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[SR4E/20A] Some questions & probably a bad idea...
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Author:  VoidElemental [ Mon Jul 14, 2014 8:59 pm ]
Post subject:  [SR4E/20A] Some questions & probably a bad idea...

So, last year I was doing something you might call GMing a four player Shadowrun 4E/20A game, running the Denver mission modules. We got about eightish missions in before I had to bow out on personal business. Long story short, I've got my notes & mission write-ups from what progress we made & I've been entertaining the thought of trying to relaunch as a pbp. I'm a bit rough on the rules & I've never done a pbp, but I've been missing the game lately.

1. So, who has actually played or might have an interest in playing?

2. Assuming a Denver setting & Missions restrictions (although the first two missions of my campaign didn't actually start in Denver), what kind of characters might people run with?

3. Tech is not my strong suit & I've seen suggestions of outsourcing hacking & the like to an npc both to minimize the drag on the game & SuperTechDude being a dominant focus. Would that be something people would object to?

I'm fuzzy on what my schedule is going to look like in the near future, so this might not even be a thing, but I thought I would throw it out there.

Author:  Bounty Hunter [ Tue Jul 15, 2014 2:16 am ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

1. I would love to play Shadowrun, but would need to learn the system.

2. I'm fluid and can play just about anything. I'd likely just fill in the gap of whatever the other people needed.

3. Up to you and/or the group. Doesnt bother me either way.


My schedule is a bit hectic as well for the time being but even if it came down to me just watching the thread to learn the system I'm still interested.

Author:  Mown [ Wed Jul 16, 2014 6:02 pm ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

I could feasibly join this, but I'll admit to not knowing much about the rules or setting other than "tonnes of dice" and "never trust a dragon".
Of course, if I do join, I'm inevitably going to obtain a pdf of it in some fashion or another, so rules knowledge shouldn't be too much of an obstacle.
Don't think I can provide a genuine answer to 1) or 2) before that point though.

Author:  VoidElemental [ Wed Jul 16, 2014 8:58 pm ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

Cool. Aside from Mission build rules, Stick & Shock ammo doesn't exist & High-Power Rounds impose a -2 penalty when firing, not negated by recoil compensation. Probably means nothing to the majority of runners. Hard cap of 20 on dice pools. Not sure if that bit was Missions or not.

Author:  VoidElemental [ Wed Jul 16, 2014 11:34 pm ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

I should also throw Chummer out there. It takes a sec to get used to & you have to manually activate supplemental books in the settings for that content, but it's great for chargen & book keeping. It's what I use to manage npcs.

http://www.chummergen.com/

Author:  Bounty Hunter [ Thu Jul 17, 2014 4:02 am ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

Ooo that looks useful

*pokes around*

Author:  Mown [ Thu Jul 17, 2014 7:20 pm ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

woaaaaaah so much text. Setting makes me a little excited though, so I guess that helps getting through it.
Even minor character ideas in the works. Not that I'm too hopeful about this going anywhere if the current interest is any indicator, but I can't help it.

Wish there was more negative qualities though.

Author:  DS [ Thu Jul 17, 2014 7:24 pm ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

I'd be interested too, but I'd def have to learn the game though I understand some of it. I generally like the flavor of shaman characters, so I may do that.

Author:  VoidElemental [ Fri Jul 18, 2014 3:17 am ]
Post subject:  Re: [SR4E/20A] Some questions & probably a bad idea...

Mown wrote:
woaaaaaah so much text. Setting makes me a little excited though, so I guess that helps getting through it.
Even minor character ideas in the works. Not that I'm too hopeful about this going anywhere if the current interest is any indicator, but I can't help it.

Wish there was more negative qualities though.



Three PCs would be enough to get off the ground, I think. The game I ran had four (Rigger/Hacker Technomancer, Sniper/Gunbunny, Driver/Rigger, & Melee Adept). One thing to keep in mind with Missions is that they're written to be run as convention games, with the idea that you may end up with a table of who knows what trying to get through a module. Although I don't always run the mods straight for various reasons. Games will be episodic with ~2-3 weeks in-game time of downtime between missions. It would help to have some chargen coordination to have some bases covered, but whatever. PCs would be noob runners arriving in Denver carving out a rep. The way Denver is split, there's a sort of faction score that affects the way some things play out similar to New Vegas.

Getting a good overview of options for chargen I think is the hardest part. Once you have a dude, the cheat sheets go a long way to helping you figure out how to do stuff in-game. Hell, a whole section of my GM binder is a printout of the Combat chapter.

Protip: melee generally falls short vs ranged weapons (even with the advantage of multiple IPs), if it wasn't obvious from the abundance of ranged options. If you're going to go melee, at least have a ranged option thrown in somewhere.

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