Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Thomas Berman <gametheory@***********.COM>
Subject: Best Modules
Date: Tue, 12 May 1998 15:16:51 -0700
What do y'all think the best Modules are? I mean, they're great for =
those meetings when your own run gets finished sooner than expected and =
the players want more. Take all factors into consideration, including =
the ease of SR1 - SR2 conversion... Plot is definitely considered more =
important than prolific firefights (for me, anyway)...

---
Tom Berman
gametheory@***********.com
http://www.pipeline.com/~nylar
-----------------------------------------
"Enqueue, Dequeue, Fuqueue." -- Sophmoric Humor courtesy of the =
Harvard-Westlake AP Computer Science AB class
Message no. 2
From: MC23 <mc23@**********.COM>
Subject: Re: Best Modules
Date: Tue, 12 May 1998 18:22:10 -0400
Once upon a time, Thomas Berman wrote;

>What do y'all think the best Modules are? I mean, they're great for those
>meetings when your own run gets finished sooner than expected and the
>players want more. Take all factors into consideration, including the ease
>of SR1 - SR2 conversion... Plot is definitely considered more important
>than prolific firefights (for me, anyway)...

Tomb of Horrors but I never translated it into Shadowrun.
B>]#

As for Shadowrun modules I just buy them to pick out ideas, I've
never ran any of them. The games I run are more like premeditative
winging it. Books don't mesh well with that.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

I swear to tell
the Truth, the partial Truth, or something like the Truth.

I am MC23
Message no. 3
From: Tim Kerby <drekhead@***.NET>
Subject: Re: Best Modules
Date: Tue, 12 May 1998 23:54:20 -0500
On 12 May 98 at 15:16, Thomas Berman wrote:

> What do y'all think the best Modules are? I mean, they're great for
> those meetings when your own run gets finished sooner than expected
> and the players want more. Take all factors into consideration,
> including the ease of SR1 - SR2 conversion... Plot is definitely
> considered more important than prolific firefights (for me,
> anyway)...

I have always liked Maria Mecurial. Easy to run, and a little bit of
everything.

--

=================================================================
- Tim Kerby - |"Let's face it. Sometimes you're
- drekhead@***.net - | the pigeon, and sometimes
-drekhead@*********.com - | you're the statue."
ICQ - UIN 2883757 | -Unknown
Message no. 4
From: Wordman <wordman@*******.COM>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 01:38:27 -0400
MC23 <mc23@**********.COM> wrote:
> Once upon a time, Thomas Berman wrote;
>>What do y'all think the best Modules are?

> Tomb of Horrors but I never translated it into Shadowrun.

Yellow Clearance Black Box Blues, which we did translate to Shadowrun. It
is the absolute granddaddy king of the "eyes on the prize"-style adventure.

Wordman
Message no. 5
From: Bull <chaos@*****.COM>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 02:20:25 -0400
At 11:54 PM 5/12/98 -0500, Tim Kerby wrote these timeless words:

>> What do y'all think the best Modules are? I mean, they're great for
>> those meetings when your own run gets finished sooner than expected
>> and the players want more. Take all factors into consideration,
>> including the ease of SR1 - SR2 conversion... Plot is definitely
>> considered more important than prolific firefights (for me,
>> anyway)...
>
>I have always liked Maria Mecurial. Easy to run, and a little bit of
>everything.
>
Mecurial is pretty much my standard starting run... It gets them into the
game, introduces them to some culture, and lets me start using one of the
best nemisis NPC's FASA ever came up with (Who, for reasons Tinner can tell
you, will be left un named :)).

I also like Dragonhunt because it really focuses less on combat and more on
legwork and detective work on the part of the players.

