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Mailing List Logs for ShadowRN

Message no. 1
From: mhspdt@*******.net
Subject: New GM
Date: Fri, 22 Mar 1996 15:04:03 -0600 (CST)
Hoi Chummers!

I've just started playing Shadowrun within the last month or so,
along with a friend of mine (Dodger) who started playing it before but
didn't get very far. I have been GameMastering in Ad&d for about a year and
a half, but Shadowrun is a big step in a different direction. If anyone has
any advice for a new Shadowrun GM, it would be most appreciated. Also any
adventure ideas would be nice. Thanx.

P.S. Please put "To: Almighty" in the subject, so Dodger (who also shares
this address) won't read it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
? | Almighty ; King of Kings; Prince of Princes ; Lord of | ?
? | Heaven and Earth ; All Around Nice Guy ; One Who | ?
? | Writes This .Sig Every Time; <mhspdt@*******.net | ?
? | <http://members.gnn.com/ait2000/mhs/jalgmighty.htm | ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Message no. 2
From: Roger Ramirez <chariot@*******.net>
Subject: Re: New GM
Date: Fri, 22 Mar 1996 23:10:28 -0500 (EST)
At 03:04 PM 3/22/96 -0600, you wrote:
>Hoi Chummers!
>
> I've just started playing Shadowrun within the last month or so,
>along with a friend of mine (Dodger) who started playing it before but
>didn't get very far. I have been GameMastering in Ad&d for about a year and
>a half, but Shadowrun is a big step in a different direction. If anyone has
>any advice for a new Shadowrun GM, it would be most appreciated. Also any
>adventure ideas would be nice. Thanx.
>
I don't really have any ideas for you but I would like to put out a request
of everyone. Whatever ideas or information that anyone comes up with that
they would like posted on the web please write me and I will post it. I
just created a web page and even though I don't have much I'm very proud of
what I do have.

Thanx,
Chariot
chariot@*******.net
Please visit BearCat Company's ever-expanding (or simply under construction)
home pages!

"BearCat's Home Page" ( http://www.icanect.net/~saeko/,
http://www.icanect.net/~chariot/ )
"Chariot's Home Page" ( http://www.icanect.net/~chariot/Bear/ )
"Saeko's Home Page" ( http://www.icanect.net/~saeko/Cat/ )

[NEW!] "Saeko's Lil' Advices on Making Web Page"
( http://www.icanect.net/~saeko/Cat/homepage.htm )
Message no. 3
From: bqtech1@***.pipeline.com (Andrew Ragland)
Subject: Re: New GM
Date: Fri, 22 Mar 1996 16:57:18 -0500
On Mar 22, 1996 15:04:03, 'mhspdt@*******.net' wrote:

>I've just started playing Shadowrun within the last month or so,
>along with a friend of mine (Dodger) who started playing it before but
>didn't get very far. I have been GameMastering in Ad&d for about a year
and
>a half, but Shadowrun is a big step in a different direction. If anyone
has
>any advice for a new Shadowrun GM, it would be most appreciated. Also any

>adventure ideas would be nice. Thanx.

Subscribe to Shadowland magazine. Send a letter off to swrdknght@***.com
and ask for subscription rates. Lots of useful stuff on a quarterly (more
or less) basis. Darned useful.

Beyond that, forget all the AD&D racial attitudes. Those'll get you geeked
in a heartbeat. Haul your hoop over to your local bookstore and check out
Snow Crash, Mona Lisa Overdrive, and the Shadowrun novels themselves.
Remember, this is a cyberpunk/magic society. Think corporate mages. Dwarves
with guns. Orks with political action committees (Scary!). You need
adventure ideas, check out some of the web links below.

<A HREF="http://www.ip.net/shadowrun/">ShadowRun on the World Wide
Web!</A>



<A HREF="http://members.aol.com/swrdknght/sok.htm">SOK
Information</A>


<A HREF="http://www.interware.it/users/paolo/sr2/index.html">Paolo
Marcucci's Shadowrun Archive</A>

--
Andrew W. Ragland, Product Support Manager, R & M BioMetrics / BioQuant
bqtech1@***.pipeline.com *** The Internet is a Process, not a Thing
GTW @*+(-) s++/+ a c++(++++) G+ y* L e* W !N o+ K w++$ M+ O+$ V+ +PS- +PE-
Y+ PGP @*+ 5@ X+ R+++>$ h---- b+++ r+++
I would rather be attacked than unnoticed. For the worst thing you can do
to an author is to be silent as to his works. -- Samuel Johnson
Message no. 4
From: "St. Jean, Ricky" <stjeanr@*******.CANADOREC.ON.CA>
Subject: Re: New GM
Date: Wed, 27 Mar 96 12:29:00 EST
I was thinking what if we were to write a list's guide to new gm's?

