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Message no. 1
From: Adam J <fro@***.AB.CA>
Subject: Beginners run!
Date: Tue, 23 Jun 1998 21:14:00 -0600
Okay, so it doesn't apply to most of us :) However, in response to a few
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
ShadowRN Assistant Fearless Leader \ FreeRPG Webring \ TSS Productions
The Shadowrun Supplemental \ SR Archive Co-Maintainer \ RPGA Reviwer
"And you know why these (Independent) movies are good? Because they come
from Bumblefuck, America." -- Kevin Smith.
Message no. 2
From: Caric <caric@********.COM>
Subject: Re: Beginners run!
Date: Tue, 23 Jun 1998 22:42:08 -0700
> From: Adam J <fro@***.AB.CA>

> Okay, so it doesn't apply to most of us :) However, in response to a few
> 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?

Hey good idea there AFL. Anyway as for the stuff that should be included.
We all know about the stereotypical Mr. J hiring the runners for the run,
but how often do we actually get that? Make the J typical corp suit with
all the trimmings to give the players a feel for the differences between
their lifestyle and that of their employers. Obviously combat and
negotiation should be in there as well as a smattering of opportunities for
good use of skills like electronics and the like. Outline an adventure
that cannot be solved without thought so the players will have to think
through the scenario instead of just blowing everything away. Over all
give the newly GM all the info he needs (including pertinent tables
perhaps) and a "gritty" feeling run, no saving the world or the like, just
a good old fashion snatch and grab.

Caric


> -Adam
> Actually starting a thread for once!
> -
> http://www.interware.it/users/adamj \ fro@***.ab.ca \ ICQ# 2350330
> ShadowRN Assistant Fearless Leader \ FreeRPG Webring \ TSS Productions
> The Shadowrun Supplemental \ SR Archive Co-Maintainer \ RPGA Reviwer
> "And you know why these (Independent) movies are good? Because they come
> from Bumblefuck, America." -- Kevin Smith.
Message no. 3
From: Fade <runefo@***.UIO.NO>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 08:21:46 +0000
> Okay, so it doesn't apply to most of us :) However, in response to a few
> 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.

> So -- What should every players first Shadowrun contain?

Well, a common starting run I run on (different) groups is a 'bug
hunt'.

The plot is exceedingly simple.

Mitsuhama is transporting a Gargoyle a few hunters has managed to
capture to Seattle for some R&D. A little south of Seattle the
Gargoyle (european version) wakes, rips open the van and escapes.

The runners gets a call, which goes something like this...
'Go fetch!'. This call is probably from someone other than MCT,
which knows they were transporting something interesting, but not
exactly what.

So they can do legwork, investigate the crash site, and start
tracking, and also run into a MCT group with the same job.

The plot is simple, understandable, can be fun, leaves options open
to the runners while at the same time has few chances to do
ass-backwards things.

The runners' main chances to do something weird is how they deal with
the MCT group (ally/avoid/fight), and what they end up doing with the
Gargoyle. (And how they avoid ending up like the first transporters..
those things are STRONG).

And it will also illustrate how useful legwork is - knowing what you
hunt and what it can do is really useful in this case.

That is an example of a first run, not a list of what it should
contain, but that shouldn't be a problem.. a first run should contain
something like that. :)

--
Fade

And the Prince of Lies said:
"To reign is worth ambition, though in Hell:
Better to reign in hell than to serve in heaven."
-John Milton, Paradise Lost
Message no. 4
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 01:18:33 -0500
On Tue, 23 Jun 1998 21:14:00 -0600 Adam J <fro@***.AB.CA> writes:
>Okay, so it doesn't apply to most of us :) However, in response to a
few
>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?

The first run(s) should help a GM feel out his players ... So:
Put cops in ... see if the PCs geek them or not (make sure they clearly
have the option not to geek them ...)
A minor double cross would also be good (Not turn around and hand PCs
over to the Star... but maybe can't pay agreed upon value yet ... take
such & such merchandise/I'll do you a favor later instead ...)
Some semi-easy non-neccessary puzzles (ie if the group figures them out
they get the feeling of accomplishment, if not thare is another way to
finish the run ...)