And of course, Missing Blood is probably the best adventure I've ever
played in, but the plot is somewhat spoiled these days... Can only run
this with total newbies :]

Bull
--
Bull, aka Steven Ratkovich, aka Rak, aka Chaos, aka a lot of others! :]

The Offical Cuddly Celebrity Shadowrn Mailing List Welcome and Archive
Answer Ork Decker!
Fearless Leader of the Star Wars Mailing List
List Flunky of ShadowCreations, creators of the Newbies Guide,
---- in semi-production now!
HOME PAGE: http://www.geocities.com/Area51/Cavern/3604/
UIN: 6460938

"Bill gates is just a monocle and a Persian Cat away from being a James
Bond villian."
-- Dennis Miller on HBO
Message no. 6
From: Gurth <gurth@******.NL>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 11:49:36 +0100
Wordman said on 1:38/13 May 98...

> Yellow Clearance Black Box Blues, which we did translate to Shadowrun. It
> is the absolute granddaddy king of the "eyes on the prize"-style adventure.

I just picked that one up a few weeks ago, bundled in one book with Vapors
Don't Shoot Back, in a brand-new 12-year-old book, for the unbelievable
price of 5 guilders... I haven't run it yet, but it's very funny :) I
don't suppose you have the SR translation typed up somewhere?

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
There was radiation. Garbage. Pestidices, toxic waste, and free enterprise.
-> 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/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
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?
------END GEEK CODE BLOCK------
Message no. 7
From: Gurth <gurth@******.NL>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 11:49:35 +0100
Thomas Berman said on 15:16/12 May 98...

> What do y'all think the best Modules are? I mean, they're great for
> those meetings when your own run gets finished sooner than expected and
> the players want more.

Our runs never end early, and when they do it's usually late enough to go
home and sleep anyway :)

My own favorite is Elven Fire. It's got a good plot, variation in what
the players are doing (enough investigation and some good firefights),
and excellent hand-outs ;)

Mercurial is good too, as is Harlequin, although you need quite some time
to play that.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
There was radiation. Garbage. Pestidices, toxic waste, and free enterprise.
-> 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/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
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?
------END GEEK CODE BLOCK------
Message no. 8
From: Cobra <wgallas@*****.FR>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 13:24:13 +0200
> What do y'all think the best Modules are? I mean, they're great for
> those meetings when your own run gets finished sooner than expected and
> the players want more.

Harlequin's back is the one I prefer. In more classic modules, I would
choose Bottled Demon but Queen Euphoria is good too.

- Cobra.
Message no. 9
From: The Vagabond <nomad74@*******.COM>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 07:37:02 PDT
>> What do y'all think the best Modules are?
[snip]
>Mercurial is good too, as is Harlequin, although you need quite some
time
>to play that.

I like Harlequin AND Harlequin's Back. They are both so the same,
and yet so different.
Harlequin is good because it's a series of simple runs, and it's very
easy for the PCs to miss what's really going on, or even that they are
being "hired" for what they are *really* being hired for.
I'm of the school that thinks you should photocopy each segment of
Harlequin and play it seperately- leave the book no where to be found-
and that will make it harder for the PCs to get the idea of "the Big
Picture".
Harlequin's Back is good because it's so epic, without really being
epic. I can't say much more w/o spoilers, but I hope to see another
Harlequin-featured module soon. Hopefully something just as good, but
also just as different(although I doubt it'll be anytime soon, if at
all).
Let's see... Double Exposure and Queen Euph were excellent.
Although Nigel Findley(God rest his soul) was a great writer(I
could never get enough of his novels), his modules were pretty linear.
usually it's of a "If the PCs don't do *this*, they die" calibre, which
got fustrating for me as a PC and a GM. If you plan on running a
Findley module, it'll go MUCH easier if you read it three or four times,
and come up with a LOT of your own contingency plans.

-Vagabond
"I'm baaack"(for now)
________________________________________________________
<nomad74@*******.com> <ICQ 4297972>


______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
Message no. 10
From: Gurth <gurth@******.NL>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 21:11:53 +0100
Cobra said on 13:24/13 May 98...

> Harlequin's back is the one I prefer. In more classic modules, I would
> choose Bottled Demon but Queen Euphoria is good too.

I don't like Bottled Demon... I'm not sure why, but when I ran it, it just
didn't feel "right" to me. Not right in the sense of morally right or
anything like that, just well... something that didn't really fit into my
view of SR, I guess.

