I thought it would be fun to look back on the Core set and think of all the things that *used* to be true...
Genesis Cycle: * Nothing can make ICE more expensive to rez. (Cortez Chip) * The Runner's only source of agenda points is agendas. (Notoriety) * Accessing agendas never hurts you. (Fetal AI) * Only icebreakers can break subroutines. (E3 Feedback Implants) * Failed ambushes are totally useless. (Trick of Light) * The Corp can't trash hardware. (Power Grid Overload) * There is no HQ multiaccess. (Nerve Agent) * The Runner can't derez ICE. (Emergency Shutdown) * You can't install programs or hardware during a run. (Personal Workshop) * There's no cure for brain damage. (Public Sympathy) * You can run any server any time. (Replicating Perfection) * You can only make 4 runs per turn. (Doppelgänger) * The Runner can jack out after each piece of ICE. (Whirlpool) * Being tagged never helps you. (Data Leak Reversal)
Creation & Control: * Brain damage is unpreventable. (Monolith) * Stronger ICE is never easier to break. (Atman) * Neural cards are zero influence. (The Source)
Spin Cycle: * All programs require MU. (Pawn) * The Corp can't trash resources unless you're tagged. (Character Assassination) * Noise is really good. (Jackson Howard) * AIs can break all ICE. (Swordsman) * Additional costs to rez and increased rez costs are interchangeable. (Running Interference) * ICE is always breakable with the right tools/credits. (Unorthodox Predictions) * Scoring Hostile Takeover can't flatline the Runner. (Raymond Flint) * The Corp can only draw during its turn. (Panic Button) * The Runner can only draw during its turn. (Tallie Perrault) * Archives is safe to access. (Shock!) * There's no way to remove bad publicity. (Clone Retirement) * The Corp can always choose not to rez ICE. (Blackguard) * The Corp can always choose to rez approached ICE. (Blackmail) * ICE don't change based on the Runner's rig. (Wraparound) * Snare! can't have advancement tokens. (Queen's Gambit)
Honor & Profit (so far): * It takes 7 AP to win. (Harmony Medtech) * Exposing cards is always safe. (Psychic Field) * The Corp can only score agendas during its turn. (Plan B) * All ICE can be bypassed. (Guard) * More AP is always better. (Iain Stirling) * Aesop's Pawnshop can't flatline you. (Tri-maf Contact)
A lot of these are so narrow they're not even worth mentioning.
Genesis Cycle: * No card is named Kati Jones (Kati Jones)
In fact, some of these were never true at all. There have always been effects that hurt the runner for accessing agendas (Jinteki PE - yes, technically the punishment is for stealing rather than accessing, but if you're going to split that hair it falls back into "so narrow not even worth mentioning"), and there have always been ways to break subroutines without icebreakers (clicking through bioroids).
remember when ninja was considered by far the best sentry ice breaker? remember when we were all disappointed that jinteki didn't get a trace snake? remember when every deck used private security force because there were no other agendas?