If i get an account when I leave school I will try to organize this.

Would it be a good idea or a waste of time. Every new subscribing gm asks
what do i need and what do i do about .....


whatcha think?

Munckin Pres.
<<<<stjeanr@*******.CANADORE.ON.CA>>>>
Message no. 5
From: Russ Myrick <rm91612@****.net>
Subject: Re: New GM
Date: Wed, 27 Mar 1996 12:36:51 -0800
St. Jean, Ricky wrote:
>
> I was thinking what if we were to write a list's guide to new gm's?
> If i get an account when I leave school I will try to organize this.
> Would it be a good idea or a waste of time. Every new subscribing gm
> asks what do i need and what do i do about .....
>
> whatcha think?

Frosty.
Message no. 6
From: TopCat <topcat@******.net>
Subject: Re: New GM
Date: Wed, 27 Mar 1996 16:55:43 -0600
>I was thinking what if we were to write a list's guide to new gm's?

Possible new NERPS project?


-- TopCat
Message no. 7
From: "Gurth" <gurth@******.nl>
Subject: Re: New GM
Date: Thu, 28 Mar 1996 11:49:41 +0100
TopCat said on 27 Mar 96...

> >I was thinking what if we were to write a list's guide to new gm's?
>
> Possible new NERPS project?

Could be, UnderWorld seems to do very little...

*brain starts working* Edge Runners! I totally forgot about that! Paolo,
expect a large file in the mail Any Day Now...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Recycled words don't justify.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 8
From: "Darrin M. Conant" <dconant@*******.net>
Subject: Re: New GM
Date: Thu, 28 Mar 1996 11:37:26 -500
On 27 Mar 96 at 12:29, St. Jean, Ricky wrote:
> I was thinking what if we were to write a list's guide to new gm's?

> Would it be a good idea or a waste of time. Every new subscribing gm asks
> what do i need and what do i do about .....

I think I'd rather have a list of alternate character generation
rules (like the half-and-half rules discussed previously), or this
worked for me suggestions. An example of this would be the
restriction of equipment access according to when they were released
(does anyone have the timeline written down?). Then scenario ideas,
NPC's (other group's PC's are a great source for this), etc.

I guess the bottom line is, if that is what turns you on, go for it.

I have yet to see anyone ask how dice are rolled in the game on this
list, so I don't think that there are many new GM's on the list.
Also, I prefer a more personal approach and would welcome a new GM
to talk to me via private email regarding getting started, as I
believe that each GM must develop their own style. The best GM's have
played in a LOT of different systems with a LOT of different players
and stole the best ideas from them. I'm not sure a FAQ on intro
GMing is going to be able to answer such a personal set of issues.

(Is it obvious that my degree is in psychology :)

Perhaps a series of interviews/statements with people on the list
regarding GMing might work best. I'd be interested in reading some
people's thoughts on the matter.


--
Insert Darrin's Signature here
(Impressive, eh?)
Message no. 9
From: Andrew White <guardianforever@*******.COM>
Subject: New GM
Date: Thu, 30 Jul 1998 00:32:03 PDT
Hello this is the Guardian Of Forever, I just joined the mailing list,
and I got a problem already. In the relativly large RPGing group that I
paly with (15 if everyone is there for a game, but this is rare.) I am
the only one who can GM Shadowrun (this is because I went on a hunch,
and bought SRII.) I read it got totaly confused, read it agian got a
little better, read it a third time and got it down pritty good. Three
of the fifteen joined the origonal campain (I though I'd keep it small
the first time out.) Not to brage but they went on about teir first run
for weeks. Through their gift of gab, my hummble litle group grew to six
people by the next sessions, and this is when the prblem struck. One of
the new guys was a long time player of Shadowrun and started to ask
questioon about alternate rules from the verious supplemnt and expation
put out by FASA, most of which I had not even heard of let alone read.
So after I quitly convicined him that he had to play with in the rulse I
knew, he left. No problem right? Wrong he had stried up someting in the
other players talking about books like rigger 2, ?biotech?, and The
Street Samuri Cataluge. I they started to ask me about adding more
Metas, new tech, which is what I was planing to do just not right away.
It was my main player who decided he didn't want his gangster anymore
and wanted a wherewolf! I though sure makes sence... shit no rules, and
there's my problem I am not convertable enough with the feel of the game
yet to start to change things around yet, so can one of you nice souls
please help me with this. Thanks,

The Guardian OF Forever
'-)


______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
Message no. 10
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: New GM
Date: Thu, 30 Jul 1998 18:03:10 +1000
Andrew, there are two basic rules that you have to enforce here. These rules
apply to all gaming systems, not just Shadowrun.