I agree about QE, though.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
There was radiation. Garbage. Pestidices, toxic waste, and free enterprise.
-> 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/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
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?
------END GEEK CODE BLOCK------
Message no. 11
From: Gurth <gurth@******.NL>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 21:11:53 +0100
The Vagabond said on 7:37/13 May 98...

> Harlequin is good because it's a series of simple runs, and it's very
> easy for the PCs to miss what's really going on, or even that they are
> being "hired" for what they are *really* being hired for.

That's why I started off with the first adventure for our recently
re-started campaign: a simple run to get everyone in the mood for 2050,
and at the same time put an ongoing thread through the adventures.

> I'm of the school that thinks you should photocopy each segment of
> Harlequin and play it seperately- leave the book no where to be found-
> and that will make it harder for the PCs to get the idea of "the Big
> Picture".

I think I need to do that, yeah. Last Friday night the players saw the
cover of the book, read the name on it, and started groaning :) "We'll be
busy for the next six weeks" was one comment that was made... (A few
months ago we played HB with our previous set of characters, so they
assumed this one is similar.)

> Let's see... Double Exposure and Queen Euph were excellent.

Yes, but a run like QE works best on inexperienced players... I'm still
wondering if it's a good idea to use that adventure as an introduction for
a few new gamers I'll be GMing for next Sunday... It starts off simple
enough, so from that POV it should be good.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
There was radiation. Garbage. Pestidices, toxic waste, and free enterprise.
-> 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/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
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?
------END GEEK CODE BLOCK------
Message no. 12
From: Spike <u5a77@*****.CS.KEELE.AC.UK>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 20:15:36 +0100
And verily, did Gurth hastily scribble thusly...
|
|Cobra said on 13:24/13 May 98...
|
|> Harlequin's back is the one I prefer. In more classic modules, I would
|> choose Bottled Demon but Queen Euphoria is good too.
|
|I don't like Bottled Demon... I'm not sure why, but when I ran it, it just
|didn't feel "right" to me.

Are you sure that was the module, and not the bottle itself...
:)
--
-----------------------------------------------------------------------------
|u5a77@*****.cs.keele.ac.uk| Windows95 (noun): 32 bit extensions and a |
| | graphical shell for a 16 bit patch to an 8 bit |
|Andrew Halliwell | operating system originally coded for a 4 bit |
|Principal Subjects in:- |microprocessor, written by a 2 bit company, that|
|Comp Sci & Electronics | can't stand 1 bit of competition. |
-----------------------------------------------------------------------------
|GCv3.1 GCS/EL>$ d---(dpu) s+/- a- C++ U N++ o+ K- w-- M+/++ PS+++ PE- Y t+ |
|5++ X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! :( |
Message no. 13
From: Cobra <wgallas@*****.FR>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 23:54:25 +0200
>> Let's see... Double Exposure and Queen Euph were excellent.
>
>Yes, but a run like QE works best on inexperienced players... I'm still
>wondering if it's a good idea to use that adventure as an introduction for
>a few new gamers I'll be GMing for next Sunday... It starts off simple
>enough, so from that POV it should be good.

I include spoilers in case someone didn't play QE...

S
P
O
I
L
E
R
S

I
N
S
E
R
T
E
D

I started my second campaign with this module and it worked real fine. The
players had played SR before but never encountered insect spirits and
didn't know they exist so it was a big surprise for them.
I think it works better with players who have played SR a bit. The ideal
with insect spirits is to surprise the players but this could also work
with UB.

- Cobra.
Message no. 14
From: Cobra <wgallas@*****.FR>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 23:42:41 +0200
>> Harlequin's back is the one I prefer. In more classic modules, I would
>> choose Bottled Demon but Queen Euphoria is good too.
>
>I don't like Bottled Demon... I'm not sure why, but when I ran it, it just
>didn't feel "right" to me. Not right in the sense of morally right or
>anything like that, just well... something that didn't really fit into my
>view of SR, I guess.