That could fill a run or two ... I better shut up ... for now ;)

>-Adam
>Actually starting a thread for once!
<SNIP Sig>

Who Are you and what have you done with Adam???? ;)

D.Ghost
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

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Message no. 5
From: Marcin Serkies <yasiu@***.NET.PL>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 09:17:34 +0200
At 21:14 98-06-23 -0600, you wrote:
>Okay, so it doesn't apply to most of us :) However, in response to a few
>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?

Detailed vehicle combat...

Yasiu
yasiu@***.net.pl
Message no. 6
From: Gurth <gurth@******.NL>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 11:58:17 +0100
Adam J said on 21:14/23 Jun 98,...

> 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>

This sounds like a good way of doing it. You have to try and limit
the choices of the players, though, without making it seem like
the adventure doesn't allow them to make any choices.

> 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.

I'm thinking that your average, typical shadowrun would be best
for this kind of adventure: they start in a bar where they're to
meet Mr. Johnson, who hires them [roleplaying] to steal some
data from a minor corp; set a time limit (say, 3 days).

The players then get to go to their contacts to ask them what
they know about this corp, try to get their hands on floor plans,
guard timetables, etc. [legwork and more roleplaying]

Then they go in, and get to practice their B&E skills; probably
they'll run into a few paranormal guard critters. Somewhere down
the line, the get discovered by the guards and a firefight breaks
out [combat].

Once they disengage they can go get patched up, deliver the data
to Mr. Johnson, and/or get paid. Run is over.

I think it'd be best to recommend to the GM not to allow deckers
and riggers for player characters, because these will necessitate
the GM learning lots more rules that will inevitably slow the first
game down.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Nobody has a nicely-balanced range of obsessions
which they dabble in when they feel like it.
-> 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. 7
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 15:38:57 -0700
Adam J wrote:

> Okay, so it doesn't apply to most of us :) However, in response to a few
> 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.

> 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?

You've got most of the basics covered. I generally make new players'
first runs a bit longish - to show them that it's not just "break in,
steal the datafile", but "break in, steal the datafile, and deal with
all the drek that causes". So whatever the run ends up being, there
should be consequences.

I try and go for different styles of combat, too -- although most new
characters enter the game loaded for bear, it's fun to put them into
situations where they can't spray gunfire wildly (at a club, the Renraku
Mall, or with a hostage in the middle - or against friends) and then
contrast that with an all-out spree toward the end of the adventure
(drones, Bugs, ghouls, anything they can chew up like hamburger).

Magic and the Matrix (and now, Rigging) require some familiarity with
some fairly complex rules. For a first adventure, things cover just the
basics (you can project to look around corners without getting
(physically) shot at; you can download information on your target from
the public database). Basically allow them to act like mundanes and
suggest the magic powers they can use to achieve an effect. The net
effect is slowly introduce them to the world .. and the game mechanics.


- Matt

------------------------------------
Quid gignitur ex hyaena et psittaco?
Animal uiribus ridendi in ioca sua eximum.

GridSec: SRCard / Freedonian Research Assistant
Teen Poets FAQ: http://pw1.netcom.com/~mbreton/poetry/poetfaq.htm
SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm
Message no. 8
From: Nexx Many-Scars <Nexx3@***.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 06:24:56 EDT
In a message dated 24/06/98 05:00:30 Central Daylight Time, gurth@******.NL
writes:

> I'm thinking that your average, typical shadowrun would be best
> for this kind of adventure: they start in a bar where they're to
> meet Mr. Johnson, who hires them [roleplaying] to steal some
> data from a minor corp; set a time limit (say, 3 days).

<snip>

You know, Gurth's ideal beginning run, it sounds a lot like "Silver Angel",
that came with the first edition GM's Screen.

Nexx, who may not be old, but remembers games
Message no. 9
From: Tony Strongman <krusty@*******.DIRCON.CO.UK>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 11:50:01 +0100
>You've got most of the basics covered. I generally make new players'
>first runs a bit longish - to show them that it's not just "break in,
>steal the datafile", but "break in, steal the datafile, and deal with
>all the drek that causes". So whatever the run ends up being, there
>should be consequences.

yeah. But I usually have the drek hit them in future adventures. It's good
to see their faces when an old villian turns up to cause them stress. I had
a sniper character turn up in about 3 adventures dealing them physical and
collatoral damage before they got lucky and nailed him. But the thing was
they were doing legwork on this guy for something like 3 months!


