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Message no. 1
From: Strago strago@***.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 13:53:32 -0400
OK, this happened to me during the last gaming session (and every session I GM)
so I think I'll ask everyone:
When the PCs go into "planning mode" (when they plan what they're going to do to
accomplish the run), how do you keep yourself out of it? If they sit there for an
hour (literally) and argue about how stupid each plan is, besides the
not-so-subtle "you get stung by a bee" or the reminder that "you know,
you've
been sitting here in the middle of the Amazonian rain forest (thanks Dave!)
looking at the clearing for an hour or so, don't you think someone's noticed that
a bunch of shrubs (they were wearing ghillie suits) are yelling at each other?"
Maybe I'm too much of a player at heart, but when I GM, I invariably get involved
to some degree with the planning (sometimes even more than when I AM playing,
interestingly enough) of the run. Any suggestions?
Message no. 2
From: lomion lomion@*********.or
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 11:03:09 -0700
At 01:53 PM 10/25/99 -0400, you wrote:
>OK, this happened to me during the last gaming session (and every session
>I GM)
>so I think I'll ask everyone:
>When the PCs go into "planning mode" (when they plan what they're going to
>do to
>accomplish the run), how do you keep yourself out of it? If they sit there
>for an
>hour (literally) and argue about how stupid each plan is, besides the
>not-so-subtle "you get stung by a bee" or the reminder that "you know,
you've
>been sitting here in the middle of the Amazonian rain forest (thanks Dave!)
>looking at the clearing for an hour or so, don't you think someone's
>noticed that
>a bunch of shrubs (they were wearing ghillie suits) are yelling at each
>other?"
>Maybe I'm too much of a player at heart, but when I GM, I invariably get
>involved
>to some degree with the planning (sometimes even more than when I AM playing,
>interestingly enough) of the run. Any suggestions?
>

That's a tough one, i've always stayed out of it, unless im directly asked
a question or they are acting in a totally stupid manner (Hey lets storm
the Azzie Pyramid to get that guy out) Stuff like that. Since the idea is
that they are the protaganists of the story, i will point out brainfarts
and such (my rational is that their characters have more initmate knowledge
of the situation then they can have so i use that as a fudge factor for
pointing out idiotic things)

Remember it's their gig, you direct the action but in the end they do the
stuff.

--Lomion
Message no. 3
From: Number Ten Ox Number_10_Ox@**********.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 11:10:15 -0700 (PDT)
--- Strago <strago@***.com> wrote:
> OK, this happened to me during the last gaming session (and every session
> I GM) so I think I'll ask everyone:
> When the PCs go into "planning mode" (when they plan what they're going
> to do to accomplish the run), how do you keep yourself out of it?
I don't. I usually have a 'spear-carrier' type NPC hanging around the
party, and use that NPC to make suggestions that *to the NPC* would appear
reasonable. Sometimes they work, sometimes they don't.

> Maybe I'm too much of a player at heart, but when I GM, I invariably get
> involved to some degree with the planning (sometimes even more than when
I > AM playing, interestingly enough) of the run. Any suggestions?
Are you having fun participating in this fashion?
Are your players having fun when you participate in this fashion?
If the answer to the above two questions is 'yes', why on earth do you
need to stop? :)




====--Number 10 Ox.
"It's a big yellow rubber ducky."
"Is it rigger-driven?"


__________________________________________________
Do You Yahoo!?
Bid and sell for free at http://auctions.yahoo.com
Message no. 4
From: Lars Ericson lericson@****.edu
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 13:27:17 -0500
Strago wrote:
>
> OK, this happened to me during the last gaming session (and every session I GM)
> so I think I'll ask everyone:
> When the PCs go into "planning mode" (when they plan what they're going to
do to
> accomplish the run), how do you keep yourself out of it? If they sit there for an
> hour (literally) and argue about how stupid each plan is, besides the
> not-so-subtle "you get stung by a bee" or the reminder that "you know,
you've
> been sitting here in the middle of the Amazonian rain forest (thanks Dave!)
> looking at the clearing for an hour or so, don't you think someone's noticed that
> a bunch of shrubs (they were wearing ghillie suits) are yelling at each other?"
> Maybe I'm too much of a player at heart, but when I GM, I invariably get involved
> to some degree with the planning (sometimes even more than when I AM playing,
> interestingly enough) of the run. Any suggestions?

