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Message no. 1
From: "Mark Steedman" <RSMS@***.rgu.ac.uk>
Subject: Re: FASA adventures : Tirna Nog
Date: Fri, 1 Dec 1995 13:17:28 GMT
The Digital Mage writes

> I'm a player (first time in ages, instead of GMing) in a Tir na nOg game
> and it is cool. The magicians in our group are not followers of the
> paths. One is a British hermetic who came over to Ireland, the other is a
> Danaan Morr rogue who learnt magic in teh normal way, not trhough paths,
> teh physad is not a follower either. In fact most characters aren't even
> Irish. The closest we get to a follower is my character a Seeker on teh
> Path of the North -a street sam with no cyberware or magic, a body only
> of 4, yet who is one of the most effective members (he manages to keep
> opponents alive by using Aikido).
>
sensible. I do note that all these characters appear to be living in
the Tir which is the first important point to survive there. They
will therefore have places to hide and local contacts.
Ah yes 'prisoners can be downright talkative' one of the reasons i
like sleep spells [never mind catching innocents does not matter and
lower drain!]

> Our campaign started off low powered nothing higher than a HP without GM
> permission, the st sam couldn't have reflexes greater than level 1, teh
> mage couldn't have any spell with a drain greater than light (without Gm
> permission) and the rigger didn't even have a VCR or more than 2 vehicles
> (unrigged).
>
I keep on saying i want to run or play a low powered SR game sometime
but am not having any luck. One of my players just reached 250 good
karma [but only 13 pool as i stood on the advancement of those to
keep thing vaugely sane, it still goes too far]
No drain greater than L must be rather restrictive, or have you
permitted one or two 'self only' customisations so the utility spells
list at least is ok [i can well understand you not wanting sleep or
manabolts about compared to the rest you describe!, or was the gm
fair on this/ used it only to minimise the variety of heavier stuff]

> ANd to tell truth it is one of teh best campaigns I've played in -except
> I'm tehonly person who does an Irish accent and I get strange looks from
> players when I throw away guns I've picked up (hey my characters legal
> -throwing blades and staff are legal for just possession -and I'm an elf
> so I don't get hassled too much :)
>
again sensible when you can get away with it, though being an elf is
a huge advantage in Tir na Nog, which makes me think are you playing
elf 'A' others more metahumans?, it could be reasonably fair for a
Tir based setting given the racial bias.


Mark
Message no. 2
From: The Digital Mage <mn3rge@****.ac.uk>
Subject: Re: FASA adventures : Tirna Nog
Date: Fri, 1 Dec 1995 16:00:24 +0000 (GMT)
On Fri, 1 Dec 1995, Mark Steedman wrote:

> > teh physad is not a follower either. In fact most characters aren't even
> > Irish. The closest we get to a follower is my character a Seeker on teh
> > Path of the North -a street sam with no cyberware or magic, a body only
> > of 4, yet who is one of the most effective members (he manages to keep
> > opponents alive by using Aikido).
> >
> sensible. I do note that all these characters appear to be living in
> the Tir which is the first important point to survive there. They
> will therefore have places to hide and local contacts.
Yeah, that is pretty much a prerequisite if teh campaign is going to be
set in Ireland for more than one scenario.

> No drain greater than L must be rather restrictive, or have you
Well thats what the GM originally specified -whether it was carried
through or not I don't know. But teh mage has done deadly wounds to
people even with only a Power Dart.

> again sensible when you can get away with it, though being an elf is
> a huge advantage in Tir na Nog, which makes me think are you playing
> elf 'A' others more metahumans?, it could be reasonably fair for a
> Tir based setting given the racial bias.
We had it More Metahumans rules, it sirt of made sense as elves are more
common there.

The Digital Mage : mn3rge@****.ac.uk
"So that which I imagine, is that which I believe" -Rush
Shadowrun Web Site http://www.bath.ac.uk/~mn3rge/Shadowrun.html
Message no. 3
From: The Kumquat <LAYBROWNJT@***.CUIS.EDU>
Subject: Re: FASA Adventures - Tirna Nog
Date: Sat, 02 Dec 1995 02:43:30 -0600 (CST)
In response to the question about Modules, or the module Celtic
Double-Cross, to be more specific, I have only this to say : PLAY CELTIC
DOUBLECROSS AT YOUR OWN RISK. In my opinion, it was the WORST module published
by FASA, with poor organization, thin plot, and a VERY sketchy decision-tree
weighting down a decent storyline... The PCs Will get paid to do a job, go
through lots of doing absolutely nothing, then, all at once, they will be blown
up, left behind, framed, attacked by nasty Paranormals and left to rot in the
Tir. A case of two extremes, neither of which work very well to make the
players enjoy themselves. Many players will spend two sessions getting bored,
and a third getting killed.

Also: a Question. Someone made a comment that HB "broke all of the SR
rules"... I find this strange, because I can find almost nothing that cannot
easily be explained and supported with material from the GrimioreII. Would
someone care to clarify?

Just My Two Pence.
The Kumquat.

Support Whirled Peas.

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