One is that you play the game your way. If you're not comfortable with a
given set of optional expansions, don't use them. This is especially true
when you're just beginning with a gaming system. Add complexity over time.
Believe me, you'll appreciate it, and your players will appreciate it. I had
one group of players who I'd been with since SR1, with no sourcebooks, and
they told me a few years later that the experience of building their players
up with the new toys as they became available was far better than having
them all available from day one.

The second, and most important, is that you should NEVER use rules from a
sourcebook you are not familiar with. You should take the time to read,
re-read, and re-re-read a new sourcebook (the same way you did with the main
rule book). Further more, don't feel obliged to rush out and buy all the new
sourcebooks. They cost a fair amount each. If your players are that
desperate to get hold of the new rules, tell them to buy the books and loan
them to you. There is no reason why you should be forced to make all the
financial commitment, especially seeing they could turn around and decide to
play AD&D next week. Should the players agree to this, though, you should
get your own copy when you can afford it.

For well-rounded SR playing, here are a few books that you should try to get
hold of (or make your players get hold of). I'm sure others can add to it:

SR II main book (naturally)
Street Samurai Catalog (new weapons and similar toys. Introduce it later if
you wish)
ShadowTech (new toys. Again, introduce it later)
Grimoire and Awakenings (new magic rules. Again, introduce it later)
Rigger's Black Book 2 (new rigger rules. Leave this until you are happy with
your current grasp of the rules, as it gets complex. Actually, leave riggers
until you're happy with your current grasp of the rules).
Virtual Realities 2 (new decker rules. Leave this until you're happy with
your grasp of the rules. Don't try decking without it, though)
One of the Paranormal Animal books (there are two... one for Europe and one
for North America).
Seattle Sourcebook!

There are a bunch of others, mainly sourcebooks (as opposed to rule
expansions). One, however, that you should get PRIOR to starting to run
characters, is SR Companion. The reason is that a lot of the rules that are
in there have to deal with character generation (including PC
shape-shifters, for your werewolf wannabe). You might want to have a few
runs, retire that bunch of characters, and make up new ones with the SR
Companion rules.

And finally, remember that the GM is the boss. If the players don't like
your style, that's their problem, and they can leave. Don't be domineering,
but don't let yourself get pushed around by your players, either.

--
.sig deleted to conserve electrons. robert.watkins@******.com
Message no. 11
From: Danyel N Woods <9604801@********.AC.NZ>
Subject: Re: New GM
Date: Thu, 30 Jul 1998 20:17:03 +1200
I was about to reply, Andrew, but Robert's advice was delivered first,
and is far better thought-out and more succinct than mine would have
been. I can only add: take it slow and easy. Any item or rule can
break a campaign if it is (ab)used in the wrong place, at the wrong
time, in the wrong way. The old KISS principle still applies: Keep It
Simple, Stupid. :-)

Danyel Woods - 9604801@********.ac.nz
'No, I'm Chaos and he's Mayhem. We're a double act.'
Message no. 12
From: Ulrich Haupt <sandman@****.UNI-OLDENBURG.DE>
Subject: Re: New GM
Date: Thu, 30 Jul 1998 11:30:06 +0000
Andrew White wrote:

<snip some talk>

> Wrong he had stried up someting in the
> other players talking about books like rigger 2, ?biotech?, and The
> Street Samuri Cataluge. I they started to ask me about adding more
> Metas, new tech, which is what I was planing to do just not right away.
> It was my main player who decided he didn't want his gangster anymore
> and wanted a wherewolf!

Everybody can play his games as he wants. BUT as long as your are the
gamemaster you should not allow any rule your are not comfortable with.

Especially Shadowrun is not ment as a shoot'n up game. It mainly deals
with 'small' characters who try to survive in the shadows of the mega
cons!
If your experienced SR player wants to play a werewolf I can understand
point of view. He has played the general game and wants to try new thing
now. But it's not fair to keep the fun of playing simple street gangers
from you and the other players. IMO SR should not be a game of superheroes
which shapeshifters are in the the SR world. ***no offense to those who
play shifters and have fun with them***
They can play Rifts or Champions!