To me, planning is an integral part of Shadowrun and potentially one of
the most interesting and rewarding parts as well. There are couple
things to remember when overseeing the players discussion tactics and
plans:

1. There is more than one way to solve a problem.
It is very easy for the GM to think of the best and most efficient way
to solve a problem and then subtely coax players towards that specific
solution. Keep an open mind, it'll make things more interesting for the
GM.

2. The players are not planning to invade the Renraku Arcology, their
*characters* are.
If a player makes a statement or suggests a plan that has some inherant
flaws in it, make sure you give the *character* a chance to realize
this. SR3 introduced the wonders of knowledge skills and these are often
very useful in this capacity. Make a secret roll or two and correct the
player based on the success of that roll.

3. Encourage creative thinking.
It is very easy to become too realistic and deconstruct a party's plan
based on minutia. You are the GM, if you didn't want the party to
succeed, then you could just have them fail. Unorthodox plans and bold
tactics should have a chance to work, especially if they are well
thought out. Don't make everything go to hell because the guards *could*
scan those phone repair men for cyberware.

Hope these comments help.



--
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Lars Ericson: Professional Vagabond
Smalley Research Group, Rice University
E-Mail: lericson@****.edu
WWW: http://www.ruf.rice.edu/~lericson/

Life is like a Wankel Engine. In between the emptiness of boredom and
despair, and the compression of stress in one's life, there's that one
spark of enjoyment that keeps you going.
Message no. 5
From: Roger Ramirez rogerra@****.net
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 14:29:41 -0400 (EDT)
On Mon, 25 Oct 1999, Strago wrote:

> OK, this happened to me during the last gaming session (and every session I GM)
> so I think I'll ask everyone:
> When the PCs go into "planning mode" (when they plan what they're going to
do to
> accomplish the run), how do you keep yourself out of it? If they sit there for an
> hour (literally) and argue about how stupid each plan is, besides the
> not-so-subtle "you get stung by a bee" or the reminder that "you know,
you've
> been sitting here in the middle of the Amazonian rain forest (thanks Dave!)
> looking at the clearing for an hour or so, don't you think someone's noticed that
> a bunch of shrubs (they were wearing ghillie suits) are yelling at each other?"
> Maybe I'm too much of a player at heart, but when I GM, I invariably get involved
> to some degree with the planning (sometimes even more than when I AM playing,
> interestingly enough) of the run. Any suggestions?
>

I usually just run pre-made adventures (which I've edited in more ways
than one) so when they start planning I just start reviewing my notes and
rereading sections of the adventure to refresh my memory. If they are
taking a really long time then I will just ask them questions about what
they have figured out so far and try to get them on the right track.
Usually the only things I tell them are things that they already know.

Not sure if that helps or not, but good luck to ya.

Roger
Message no. 6
From: Jett zmjett@*********.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 15:11:00 -0400
Strago wrote:

> OK, this happened to me during the last gaming session (and every session I GM)
> so I think I'll ask everyone:
> When the PCs go into "planning mode" (when they plan what they're going to
do to
> accomplish the run), how do you keep yourself out of it? If they sit there for an
> hour (literally) and argue about how stupid each plan is, besides the
> not-so-subtle "you get stung by a bee" or the reminder that "you know,
you've
> been sitting here in the middle of the Amazonian rain forest (thanks Dave!)
> looking at the clearing for an hour or so, don't you think someone's noticed that
> a bunch of shrubs (they were wearing ghillie suits) are yelling at each other?"
> Maybe I'm too much of a player at heart, but when I GM, I invariably get involved
> to some degree with the planning (sometimes even more than when I AM playing,
> interestingly enough) of the run. Any suggestions?

The answer is obvoius, of course. You sit there and plan how to screw up their plans.
;)

Seriously, though...usually I have an NPC in the team to offer advice and point out
the truly stupid plans (such as the aforementioned "Let's raid Aztechnology to get
that guy out"). Otherwise, I sit there and go through my notes and make last-minute
adjustments, look up stuff that I think will be needed during the night's game, etc.