>
>I try and go for different styles of combat, too -- although most new
>characters enter the game loaded for bear, it's fun to put them into
>situations where they can't spray gunfire wildly (at a club, the Renraku
>Mall, or with a hostage in the middle - or against friends)

He he. I had fun with a newbie who owned a Panther cannon and decided to
take it into the Airport. I can't remember how many taser hits he took but
it was fun.



krusty@******.co.uk

"Its not me you should fear, It's the thousand fu#*ing men behind me"
Message no. 10
From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 07:52:19 -0600
Adam J wrote:
/
/ So -- What should every players first Shadowrun contain?
/
/ Actually starting a thread for once!

Actually starting an *on-topic* thread for once! ;)

I'd use the James Bond construction rules for the foundation.

Start with a combat with the characters allready embroiled in a
situation ("You've just been ambushed by the local gang and are taking
cover behind a rusted out stripped Lincoln Town Car. Most of the
gangers are on the other side of the street, hiding behind various
derilict cars. Two more are in a room on the second floor of the
abandoned building across the street. You know this because both of
them are screaming at the other for not knowing how to load a grenade
launcher.") Or whatever you want to do. In any case make the
opposition weak and/or stupid. The purpose is to give the players and
GM some familiarity with the combat rules.

After the introductory teaser it's on to the adventure.

The characters are hired to do a fairly simple job.

Along the way the job they were hired to do links up to the real
adventure (hired to retrieve a code breaker, which is used by the
villian to break the CAS's nuclear launch codes).

In any case, the exact plot of the adventure shouldn't be the goal of the
adventure.

IMO the goal should be to introduce the players and GM to the world of
Shadowrun. The adventure should make an impresion in terms of
environment, social structure, corporate power, technological disparity
between the haves and the have nots, magic, and the matrix.

And finally, roleplay, roleplay, roleplay.

I still remember the first roleplaying adventure I ran. It was AD&D's
B2. There was *no* roleplaying whatsoever. It was many years before
I ran or played a written adventure that had roleplaying in it.

Run those encounters where the PCs have to weedle the information out
of a snitch, flirt with a barmaid, connive their way into a corporate
facility, seduce the babe/hunk, intimidate the hoodlum, flatter the
decker nerd, etc.

I.e., don't focus on any specific rules, focus on roleplaying in
Shadowrun.

Just my two cents :)

-David
--
"If I told you, then I'd have to pull a Shadowrun against you. Sorry."
--
email: dbuehrer@******.carl.org
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 11
From: BigDaddy <bigdaddy@*****.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 10:31:49 -0400
>
> So -- What should every players first Shadowrun contain?
>
> -Adam
> Actually starting a thread for once!
> -

1st run has to at least contain some form of combat, whether it's hand
to hand or gunfighting. 2nd If you want to make it a general type of
adventure, throw in some magic, for the players and against them. 3rd
Give them som minor RP experience. It's always nice when a player has to
act out his char, gives them a feeling of either:
a. the char is fleshed out background wise and detail wiese.
b. the char needs minor improvement to be played to its utmost.

will think of more later, got 39 other posts to read!
--
Napalm Sticks to Kidz,
BigDaddy
Message no. 12
From: Iridios <iridios@*********.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 11:24:33 -0400
Nexx Many-Scars wrote:
Wed, 24 Jun 1998 06:24:56 EDT

> In a message dated 24/06/98 05:00:30 Central Daylight Time, gurth@******.NL
> writes:
>
> > I'm thinking that your average, typical shadowrun would be best
> > for this kind of adventure: they start in a bar where they're to
> > meet Mr. Johnson, who hires them [roleplaying] to steal some
> > data from a minor corp; set a time limit (say, 3 days).
>
> <snip>
>
> You know, Gurth's ideal beginning run, it sounds a lot like "Silver Angel",
> that came with the first edition GM's Screen.