As for the additional books I can just say: There is enough fun in the main
book (aka as BBB) for at least halve a year. There are IMHO (in my humble
opinion) only two books which can be considered to be bought at the
beginning.

i) SR Companion, for it has a different way of creating characters - especially
usefull for experienced players

ii) Virtual Realities, for it's completely different matrix rules. You should
not start matrix runs using the old rules. They make everybody except the
decker and the GM sleep.


hope that helps

Sandman
Message no. 13
From: Gurth <gurth@******.NL>
Subject: Re: New GM
Date: Thu, 30 Jul 1998 12:22:21 +0100
Andrew White said on 0:32/30 Jul 98,...

> Through their gift of gab, my hummble litle group grew to six
> people by the next sessions, and this is when the prblem struck. One of
> the new guys was a long time player of Shadowrun and started to ask
> questioon about alternate rules from the verious supplemnt and expation
> put out by FASA, most of which I had not even heard of let alone read.
> So after I quitly convicined him that he had to play with in the rulse
> I knew

That's what I would have done, too. Since I own nearly all the SR
books and can find almost any rule within seconds, it's not really
a relevant point in my game, but if it were I'd tell players like the
one you had that it's all well and fine, but I can only use the
books _I_ have access to.

> he left. No problem right? Wrong he had stried up someting in the
> other players talking about books like rigger 2, ?biotech?

Cybertechnology, probably. A book with lots of cyberware and
(optional) rules for it.

> and The
> Street Samuri Cataluge. I they started to ask me about adding more
> Metas, new tech, which is what I was planing to do just not right away.
> It was my main player who decided he didn't want his gangster anymore
> and wanted a wherewolf! I though sure makes sence... shit no rules, and
> there's my problem I am not convertable enough with the feel of the game
> yet to start to change things around yet, so can one of you nice souls
> please help me with this. Thanks,

If you ask me, you should talk to the players about this, maybe
before a session when everybody has shown up but before you
actually start to play. It seems only natural to me that you don't
allow something in the game if you have no idea how it works...

Also, when you are new to GMing a game, it pays to keep things
simple and not add lots of stuff to it. This is another thing you
should try to convince your players about, IMHO -- once
everybody (and especially the GM) is comfortable with the
existing rules, you can add things to them. But if you do that
prematurely, you're very likely to only confuse everyone
tremendously...

Finally, there's always the option of telling players that they
should buy the books for the things they want to add to the
game, if you don't own those books. Say someone wants to have
new cyberware, but you don't own Shadowtech or
Cybertechnology -- the player can have it if he or she buys the
book and lets you read it. If they don't want to pay for it, tough
luck, but they're stuck with the books you have...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Hanging on to letting go.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 14
From: Iridios <iridios@*********.COM>
Subject: Re: New GM
Date: Thu, 30 Jul 1998 11:12:22 -0400
Andrew White wrote:
Thu, 30 Jul 1998 00:32:03 PDT

> One of
> the new guys was a long time player of Shadowrun and started to ask
> questioon about alternate rules from the verious supplemnt and expation
> put out by FASA, most of which I had not even heard of let alone read.
> So after I quitly convicined him that he had to play with in the rulse I
> knew, he left.

You could ask the "experienced" player for assistance in learning the
"alternate" rules, at the very least he should loan the books so you
could get a chance to learn them, *at your own pace*. Maybe he could act
as an assistant GM, helping you with the rules, playing NPCs (this would
allow him to roleplay and help you out at the same time).

<snip sig>

--"Any science, sufficiently advanced is indistinguishable from magic."
--Arthur C. Clarke

Iridios
iridios@*********.com
http://www.geocities.com/Area51/Shadowlands/9489
http://members.theglobe.com/Iridios

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b+ DI++ !D G e+@>++++ h--- r+++ y+++
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Message no. 15
From: bryan.covington@****.COM
Subject: Re: New GM
Date: Thu, 30 Jul 1998 12:51:06 -0400
> > One of
> > the new guys was a long time player of Shadowrun and started to ask
> > questioon about alternate rules from the verious supplemnt and
> expation
> > put out by FASA, most of which I had not even heard of let alone
> read.
> > So after I quitly convicined him that he had to play with in the
> rulse I
> > knew, he left.
>
> You could ask the "experienced" player for assistance in learning the
> "alternate" rules, at the very least he should loan the books so you
> could get a chance to learn them, *at your own pace*. Maybe he could
> act
> as an assistant GM, helping you with the rules, playing NPCs (this
> would
> allow him to roleplay and help you out at the same time).
>
Just smack them with the hardback and say "No."

:)

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.