--Jett
<*><*><*><*><*><*><*><*><*><*>

The new improved Shadowrun page: Shadow's Edge.
http://www.scifi-fantasy.com/~zmjett/shadow/

Jett's Elfwood page
http://elfwood.lysator.liu.se/zone47/artists/jesgrota/jesgrota.html


"This is the worst place in the world. You shouldn't have come here. You'll die
here."
"Stay in the best place in the world, darling, and you'll die there, too."
-Lord Fanny, to Quimper, The Invisibles
Message no. 7
From: Mike & Linda Frankl mlfrankl@***.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 15:13:38 -0400
Strago asked:
> interestingly enough) of the run. Any suggestions?

I've run into the same problems. I usually try and bite my tongue, even when
they are discarding really good ideas for very poor reasons. It's one of the
tougher parts about GM'ing. One thing I do is when they come across some
points that bring up new information that their characters might know I
include that data (at that time, simulating the concept of "oh I just
thought of something") or make them roll depending on the nature of the
info. I also help resolve this sometimes by being open to more than one
solution allowing the players to forge their own path. I do try to avoid
helping them plan as it often backfires on them and then I look like the bad
guy.

As a side note it is also OK (IMHO) to correct player's recollection of past
facts. Some GM's are hard asses about players remembering their own facts,
but since so much sensory input is really missing at the table they usually
don't get the memory linking stimuli like someone does in the real world. So
I compensate by trying to help them keep most of the details correct.

;)

Smilin' Jack
Message no. 8
From: Wildfire Wildfire@*************.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 15:36:57 -0400
Mike & Linda Frankl wrote:

> Strago asked:
> > interestingly enough) of the run. Any suggestions?
>

Well, problem with playing with engineers is that they ALWAYS find ways to solve
the problem that defy all plans you've made. Usually, I'd let them talk and
plan, they'd ask for info, and depending on how and what they were thinking, I'd
give them some info. A lot of our games turned into they'd plan from the info
that I'd give them, and then I'd purposely play on their assumptions on the data
they were given, e.g. "There is a regular gate patrol, every 10 minutes, except
at 1am, when shifts change, and there is a period of 15 minutes between patrols"
They assume there is a break in the patrol and plan to go in during that time
frame. Later when they get there, at 1am, true there is no 10 minute patrol,
the guard stands at the gate and waits 15 minutes for his replacement. Blows
PCs plan to go in the gate when no one was there. No plan ever survives
engagement, so their plans were usually just the basics, and we both had more
fun making plans and solving problems on the fly.

Wildfire
Message no. 9
From: abortion_engine abortion_engine@*******.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 15:52:16 -0400
> > OK, this happened to me during the last gaming session (and every
session I GM)
> > so I think I'll ask everyone:
> > When the PCs go into "planning mode" (when they plan what they're
going
to do to
> > accomplish the run), how do you keep yourself out of it? If they sit
there for an
> > hour (literally) and argue about how stupid each plan is, besides the
> > not-so-subtle "you get stung by a bee" or the reminder that "you
know,
you've
> > been sitting here in the middle of the Amazonian rain forest (thanks
Dave!)
> > looking at the clearing for an hour or so, don't you think someone's
noticed that
> > a bunch of shrubs (they were wearing ghillie suits) are yelling at each
other?"
> > Maybe I'm too much of a player at heart, but when I GM, I invariably get
involved
> > to some degree with the planning (sometimes even more than when I AM
playing,
> > interestingly enough) of the run. Any suggestions?

I leave the room while they plan. It's more fun for everyone. Oh, man, is it
fun.
Message no. 10
From: 00DNA mcmanus@******.albany.edu
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 16:57:21 -0400
At 01:53 PM 10/25/99 -0400, Strago wrote:
>OK, this happened to me during the last gaming session (and every session
>I GM)
>so I think I'll ask everyone:
>When the PCs go into "planning mode" (when they plan what they're going to
>do to
>accomplish the run), how do you keep yourself out of it? If they sit there
>for an
>hour (literally) and argue about how stupid each plan is, besides the
>not-so-subtle "you get stung by a bee" or the reminder that "you know,
you've
>been sitting here in the middle of the Amazonian rain forest (thanks Dave!)
>looking at the clearing for an hour or so, don't you think someone's
>noticed that
>a bunch of shrubs (they were wearing ghillie suits) are yelling at each
>other?"
>Maybe I'm too much of a player at heart, but when I GM, I invariably get
>involved
>to some degree with the planning (sometimes even more than when I AM playing,
>interestingly enough) of the run. Any suggestions?

