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The General
Mar 4, 2007


The SR4 core book is horribly organised. It's a loving mess. Playable, but have fun learning everything.

One thing I always do is have everyone roll up two characters. Shadowrun is deadly, and the runs require diverse skill sets from one to the next. With a character pool of 10 characters you're never really limited in what you can run, and little downtime for when poo poo hits the fan. Karma gained applies to all characters even if they didn't play that run, prevents some being under equipped when it's there time to shine.

Be sure to cause trouble for everything too. Contacts drying up, some runs may cost more than the pay off, hacking and stealing drones, false/late information. Bad reputation from lovely work, or worse. That's not to say gently caress them everytime/all the time but keep them aware that running has some serious down sides. Shadowrun is a complex world and everything interacts.

Be prepared for batshit insane ideas too. Because of the tech level, magic and overall feel of the world, your hard rear end run could turn into a cake walk. Go with the flow and reward them too, or if the idea is a terrible one don't be scared to make them pay.

Welcome to the shadows chummer.

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The General
Mar 4, 2007


RocknRollaAyatollah posted:

The whole "Awakened World" aspect of Shadowrun is honestly what I like the most about it.

How well it's integrated with the world is the best part about it. They didn't just add magic and call it a game. They went through and thought about how it would change how the world works and did a drat fine job too.

The General
Mar 4, 2007


PsyClops posted:

Some of the things they changed moving to SR4A I liked. The rewritten Matrix chapter was a godsend for my players, as were the changes made to how cover works in relation to defense.

One thing is driving me up a wall right now, though. They reintroduced dart guns in SR4A, like the older editions' Narcoject pistols. The problem is, the rules are entirely too vague on how they work.
They do NO damage of their own, unlike injection bolts. They have (inexplicably) an AP of -2 resisted by Impact armor, but the rules bit in the book says that they deliver their toxins with two net hits on the Opposed Test, which indicates that the target doesn't get to make a damage resistance test before having to resist the toxin, thereby making that -2AP totally pointless.

Would I be totally off if I declared that the darts worked like the squirtgun, in that if the PC gets his 2 net hits over the enemy's attempt to dodge, the toxin takes effect? And maybe adding the -2 AP to the toxin's Penetration when facing enemies with chemsuits or chem-resistant armor?

The only reason I'm banging my head on this is because I've got a PC who really likes to use toxins and drugs to subdue enemies. It's in character for the PC, the player understands the implications of using what amounts to chemical warfare, and anything that keeps this PC in character is fine by me.

Where in the books are these things? I can't find em?

The General
Mar 4, 2007


PsyClops posted:

They're listed in the 20th Anniversary Edition core book, in the gear section under "Special Weapons". The rules for them, as they stand, are listed under their ammo in the gear section.

I think I'm just going to assign them a damage code like the dartguns in Augmentation. More rolls to make but less headaches (for me, at any rate).

It adds more rules? loving christ! I just bought all the core books too.

The General
Mar 4, 2007


lighttigersoul posted:

Just remember, when you start doing that to the NPCs, the GM can start doing it to you. If he hasn't already, of course.

That's why you need a decker on your team.

The General
Mar 4, 2007


I agree with RocknRollaAyatollah 100%. The runners companion has a lot of cool stuff, but some of it is just min maxing and retarded. If you opted to run a ghoul only game it would be cool, or a magical creature game it would work. But mixing them with regular runners isn't a good idea.

The General
Mar 4, 2007


You did a fine job, but your players aren't on ther same page. They are trying to run and gun. Shadowrun isn't about that, and you should just talk to them. Let them know how a run usually goes, research and backup plans. Don't talk down to them or anything, but just say "hey guys, let's review last week..." And help them a little.

It's a different game than what most people are used to.

The General
Mar 4, 2007


For running ShadowRun and planning missions just think about it logically in the sense of the world. There are a lot of options and the first few times you run it, your players will poo poo allover everything and it will be a cake walk. Maybe you'll forget how awesome mages are, or a rigger will stuff a drone somewhere you didn't expect.

Smaller companies won't have a mage on hand 24/7, but will have magic wards to prevent astral invasion and alarms to alert those who need to know about it. Larger companies could have a whole team of security riggers, mages and hackers on hand at all hours.

Player survivability comes from the fact that all the corperations just don't care about the runners after the fact unless there's a good reason. Killing a lot of employees pisses them off or setting fire to entire wings. If the runners are doing their job right and not creating a scene that would appear on the news at 11, then they are usually free of corperate scruteny. Lonestar can be a hastle but again the corps won't report it if the runners are professional about it. Remember, the megacorps are all playing the same game, if they start cracking down on runners the runners won't help them.

As for the Matrix, you're on your own. :suicide:

The General
Mar 4, 2007


If I get a chance this week, I'll write one up. Condensed rules and important parts. Until then I offer the condensed tl;dr version.

gently caress it, play a street sam.

The General
Mar 4, 2007


Storage in SR4 is considered to be infinite, except when doing something like backing up the Gibson.

The General
Mar 4, 2007


Holy poo poo! I could like have a dozen text files on there!

The General
Mar 4, 2007


UGh, remind me never to sit at Hotdog In A Hallways table.

Sometimes a run going smoothly is awesome, othertimes the poo poo hitting the fan, two runners down with the rest of the team dragging them offsite to Doc Wagon on the street corner is awesome. Please, please let my actions and the dice rolls determine this. Especially when it comes to character death. For some people, it's just no fun if you cannot die. Shadowrun is a gritty world, and death should be a constant fear, but there's no fear if the DM won't let it happen.