I
N
C
L
U
D
I
N
G

S
O
M
E

S
P
O
I
L
E
R
S

It's the contrary with me. I see it as the first introduction of ED
background (even they didn't even plan to do this RPG at that time). The
sense of a strange past and of fonderful powers acting behind the scenes...

I really like the temptation to use the object. It's a bit like a
damnation. Even after we concluded the module, I used their actions as
pressure on them (with the dweller for exemple) and as a reward. I stated
that they couldn't regain their lost magic and attributes but H'back quest
gave them the possibility to regain some of these.

And the final battle was really wonderful...

>I agree about QE, though.

IMO, the way we see modules is a lot influenced from the game we used to
play/GM. For exemple, you think you can do a fine use of DNA/DOA with some
changes while I don't see how I could make it fine. When I GMed QE or BD,
there was a lot of good RPG and epic scenes. That makes the sessions
memorables.

- Cobra.
Message no. 15
From: Herbert Wolverson <hfw373s@***.SMSU.EDU>
Subject: Re: Best Modules
Date: Thu, 14 May 1998 02:10:11 -0500
Wot Ho!

> Thomas Berman said on 15:16/12 May 98...
>
> > What do y'all think the best Modules are? I mean, they're great for
> > those meetings when your own run gets finished sooner than expected and
> > the players want more.
>

I'd say Harlequin and Harlequin's Back are the best... I like the epic
type scale of HB, and the frequent changes of pace. Harlequin is nicely
done, also, although it takes a bit of effort to run it.

For a single session, I'd go for Elven Fire. Nice balance of stuff
in there, and you can really have fun with the freaked out guy in
the warehouse. :-)

Take care,
_racket.

---------------------------------------------------
Herbert "Bracket" Wolverson
http://home.mci2000.com/~bracket@*******.com/
---------------------------------------------------
" I hang my head, and I advertise
A Soul for Sale or Rent"
- Queen, "Save Me".
Message no. 16
From: Robert Nesius <nesius@******.COM>
Subject: Re: Best Modules
Date: Wed, 13 May 1998 23:32:18 -0700
>What do y'all think the best Modules are? I mean, they're great for those
>meetings when your own run gets finished sooner than expected and the
>players want more. Take all factors into consideration, including the ease
>of SR1 - SR2 conversion... Plot is definitely considered more important
>than prolific firefights (for me, anyway)...
>

There are three modules I've either been through as a player or ran that
I found memorable.
Bottled Demon - was a player - enjoyed it a lot.
Harelquin - was a player. I agree with the prior comment advising to run
Harelquin without ever showing them the book so they don't
get the big picture.
Celtic Doublecross - I GM'd this one. I spent a lot of time reading the
Tir Na Nog source book, and it requireda fair amount of prep time, but it
worked out okay in the end. No one else has mentioned this, so I guess
they haven't been though it or hated it. :)


-Rob
Message no. 17
From: Gurth <gurth@******.NL>
Subject: Re: Best Modules
Date: Thu, 14 May 1998 11:30:20 +0100
Spike said on 20:15/13 May 98...

> |I don't like Bottled Demon... I'm not sure why, but when I ran it, it just
> |didn't feel "right" to me.
>
> Are you sure that was the module, and not the bottle itself...
> :)

Both, I guess. IMO the story wasn't all that good, and with the bottle to
top it off...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
There was radiation. Garbage. Pestidices, toxic waste, and free enterprise.
-> 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/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
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?
------END GEEK CODE BLOCK------
Message no. 18
From: Gurth <gurth@******.NL>
Subject: Re: Best Modules
Date: Thu, 14 May 1998 11:30:21 +0100
Cobra said on 23:42/13 May 98...

There are some ideas for DNA/DOA after the spoiler space that I'd like to
get comments on.

> I
> N
> C
> L
> U
> D
> I
> N
> G
>
> S
> O
> M
> E
>
> S
> P
> O
> I
> L
> E
> R
> S
>
> It's the contrary with me. I see it as the first introduction of ED
> background (even they didn't even plan to do this RPG at that time). The
> sense of a strange past and of fonderful powers acting behind the scenes...

