As was previously mentioned, A Shadowrun MMORPG would have a lot of promise if they did a few things. Reduce the overpowering feel of magic so that if a person made a Mundane character, they wouldn't feel cheated because they didn't have access to spells. They would have to pay some careful attention to how Astral Space would work as well as the Matrix, and they would have to have the eye pointed at "what do characters do at end game?" from development day one. It would be cool as hell, but an incredible level of challenge involved. Then we have Thundarr, the heart of this post. I could see it easily work in terms of different races having inherant perks that could be advanced through experience, and a person could make forms of Sorcery a skill based aspect of a character, much in that combat and other skills could be skill based. Being an old school RPG player though, I'd chuckle for a long time and then break down and buy a game based off of Gamma World, which is what Thundarr was originally based on.
Imagine the MMO being set up with races including pure strain human, mutants with inherant powers, and cyborgs (as well as fully manufactured androids) as being race choices. Post Apocalyptic setting, with surviving National super computer AI's competing against each other in asserting their limited control over remaing tech and resources against the primatives. heck yeah.
Great ideas. I also like the idea of Shadowrun mmo. Does Microsoft own the IP now? I forgot. As for Thundaar, I wonder which company currently owns the IP. Well I don't know about you but I think I would play OOkla's race, the Mocks.
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Great ideas. I also like the idea of Shadowrun mmo. Does Microsoft own the IP now? I forgot. As for Thundaar, I wonder which company currently owns the IP. Well I don't know about you but I think I would play OOkla's race, the Mocks.
Dave Hargrave's Arduin Grimoire RPG had science and magic mixed in it. This was back in the 70's. It is doable.
good old days heh, arcanum ftw