I don't have the problem of butting in. As others have said also, I use it
to re-organize my plans. I find players will come up with something and
I'll don't have anything about that so I make it up when they are planning
so that I can be a little more fair when they go to it. I answer the
players questions if they have any, I usually play with groups of people
who haven't had much experience in SR or role-playing so lot's of beginning
questions pop up. If they are still going, I check through my notes of
what's going to be coming up and to make sure I didn't miss anything from
before.
One problem I recently had was that they had a run that they had a week to
do...(so I couldn't just say, um times up or anythign like that) and they
just wouldn't go on with it. It was a really basic run and no one would do
anything. They just kept sitting there saying "well how about this" "well
if we do that what about this other thing" "well I don't know" and then
they would stop and just sit there...part of the problem was that my 2
role-players in the group had picked characters who were not leaders and
not really helpful to the team all the time...and that left the other two
people...one who was playing a character she couldn't play and another who
well...just wasn't useful in a planning session (:
That campaign ended and now I have a rule that I always have at least one
of my better players play someone who can become a leader if needed. All
we really needed at that point was for someone to say, "Let's just go and
do it" and everything would have been fine...but we just didn't have that
player/character then. *sigh*
So, hmmm, went off and not sure if I really answered that. (:
I think in your examples if the characters do have some sort of time frame
or are not in an ideal place for making a plan at the time it is more than
reasonable to get them going with random encounters or whatever.
If you find that your players are spending a lot of time in the planning
stage and then you run out of time for the rest of the game, you should
probably just talk to the players, say "Look, I know it's important to plan
but we all have real world time issues and if we really want to accomplish
things in the game then we need to hurry the planning stage up a
bit." This of course only if that situation is true and you would mention
this before a game session and not during.



--00DNA

"...connection terminated..."
Message no. 11
From: dghost@****.com dghost@****.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 16:08:08 -0700
On Mon, 25 Oct 1999 13:53:32 -0400 Strago <strago@***.com> writes:
> OK, this happened to me during the last gaming session (and every
> session I GM)
> so I think I'll ask everyone:
> When the PCs go into "planning mode" (when they plan what they're
> going to do to
> accomplish the run), how do you keep yourself out of it?
<SNIP>

What I do is NOT stay out it. I comment on what won't work or maybe
mention something similar that will work. I advise on matters of the SR
universe rather than strategy.

I also compliment good ideas. This is a game for fun and it makes my
players feel good to hear that they did good. ;)

--
D. Ghost
Outside of a dog, a book is a man's best friend.
Inside of a dog, it's too dark to read.
-Groucho Marx

___________________________________________________________________
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Message no. 12
From: Strago strago@***.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 22:04:34 -0400
dghost@****.com wrote:

> <SNIP>What I do is NOT stay out it. I comment on what won't work or maybe
>
> mention something similar that will work. I advise on matters of the SR
> universe rather than strategy.
>
> I also compliment good ideas. This is a game for fun and it makes my
> players feel good to hear that they did good. ;)
> <SNIP sig>

As this is the last post on this subject, I'll reply to just this one
instead of each individual one.
I'd like to thank everyone who answered my question, even though I guess
I was unclear about my problem. This was my problem: how do you occupy your
time while the PCs are planning for hours and hours. Mostly I sit there and
listen to the plans, making faces when something ultimately detrimental to
the PCs comes up. Sometimes, though, I'll say "well, why don't you try THIS"
or "no, that won't work, remember THIS", just like I would if I WAS a PC.
While a_e's suggestion ("leave the room") would work, I wouldn't be
available to answer any questions they may have, or if they decide to do
another astral scouting, or anything of that nature.
Now, D. Ghost, if the PC comes up with a GREAT plan, I WILL reward that
because it's just fair and it's what I reward Karma for.
Once again, thanks for the help. I appreciate all of you taking time out
of your busy days to answer :)

--
--Strago

The gene pool in the 21st century needs a deep cleaning. I am the chlorine.