That's true, still I don't really like the way it's been done for some
reason I can't put my finger on.

> IMO, the way we see modules is a lot influenced from the game we used to
> play/GM. For exemple, you think you can do a fine use of DNA/DOA with some
> changes

Note that I haven't run it yet. I need to come up with a plausible thing
that's going on in the lab, or a plausible reason for what is happening
according to the adventure. Then I'll see how it works out and whether I
like it or not.

One explanation I've been thinking of is that the lab has been
experimenting with HMHVV, modifying it to try and create different
creatures than vampires. This'll probably mean I'll have to change the
weird monsters to (limited?) variants on the vampire or other
HMHVV-infected metahumans.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
There was radiation. Garbage. Pestidices, toxic waste, and free enterprise.
-> 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/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
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?
------END GEEK CODE BLOCK------
Message no. 19
From: Cobra <wgallas@*****.FR>
Subject: Re: Best Modules
Date: Thu, 14 May 1998 20:49:57 +0200
<html>
&gt;There are some ideas for DNA/DOA after the spoiler space that I'd
like to<br>
&gt;get comments on.<br>
&gt;<br>
&gt;&gt; I<br>
&gt;&gt; N<br>
&gt;&gt; C<br>
&gt;&gt; L<br>
&gt;&gt; U<br>
&gt;&gt; D<br>
&gt;&gt; I<br>
&gt;&gt; N<br>
&gt;&gt; G<br>
&gt;&gt;<br>
&gt;&gt; S<br>
&gt;&gt; O<br>
&gt;&gt; M<br>
&gt;&gt; E<br>
&gt;&gt;<br>
&gt;&gt; S<br>
&gt;&gt; P<br>
&gt;&gt; O<br>
&gt;&gt; I<br>
&gt;&gt; L<br>
&gt;&gt; E<br>
&gt;&gt; R<br>
&gt;&gt; S<br>
&gt;&gt;<br>
&gt;&gt; IMO, the way we see modules is a lot influenced from the game we
used to<br>
&gt;&gt; play/GM. For exemple, you think you can do a fine use of DNA/DOA
with some<br>
&gt;&gt; changes<br>
&gt;<br>
&gt;Note that I haven't run it yet. I need to come up with a plausible
thing<br>
&gt;that's going on in the lab, or a plausible reason for what is
happening<br>
&gt;according to the adventure. Then I'll see how it works out and
whether I<br>
&gt;like it or not.<br>
&gt;<br>
&gt;One explanation I've been thinking of is that the lab has been<br>
&gt;experimenting with HMHVV, modifying it to try and create
different<br>
&gt;creatures than vampires. This'll probably mean I'll have to change
the<br>
&gt;weird monsters to (limited?) variants on the vampire or other<br>
&gt;HMHVV-infected metahumans.<br>
<br>
I already done that with my players... It seams difficult to do it once
more. As I see it, you'll only the plans from DNA/DOA. Will you keep the
encounter tables from the module or wait until we finish the netbook ?
:)<br>
<br>
-Cobra.</html>
Message no. 20
From: Cobra <wgallas@*****.FR>
Subject: Re: Best Modules
Date: Fri, 15 May 1998 00:35:28 +0200
<html>
Had some problem with that damn #~!@? Eudora. :(<br>
Here is my mail, without HTML.<br>
<br>
&gt;There are some ideas for DNA/DOA after the spoiler space that I'd
like to<br>
&gt;get comments on.<br>
&gt;<br>
&gt;&gt; I<br>
&gt;&gt; N<br>
&gt;&gt; C<br>
&gt;&gt; L<br>
&gt;&gt; U<br>
&gt;&gt; D<br>
&gt;&gt; I<br>
&gt;&gt; N<br>
&gt;&gt; G<br>
&gt;&gt;<br>
&gt;&gt; S<br>
&gt;&gt; O<br>
&gt;&gt; M<br>
&gt;&gt; E<br>
&gt;&gt;<br>
&gt;&gt; S<br>
&gt;&gt; P<br>
&gt;&gt; O<br>
&gt;&gt; I<br>
&gt;&gt; L<br>
&gt;&gt; E<br>
&gt;&gt; R<br>
&gt;&gt; S<br>
&gt;&gt;<br>
&gt;&gt; IMO, the way we see modules is a lot influenced from the game we
used to<br>
&gt;&gt; play/GM. For exemple, you think you can do a fine use of DNA/DOA
with some<br>
&gt;&gt; changes<br>
&gt;<br>
&gt;Note that I haven't run it yet. I need to come up with a plausible
thing<br>
&gt;that's going on in the lab, or a plausible reason for what is
happening<br>
&gt;according to the adventure. Then I'll see how it works out and
whether I<br>
&gt;like it or not.<br>
&gt;<br>
&gt;One explanation I've been thinking of is that the lab has been<br>
&gt;experimenting with HMHVV, modifying it to try and create
different<br>
&gt;creatures than vampires. This'll probably mean I'll have to change
the<br>
&gt;weird monsters to (limited?) variants on the vampire or other<br>
&gt;HMHVV-infected metahumans.<br>
<br>
I already done that with my players... It seams difficult to do it once
more. As I see it, you'll only the plans from DNA/DOA. Will you keep the
encounter tables from the module or wait until we finish the netbook ?
:)<br>
<br>
-Cobra. <br>
</html>
Message no. 21
From: Gurth <gurth@******.NL>
Subject: Re: Best Modules
Date: Fri, 15 May 1998 11:42:02 +0100
Cobra said on 0:35/15 May 98...