The General
Mar 4, 2007


In that case, maybe it's not so bad. I just don't agree with the "The GM can ignore rules and rolls if he likes" mentality. Why even bother rolling if you're going to ignore them anyways?

Ahwell, sorry to derail.

The General
Mar 4, 2007


McGravin posted:

Nobody said anything about ignoring rolls. We said fudge them.

If only one or two hits makes the difference between something interesting happening or nothing happening at all, the GM has every right to make up the difference with a modifier thrown in after the fact.

This is half the reason they invented GM screens.

We have different ideas on how to run a game :)

The General
Mar 4, 2007


Tias posted:

Speaking of you, would you like to attempt writing that matrix rules for dummies? I'll help out as best I can!

I didn't get a chance this week as I had to read Tribe 8 books for a game I'm starting up. This weekend is a long weekend and I plan on being drunk from the moment I get off work saturday morning until sometime monday morning.

After that though we're cool. If you have AIM (Threxofthamasa) or MSN (Horsepool(at)gmaail.com) add me and we'll figure it out togeather :allears:

The General
Mar 4, 2007


I go out for the weekend and this thread explodes with awesomeness. If you could take someone who has never played by post before I'd give it a whirl. I wish to refine a character I made for a home game and try him elsewhere.

The General
Mar 4, 2007


I know poo poo all about anywhere but Seattle. So I guess I'll be a foreigner. Bonus points because I can easily work it in to my idea.

The General
Mar 4, 2007


lighttigersoul posted:

I think I'm gonna need to get with someone to help me make a character. Part of me wants to do a wheelman/smuggler concept for the hell of it.

I help you! I'll build you a sexy car, and suggest skills and other odds and ends. I love building custom cars, guns and lifestyles. So much fun in this game.

The General
Mar 4, 2007


That's a pretty boss run.

The General
Mar 4, 2007


LintMan posted:

LintMan's SR tip of the day: When designing and upgrading characters remember that specializing is one of the best Karma/build point per bonus dice things you can spend.

I just feel so dirty specializing. It just feels so min-maxy to me.

The General
Mar 4, 2007


LintMan posted:

There is worst things you do rules wise than specialisation.

Example: Ork has the most stat increases for the fewest build points or using Spirits of Man to cast and sustain spells for you because your too cheap to buy a sustaining foci.

Oh I know, I spent weeks making some horrible combat beast in 3e. I wish I still had the sheet, or the patience to remake him.

I really shouldn't feel bad about doing it in 4th, I find (especially when making awakened) that I lack the points to do everything I want to do, and specializing easily gives you back 10 points if you're liberal enough with it.

The General
Mar 4, 2007


Blowupologist posted:

I glanced through this thread and didn't see it, so could someone go over the differences between 4e and 3rd? I'm a huge fan of 3rd edition, and although I own the 4e book I recall reading it and not being a fan. Rather than risk being a grognard, I figured I could ask you guys and get your thoughts on what makes 4e an improvement.

Balance, unification of core concepts, dropping of the dice pools, implimetation of the matrix, dropping of deckers.

Uhh, everything?

The General
Mar 4, 2007


I've always got the feeling of professionals doing runs, and not mohawk wearin hooligins. The underworld has always felt professional and somewhat close knit. Hell, even if the corps and lonestar don't know who did the run everyone else seems to. That's why you keep your runs clean, and don't dick around. Reputation means a lot and you don't want your contacts to turn their backs on you.

The General
Mar 4, 2007


Tias posted:

So, running my first Shadowrun games, there is one thing I'm pondering how to handle: Paychecks. I have a model set up that looks functional, but I was wondering how other GMs handle it? What is a given job worth, and how does the reimbursement for a given level of challenge look, provided the team is not stiffed or overpaid by their employer?

10-20% less than the total cost of the run :colbert:

You want enough to cover most expenses, but not enough to let things get out of hand. A couple new toys a run. It also depends on how frequent runs are in your game.

The General
Mar 4, 2007


There is a Seattle 2072 book? I've yet to see one?

The General
Mar 4, 2007


4e is quite balanced and I think it's quite a task to go broken. Though I haven't spent the weeks needed to try.

The General
Mar 4, 2007


No rolls for starting gear, nothing over the 12 availability, no ratings higher than 6. There are Qualities in the Runners Handbook (I believe it's this book) that allow you to break these rules.

He can have as many 10 items as he wants.

The General
Mar 4, 2007


I'm being a bad player and was waiting for someone else to reply first :/

The General
Mar 4, 2007


Just started my campaign and as it turns out almost everyone owns a core book. This is loving awesome. 4 core books for 5 players.

The General
Mar 4, 2007


Huzzah! I just got the Seattle book in all its Bladerunner glory!

The General
Mar 4, 2007


Speaking of Renraku, I read they went under. What's up with that? When did that happen? They used to be my DM Threat. 'You fuckers had better smarten up, or I'm sicking Renraku on your asses." And now they are gone :(

I also noticed that Lone Star was fired and Knight Errant was called into action. This new world is all sorts of hosed up.

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The General
Mar 4, 2007


children overboard posted:

Ehh why would you use the metaplot you didn't like? I mean if one of the players tells you "uh-uh because check splatbook A page 385 Section 4: Renraku's not around anymore", well it just makes it even funnier when the Red Samurai crash through the wall.

I'm a source book whore, and they rule my roleplaying life.

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