SRGC v0.2 !SR1 SR2++ !SR3 h b++ B- UB- IE+ RN++ sa++ ma++ ad+ m+ (o++ d+)
gm+ M-
Message no. 13
From: Strago strago@***.com
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 22:09:30 -0400
00DNA wrote:

> <SNIP ME>

> I don't have the problem of butting in. As others have said also, I use it
> to re-organize my plans. I find players will come up with something and
> I'll don't have anything about that so I make it up when they are planning
> so that I can be a little more fair when they go to it. <SNIP>

I think THAT is patently unfair. If the PCs realize that "hey, in all of our
scouting and recon we didn't notice anyone in the 3rd room on the 4th floor and we
could get in if..." or something like that, I'm not going to put someone in there
when they go in, or do something sneaky that would patently contradict the
evidence. And that's all I have to say about that :^P

--
--Strago

The gene pool in the 21st century needs a deep cleaning. I am the chlorine.

SRGC v0.2 !SR1 SR2++ !SR3 h b++ B- UB- IE+ RN++ sa++ ma++ ad+ m+ (o++ d+) gm+ M-
Message no. 14
From: Raije murk@****.org.au
Subject: A question for all GMs out there
Date: Tue, 26 Oct 1999 12:31:54 +1000
>
> As a side note it is also OK (IMHO) to correct player's recollection of
past
> facts. Some GM's are hard asses about players remembering their own facts,
> but since so much sensory input is really missing at the table they
usually
> don't get the memory linking stimuli like someone does in the real world.
So
> I compensate by trying to help them keep most of the details correct.
>

I don't have that problem...all the runners in my team (bar the decker who
actually *needs* it) have taken the Photographic memory. I have to tell
them anythiong they would normally remember...anybody thikn of any ways
around this? Its starting to get anoying..

_____________________sabrepunk@**********.net_
Raije
sabrepunk@**********.net
UIN-2799894
~Simple Guide to Cyberpunk~
http://gateway.to/cyberpunk/
"Shit Happens, So Carry Toilet Paper"





From murk@****.org.au Tue, 26 Oct 1999 12:56:51 +1000
Date: Tue, 26 Oct 1999 12:56:51 +1000
From: Raije murk@****.org.au
Subject: Jamming, ECM was RE: (a lot of other threads)

On the topic of jamming I have a question.

Would it be possible to pump up the signature of something so that on a
radar it would take up a very large portion of the screen? That way u could
cover numbers...or the whole screen...

would it work somehow?

_____________________sabrepunk@**********.net_
Raije
sabrepunk@**********.net
UIN-2799894
~Simple Guide to Cyberpunk~
http://gateway.to/cyberpunk/
"Shit Happens, So Carry Toilet Paper"





From murk@****.org.au Tue, 26 Oct 1999 13:14:37 +1000
Date: Tue, 26 Oct 1999 13:14:37 +1000
From: Raije murk@****.org.au
Subject: Rep ratings [Re: Common Sense : The Edge, Not The Practice]

> I don't allow experienced players to take it, nor do I allow pcs to have
it
> who have a high rep rating (like one of the players did here with a rep of
> over 1,200+ tried to, I laughed at him and said, "NO.").

how do u figure out Rep r
Message no. 15
From: Ahrain Drigar ahrain_drigar@*******.com
Subject: A question for all GMs out there
Date: Tue, 26 Oct 1999 00:34:55 EDT
From rori@********.com.au Tue, 26 Oct 1999 04:53:30 GMT
Date: Tue, 26 Oct 1999 04:53:30 GMT
From: Cullyn rori@********.com.au
Subject: Declining a run [Re: A question for all GMs out there]

On Tue, 26 Oct 1999 12:40:31 +1000, Raije wrote:

>Has anybody ever tried to run two runs simoultaneously...like they get a
>job, but then are contacted by another Johnson? Have your runners ever
>declined a job due to whatever reason?
>
>I always keep two runs on hand just in case they decline one, but they
>haven't yet (probably a good thing). I like to give my runners absolute
>freedom...which means that unless they say the do something....they do
>_nothing_

Our group once got hired to kill a bug in Chicago. *grin*

The Johnson was going to capture it and study it, maybe let it even
infect one of us (Im not sure if this is correct or not, we didnt do
the run).

We accepted the run at first, and then when we found out what we were
going to be doing, we left the run.