> <html>
> Had some problem with that damn #~!@? Eudora. :(<br>
> Here is my mail, without HTML.<br>
> <br>

Unfortunately, it's still there (not sure if it'll show up in your mailer
when it's quoted by me). If I used Eudora I'd help you turn it off, but I
haven't used it since version 1.44 or close to that...

I removed the spoiler space as there aren't real spoilers in this message
anymore anyway.

> I already done that with my players... It seams difficult to do it once
> more. As I see it, you'll only the plans from DNA/DOA. Will you keep the
> encounter tables from the module or wait until we finish the netbook ?
> :)

I'll keep the encounter tables; the players won't know and it may be a
good laugh anyway :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
Now it's my time.
-> 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/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
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?
------END GEEK CODE BLOCK------
Message no. 22
From: rabiola <rabiola@**.NETCOM.COM>
Subject: Re: Best Modules
Date: Mon, 18 May 1998 08:48:08 -0500
>> > What do y'all think the best Modules are? I mean, they're great for
>> > those meetings when your own run gets finished sooner than expected
and
>> > the players want more.
>>
>
>I'd say Harlequin and Harlequin's Back are the best... I like the epic
>type scale of HB, and the frequent changes of pace. Harlequin is nicely
>done, also, although it takes a bit of effort to run it.
>


Seconded. My group had some memorable moments with Harley, ended up
developing a real love/hate relationship with the old boy. I just know
they cannot wait to see him again...(laugh)

Tony Rabiola rabiola@**.netcom.com
Fourth and Sixth World Adept
Still working on the Fifth...
Message no. 23
From: roun <roun@***.NET>
Subject: Re: Best Modules
Date: Mon, 18 May 1998 16:14:33 PDT
----------
| >> > What do y'all think the best Modules are? I mean, they're great for
| >> > those meetings when your own run gets finished sooner than expected
| and
| >> > the players want more.
| >>
| >
| >I'd say Harlequin and Harlequin's Back are the best... I like the epic
| >type scale of HB, and the frequent changes of pace. Harlequin is nicely
| >done, also, although it takes a bit of effort to run it.
| >
| Seconded. My group had some memorable moments with Harley, ended up
| developing a real love/hate relationship with the old boy. I just know
| they cannot wait to see him again...(laugh)

my fave was running celtic double-cross on my group 2 years ago, they had
no clue what was up and by the time they survived it (can;t say they
completed it) they were even more confused!!! went on to develop that plot
more into a campaign

roun

Further Reading

If you enjoyed reading about Best Modules, you may also be interested in:

Disclaimer

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.