of downtime. As a technomancer it takes a lot of time to register sprites, and I am also a person who can make/repair stuff. I'd like to do that :) I'm good if we have a 'no it's going to be half a day downtime at most' but then I'd change the character a lot. So it's nice to be able to talk about it here
My goals
IC goal - Pretty simple. Stop Universal Brotherhood in it's tracks. But just stopping them isn't enough: it has to be 'stop the insect spirits'. And maybe things like them. As the magic level increases more things like them will come through.
OOC goal -To have a fun time RPing. I want to explore technomancy and tech making rules because I've not done that as a Shadowrun character before. I like the idea of this kind of time travel. I also like the idea that we could be the tipping point that makes a difference in mankind surviving the horrors in this magic cycle.
Railroading
Nothing wrong with railroading in the prologue which is what we are discussing. It's really just a way to get us to the start of the campaign. We could get here just as easily with the GM saying 'hey this is what happened to date' but I do like the idea of RPing through it. I personally fully support the idea of all the metagaming in the world to get it so that we (at the end of the prologue) are in the campaign the GM wants to run. After the prologue of course I'm a fan of letting the players do what they want, with some steering.