![]() ![]() ![]() Just gotta figure what the hacker/technomancer types can do so they're not excluded. if they're still willing to go back, that is. But screw it, it's fiction! I want a runner team to stumble into the City of Doors, do a couple runs for different factions and finally make their way back to Earth. It wouldn't fit in Shadowrun canon except maybe as a particularly bizarre metaplanar quest, and of course megacorps go against existing power structures in the Sigilverse. Wow, okay, that's a crossover I never imagined before. If I recall correctly, Ponder-thought can give you a hint how to go about something in the Sensorium, but mostly he just makes the gameworld more full and interactive and amusing. Pudgy build, like - oh, that guy that curses you, whatsisname - Jumble Murdersense. I just keep defaulting back to the conversation with Morte and the streetwalker."Ooh, new taunts! All right!" Able Ponder-thought hangs out in the cafe/bar in southwest Clerk's Ward. I can't actually remember the guy I'm named after. I liked giving the players a gear upgrade to strive for. I hope that ramble helped! If you have specific questions I could try to answer them.ĮDIT: Even though the rules technically permit it I forbade characters from starting with any weapon with a forbidden rating. I had several players who would spend almost all their bp on qualities even when skills would have given them the same stats for way cheaper, including a magician who took four or five driving related qualities but had a pilot ground pool of TWO. Qualities are a way to polish a character, not a foundation for building them. Try to steer players away from taking too many qualities. The custom spell building rules are actually pretty good if you have any NPCs of a magician-y bent. Again, only if the players make a big deal about it. ![]() I used the alt rule in street magic that split artificing into three separate skills. Something to watch out for if players show an intense interest. The chemistry rules as written are fairly broken (The manual even warns you that they're probably too powerful). I once got a ton of mileage out of a fight in a natural history museum where half the party was desperately trying to find their way out of a primeval rain-forest, and the other half was just standing in a big empty room with some poles in it. Remember which of your players have AR vision and take opportunities to point out when they see things the unaugmented don't. Beyond that don't worry about what you don't know, the game will almost certainly flow just fine.īeyond that the rest of my suggestions are mostly just quirks. Lastly, flip through the book and find some set of rules that catches your attention. It's not useful to have an intimate understanding of adepts if it's just never going to come up. If you have someone who want to be a summoning magician read the spirit rules more closely, if someone wants to be a driver learn the vehicle combat rules, etc, etc. After that you should find out exactly what your players want to do and how they want to interact with the world. These are the things that are absolutely going to come up on some level in any shadowrun game. Learn the skill test rules, the combat rules, and the rudiments of magic and the matrix (which have a lot of similarities anyway). Since you don't have the several lifetimes required to learn how to play 4e find out what your players want to do and build your game by learning the parts of those weird, fabulous, disgustingly bloated rulebooks that apply most directly to their interests. Anyone got any tips to make running the game smoother?I've only done a moderate amount of shadowrun 4e DMing (the only edition of shadowrun I've run), but as far as I can tell at this point you'd have to be a psychopath to actually try to learn all the rules. ![]() Don't hesitate to go OOC and say "wait, I don't know how to handle that, I need a couple minutes." Getting that kind of thing out of the way earlier will make your REAL campaign much better.Īpropos of nothing - is your first name Able, Ponderthought? Used the initial sessions to get used to where to look things up in the rulebook bookmark anything that you expect to refer to often. I'd buy a module and run that first, saving the homebrewed campaign idea for when I'm more certain I (and my players!) won't screw up the rules. Then I'd run the first two or three sessions as samples, basically. That should help get everyone 'on the same page' about how they think a game will operate, plus it's a chance for error-checking that doesn't stop a game mid-session. But I'd start off by having everyone go over their character sheets in detail, explaining what the numbers mean, how they appear when they're doing their thing, why they chose the equipment they did, what parts of the game they expect their skillset to benefit. ![]()
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