"Silver Angel" could be a good basis, but it would need some work to bring it
up to par. IIRC the target was a datafile which required a decker character,
but an NPC decker could be provided. Future "GMs First Adventures" could
center on the more complex subjects of Magic (IMO that should be the next one
in line), Rigging, and Decking.

Also, I feel that the beginners run scenario should include relatively
completed characters designed for the scenario. These characters could be
"tweaked" to fit the players style but should otherwise be left alone so that
skills and gear are exactly what players need to get the job done, nothing more
nothing less. (For some reason, I see this not only for beginning GMs but for
beginning players too)

<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

-------Begin Geek Code Block------
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W++ N o-- K- w(---) O? M-- V? PS+@
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b+ DI++ !D G e+@>++++ h--- r+++ y+++
-------End Geek Code Block--------
Message no. 13
From: Koenig Boldizsar <kobold@********.INEXT.HU>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 15:13:48 +0200
Adam J wrote:
<snip>
> 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.
<snip>
> 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.

Sounds good as it is. Knowing myself I think I could learn a lot from
such a supplemental.
Go for it!

KoBold

A good priest keeps learning unto the grave.
Message no. 14
From: Erik Jameson <erikj@****.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 14:02:40 -0400
At 09:14 PM 6/23/98 -0600, you wrote:

>So -- What should every players first Shadowrun contain?

Well, combat is a must. Not only is it something many RPG'ers salivate
for, it's an extremely important game mechanic. Hence in SR1 BBB you've
got "Food Fight!"

Introductory magic is important too. Have a magician go on an astral
projection scouting trip.

Vehicle combat? I've played since 91 and I've rarely had cause to use
those rules.

Decking? It's rather complex and difficult, thinks I, and should be
reserved for later runs.

Another key element is the game world, or milieu. It's very important for
the new players and GMs to get a solid grasp on what the world of Shadowrun
is like. So certain elements like Lone Star as a corporation, the Big 8
(or more, depending on your timeline), Mr. Johnsons and Fixers, the bar
meeting, all that should be worked in.

Gotta include legwork also. This is really the ideal time and place for
role-playing for both the GM and player. But it also reinforces the fact
Shadowrun isn't just a kill'em all, let the archeologists sort it out type
of game.

Most important factor of all? Keep it simple stupid. That first run will
include a lot of fumbling through rule books and mistakes and whatnot.
Keep that to a minimum and it'll be much more fun for everyone involved.

Erik J.

Who never actually ran "Food Fight!" as a game but did run it for himself
to better understand the mechanics involved. Hope Mike includes something
similar for SR3...
Message no. 15
From: Gurth <gurth@******.NL>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 20:27:57 +0100
Nexx Many-Scars said on 6:24/24 Jun 98,...

> You know, Gurth's ideal beginning run, it sounds a lot like "Silver Angel",
> that came with the first edition GM's Screen.

Now you mention it, yeah, it does... I honestly did not have Silver
Angel in mind when I wrote that bit. However, the reason it
sounds like that adventure is probably because it's also a simple,
fairly straightforward, typical shadowrun.

However, Silver Angel is not an adventure I'd recommend to a
new GM; an experienced GM with new players, sure, but the book
is set up in too difficult a way for new GMs, I have a feeling.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Nobody has a nicely-balanced range of obsessions
which they dabble in when they feel like it.
-> 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. 16
From: Mike Elkins <MikeE@*********.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 15:15:50 -0500
>>So -- What should every players first Shadowrun contain?
<snip Erik Jameson's reply>
>Vehicle combat? I've played since 91 and I've rarely had cause to use
>those rules.

LOL
My players got into that in 1989 when I ran "Food Fight"!!!! (their very first
run) I made them leave their big guns in the car, and when the gangers
opened up, one of them went out, got in her Ford Americar, and drove it
INTO THE STUFFER SHACK and pinned the samurai ganger between the
front bumper and the slushie machine. Of course, 1st edition really
didn't have rules for THAT anyway.

Double-Domed Mike
Message no. 17
From: Martin Steffens <chimerae@***.IE>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 23:25:57 +0000
> So -- What should every players first Shadowrun contain?

-A way so the runners have to use most of their gadgets/cyberware.
Coming from a fantasy background SR is a bit overwhelming for most if
you consider the amount of equipment that is available.
-A short matrix session so the player can see what's possible.