There were 2 repocussions (sp?) from this. First we had no way to get
back to Sea
Message no. 16
From: BRUCE gyro@********.co.za
Subject: A question for all GMs out there
Date: Mon, 25 Oct 1999 21:23:15 +0200
From gyro@********.co.za Mon, 25 Oct 1999 21:38:23 +0200
Date: Mon, 25 Oct 1999 21:38:23 +0200
From: BRUCE gyro@********.co.za
Subject: GMing styleee (Re: Declining a run [Re: A question for all GMs out there])

-----Original Message-----
From: Cullyn <rori@********.com.au>
To: shadowrn@*********.org <shadowrn@*********.org>
Date: 26 October 1999 07:01
Subject: Re: Declining a run [Re: A question for all GMs out there]


<Schnipp>

>How do people prefer to GM? Question relates to all GMing, do you
find
>you work better with lots of dice rolls? Minimal combat? No dice at
>all? No character sheets? With props? Doing silly voices? It'd be
>good to see how different people feel about these concepts.
>
>I for one seem to use very little in the way of dice or even
character
>sheets beyond the basics. Combat seems to last not to long, and i do
>make silly voices to help keep in character. But usually zero props.
>Cullyn

I use minimal dice rolls, mostly relying on a good knowledge of the
character and his or her abilities and skill levels. Com
Message no. 17
From: Gurth gurth@******.nl
Subject: A question for all GMs out there
Date: Tue, 26 Oct 1999 11:43:32 +0200
GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ UL 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




From gurth@******.nl Tue, 26 Oct 1999 11:43:32 +0200
Date: Tue, 26 Oct 1999 11:43:32 +0200
From: Gurth gurth@******.nl
Subject: Initiative in SR3

According to Sebastian Wiers, at 18:09 on 25 Oct 99, the word on the
street was...

> Yeah, but the slower guy is getting shot more often, most times. They
> WILL run out of pool dice to "dodge" with, but the fast guys can still use
> "just" skill dice to attack. In effect, the fast folks will get multiple
> attmepts to hit thier target.

True, too, so on the whole I think we can say that SR3's pool dice are
better balanced than they were in SRII, since now everybody gets roughly
the same amount of dice in the same amount of time, whereas in SRII some
people would get two, three, or even more times as many.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"Remember that all the items in the equipment lists are obviously
not available anywhere." --Gemini RPG, p. 100
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plasti
Message no. 18
From: abortion_engine abortion_engine@*******.com
Subject: A question for all GMs out there
Date: Tue, 26 Oct 1999 09:13:55 -0400
Well, I don't go far. I just step into my office--well, okay, it's the front
porch where my roommate lets me smoke, but it's referred to as my
office--and listen for them to yell for me. You're right; you have to be
available, as they'll be calling contacts and doing recon and wanting to
know what it was the Johnson said when they weren't listening because
sometimes my players don't pay attention very well--whoops, I'm off track.

But I have to stay out; otherwise I can't resist helping, or changing the
NPC's plans. It's just too hard for me to keep GM knowledge and NPC
knowledge apart sometimes. Which is funny, because I have absolutely no
problem doing just that when I'm a player; I usually know the entire run
before we go, as I am the GM/player go-between.

> Now, D. Ghost, if the PC comes up with a GREAT plan, I WILL reward
that
> because it's just fair and it's what I reward Karma for.

Good.

> Once again, thanks for the help. I appreciate all of you taking time
out
> of your busy days to answer :)
>
Busy? Huh?




From Wildfire@*************.com Tue, 26 Oct 1999 09:14:50 -0400
Date: Tue, 26 Oct 1999 09:14:50 -0400
From: Wildfire Wildfire@*************.com
Subject: A question for all GMs out there


Strago wrote:

> dghost@****.com wrote:
>
> I'd like to thank everyone who answered my question, even though I guess
> I was unclear about my problem. This was my problem: how do you occupy your
> time while the PCs are planning for hours and hours. Mostly I sit there and
> listen to the plans, making faces when something ultimately detrimental to
> the PCs comes up. Sometimes, though, I'll say "well, why don't you try
THIS"
> or "no, that won't work, remember THIS", just like I would if I WAS a PC.
> While a_e's suggestion ("leave the room") would work, I wouldn't be
> available to answer any questions they may have, or if they decide to do
> another astral scouting, or anything of that nature.

