From: | shadowrn@*********.com (Dan Turek) |
---|---|
Subject: | Adventure Competition & Campaign Styles |
Date: | Wed Oct 3 12:45:01 2001 |
Subject: Adventure Competition
Date: Wed, 3 Oct 2001 12:45:42 +0200
>I know not to overestimate the efforts typical ShadowRN listmembers put
into net.projects, but still, I had expected a bit more...
>Two and a half months ago, I started a little adventure competition
>http://plastic.dumpshock.com/adventurecompetition.html) with a deadline 31
>August, 2001. Since that was during my vacation, I extended it by a week,
>thinking this should give everyone who'd expressed an interest inentering enough time
to complete their adventure and send it to me.
>When I got back home, I had exactly _one_ entry waiting for me.
Well, that person deserves to win!
>So here's the deal: the deadline has been extended until 10 October
>2001.That's exactly one week from now; I think that should give anyone
>who's started writing an adventure but not finished it (a syndrome I know
>all too well, but still) time to complete it and send it to me. We might
>still have a competition after all...
Most adventures my friends or I run are from 8x11 papers with notes
scribbled all over. Translating that into an adventure someone else could
read would take anywhere from hours to a month, depending on complexity. If
you give some parameters for adventures, it might help inspire someone to
submit an entry. Personally I love the short, 4 hour runs that Sprawl Sites
inspires. I always need short gang interaction scenarios.
Since I tailor my adventures to the players and their area its hard to make
them more generic, yet if I use an adventure someone else made I need it to
be as generic as possible so I can easily put their personal hooks in. Right
now my group is rather magic heavy (1 Mage, 1 Aspected Sorcerer, 2 PhysAds,
a Razor and a Decker) so the campaign leans slightly to the mystical and
slightly mythic side.
I am curious what other peoples' campaign styles are like. I like to run 3
or 4 easy runs and then have a meat-grinder or mythic one to put them back
on edge. Old cyberpunk adventures are great at this (reminds me of Paranoia
when it says "the fight should last until at least one character dies")
though I'm more merciful than the authors. We play Shadowrun because it can
be a dark and gritty game, and I have half thinkers and half doers. Only the
2 newer players are power-hungry munchkin-wannabes, and we're all hoping
they grow out of it.
P.S. Why do some posts have the at the end of every line?
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