From: | Adam J <fro@***.AB.CA> |
---|---|
Subject: | Beginners run! |
Date: | Tue, 23 Jun 1998 21:14:00 -0600 |
emails I've gotten over the past month or so I'm going to whip up "A GM's
first Shadowrun" type supplement. I don't imagine it going much over 20
pages, and the majority of it will be an adventure.
The format I'm going to have a go at using is a two column format: The left
column is the usual "What's going on" type stuff, and the right column will
be "GM, do this here. Roll these dice. Do this if a character does this,
and this if he doesn't" type stuff. I'm going to try and hold the GM's
hand remotely <g>
I've figured the module should have a bit of negotiation, a smack of
combat, using the basic rules for magic and combat, some active
role-playing and legwork, etc. However, I've been known to run vastly
different games than alot of people, so I would like some feedback on this
subject.
So -- What should every players first Shadowrun contain?
-Adam
Actually starting a thread for once!
-
http://www.interware.it/users/adamj \ fro@***.ab.ca \ ICQ# 2350330
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