That's mostly it I think,


Martin Steffens
chimerae@***.ie
Message no. 18
From: John W Thornton <whitewolfplayer@****.COM>
Subject: Re: Beginners run!
Date: Wed, 24 Jun 1998 17:34:43 -0500
On Wed, 24 Jun 1998 23:25:57 +0000 Martin Steffens <chimerae@***.IE>
writes:
>> So -- What should every players first Shadowrun contain?
>
>-A way so the runners have to use most of their gadgets/cyberware.
>Coming from a fantasy background SR is a bit overwhelming for most if
>you consider the amount of equipment that is available.
>-A short matrix session so the player can see what's possible.
>
>That's mostly it I think,
>
>
>Martin Steffens
>chimerae@***.ie
>
Not to mention at least a breif introduction to magic so it gives players
an idea what it's capable of

--Stormcrow--

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Message no. 19
From: "Arno R. Lehmann" <arlehma@***.NET>
Subject: Re: Beginners run!
Date: Thu, 25 Jun 1998 16:31:27 +0200
On Tue, 23 Jun 1998 21:14:00 -0600, Adam J wrote:

>Okay, so it doesn't apply to most of us :) However, in response to a few
>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.
<snip>
>So -- What should every players first Shadowrun contain?

I'd recommend to take care that it goes against a corp or for one.
Usually, with new players I don't do this because in my personal world
of SR they just wouldn't have a chance, but now I cam to the conclusion
that it would be better. It simply shows them where their usual field
of work will bei. IMHO, of course.

More important - try to use only basic rules. Keep it at a level of
"roll a number of dice equal to your skill, this is the t#" and don't
use modifiers. They will learn about that soon enough.

Try to keep magic at the level of spellcasting (again, no mods), don't
use spirits or astral space. Don't use rigged vehicles or decking, all
this to keep the number of rules low.

The first page should be a short explanation of how pool dice are used,
this seems to be a little hard to understand (from my experience) but
is, as you all will probably admit, vital. A number of page references
for the used rules might also be useful in case there are things they
want to look up during the game - it makes all this bookwork faster.

Include only a small number of "scenes" but in great detail - the GM
has other things to worry about, so it should be as easy as possible
for her when it comes to describing the scenery.

Include simple, yet complete maps. Two sets are usefull: one for the
players showing what they see, one for the GM, showing what there _is_.

The same with all NPCs: give completet stats, every equipment and what
they look like. Try to keep this short, from experience I would say
that two NPCs per page with a very readable layout is possible.

PRINT IT BIG!
sorry to shout, but 14pt text size is very helpful when reading from a
distance or an odd angle, and this might be the case.


Well, this is more about how to do it and not so much about what to do.
I still hope you can use my ideas - it took me a while to learn it
myself...

--
Arno
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Message no. 20
From: Wordman <wordman@*******.COM>
Subject: Re: Beginners run!
Date: Sun, 28 Jun 1998 23:10:42 -0400
>So -- What should every players first Shadowrun contain?

Actually, you might want to create a run that kills all of the PCs. Well,
maybe that's over-reaching, but I've found that after playing SR just once,
the character I designed totally didn't work the way I thought it would. I
longed for a reset button to start from scratch.

I guess this could be served in a couple of ways:

A) Provide some stock characters (or reference archetyepes, I suppose).

B) Suggest that the GM have players use stock characters for the first run,
then start a real campaign with all-new characters.

Wordman
Message no. 21
From: William Ashe <wmashe@***.NET>
Subject: Re: Beginners run!
Date: Mon, 29 Jun 1998 18:15:21 -0700
The first run for a group of mixed beginners and experienced players was a
murder mystery. One of the characters had to go to the DMV to renew his
drivers license. As he left he was involved in a drive by shooting of
someone else. The victim died in his arms (this was planned). That night
the ghost of the vistim showed up in his doss and wanted him to find out who
killed her. The group then got to explore the city, the matrix, and almost
all of their contacts digging up dirt. Finish up the run with a little
gunplay, and you have a nice two session run (4 or 5 hour sessions)

Regards
Bright-Light
http://freeweb.pdq.net/wmashe/shadowrun.html

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