Oh, well if that's you're problem, the best things to do are the either flesh
out NPCs in your mind before using them, or detail the site. While you may have
Message no. 19
From: Wildfire Wildfire@*************.com
Subject: A question for all GMs out there
Date: Tue, 26 Oct 1999 09:14:50 -0400
Wildfire





From dbrace@**********.com Tue, 26 Oct 1999 09:20:53 -0400
Date: Tue, 26 Oct 1999 09:20:53 -0400
From: Daniel Brace dbrace@**********.com
Subject: Spirits vs. Drones

>How do I resolve a fight between a spirit and a drone?


The drone dies. Spirit's have to be fought with spells, magic weapons
and/or willpower, drones have neither.

BlackWidow-
"A spoon full of sugar helps the medicine go down.
like a Mana Bolt to the chest helps the BadGuy go down."
-For Phantom






From dave_mowbray@*****.com Tue, 26 Oct 1999 09:33:57 -0400
Date: Tue, 26 Oct 1999 09:33:57 -0400
From: Dave Mowbray dave_mowbray@*****.com
Subject: A question for all GMs out there

Strago wrote:
OK, this happened to me during the last gaming session (and every session I
GM)
so I think I'll ask everyone:
When the PCs go into "planning mode" (when they plan what they're going to
do to
accomplish the run), how do you keep yourself out of it? If they sit there
for an
hour (literally) and argue about how stupid each plan is, besides the
not-so-subtle "you get stung by a
Message no. 20
From: Dave Mowbray dave_mowbray@*****.com
Subject: A question for all GMs out there
Date: Tue, 26 Oct 1999 09:33:57 -0400
From dave_mowbray@*****.com Tue, 26 Oct 1999 09:52:11 -0400
Date: Tue, 26 Oct 1999 09:52:11 -0400
From: Dave Mowbray dave_mowbray@*****.com
Subject: ice bullets

<snip>

I've heard this argument about ten times already. It's based off the
"ice bullet" from that Keenan Ivory Wayans movie, right? All of the
arguments I've heard have resulted in a resounding "No way." If you
use pure ice, it'd melt the second the gunpowder was lit, among other
things.

AK404

One idea that came up from one of my friends is dry ice stored in styrofoam
until right before firing and then used a beefed up paintball gun. No
gunpowder
and the expanding gases would draw heat from the surrounding. So there is
no
heat generation.

-Nightshadow

Actually, you're mistaken about that. A shell has something called a wad
cutter between the powder and the actual bullet (you may have noticed a
second hole or indent if you've ever fired a shotgun at something at close
range). This would protect an ice bullet from the initial explosion of the
powder. Furthermore, mo
Message no. 21
From: Mockingbird mockingbird@*********.com
Subject: A question for all GMs out there
Date: Tue, 26 Oct 1999 14:09:46 -0500
Mockingbird






From abortion_engine@*******.com Tue, 26 Oct 1999 15:38:13 -0400
Date: Tue, 26 Oct 1999 15:38:13 -0400
From: abortion_engine abortion_engine@*******.com
Subject: Cross-posting

If I cross-post something stupid between the Deep Resonance Forums and the
ShadowRN newslist, do I get a THWAP!! or a SMITE!tm?




From Starrngr@***.com Sun, 24 Oct 1999 15:25:11 EDT
Date: Sun, 24 Oct 1999 15:25:11 EDT
From: Starrngr@***.com Starrngr@***.com
Subject: I'm back....

need I say more?





From abortion_engine@*******.com Tue, 26 Oct 1999 15:43:27 -0400
Date: Tue, 26 Oct 1999 15:43:27 -0400
From: abortion_engine abortion_engine@*******.com
Subject: I'm back....

> Starrngr said:
> need I say more?

Please do. We'll need all the evidence possible to convict you.




From Wildfire@*************.com Tue, 26 Oct 1999 16:02:12 -0400
Date: Tue, 26 Oct 1999 16:02:12 -0400
From: Wildfire Wildfire@*************.com
Subject: Cross-posting


abortion_engine wrote:

> If I cross-post something stupid between the Deep Resonance Forums and the
> ShadowRN newslist, do

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