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Mailing List Logs for ShadowRN

Message no. 1
From: Gurth <gurth@******.NL>
Subject: DIY adventurs (was Re: Predator vs. Prey commentary)
Date: Thu, 5 Mar 1998 11:59:41 +0100
Wordman said on 20:25/ 4 Mar 98...

> Gurth wrote:
> > The idea doesn't really appeal to me; I prefer to
> > have an adventure that's really an adventure instead of a DIY book.
>
> Why's that?

(I think I answered that in another message already. Anyway...)

When I buy an adventure it's because I want to have something I can run
with a minimum of work; adventures like those FASA used to publish (Elven
Fire, Dragon Hunt, etc.) only require the GM to read through the book a
few times and make a mental picture of how the scenes fit together, and
it can be played by the group.

Whereas Mob War also requires the GM to read through the book, and figure
out how all the various things fit together, but you also have to think
about who wants what from whom and why, what their responses will be to
situations that may arise, come up with locations, and in general do all
the things that the "traditional" style adventure does for you.

Now I'm not saying you can't make great adventures based on the "DIY
adventure"-style books; I'm saying I'd like bought adventures to be quick
to learn, not require a lot of work.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
I want to see the ground give way, I want to watch it all go down.
-> 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/ <-

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Message no. 2
From: The Vagabond <nomad74@*******.COM>
Subject: Re: DIY adventurs (was Re: Predator vs. Prey commentary)
Date: Thu, 5 Mar 1998 12:06:09 PST
>Now I'm not saying you can't make great adventures based on the "DIY
>adventure"-style books; I'm saying I'd like bought adventures to be
quick
>to learn, not require a lot of work.

I agree with Gurth here. Mob War was a good DIY book, but to me it
wasn't really worth the money I paid. Why? Because I basically had to
take the info provided and make up a run(or runs) of my own- and many of
those ideas I could have easily come up with on my own after reading the
Underworld sourcebook.
I propose a compromise. Have the modules written up in traditional
Shadowrun style(Tell it to Them Straight, Hooks, Behind the Scenes,
Debugging). And maybe add an extra 5 or 10 pages at the end to do in
the DIY adventure format. That way, if GMs wish, they can do the run-
and maybe write up sequels or alternate campaign ideas.
But, that makes sense, so Mike probably won't have it. :)


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Message no. 3
From: Ashlocke <woneal@*******.NET>
Subject: Re: DIY adventurs (was Re: Predator vs. Prey commentary)
Date: Fri, 6 Mar 1998 02:50:08 -0005
On 5 Mar 98 at 12:06, The Vagabond wrote:

> >Now I'm not saying you can't make great adventures based on the "DIY
> >adventure"-style books; I'm saying I'd like bought adventures to be
> quick
> >to learn, not require a lot of work.
>
> I agree with Gurth here. Mob War was a good DIY book, but to me it
> wasn't really worth the money I paid. Why? Because I basically had to
> take the info provided and make up a run(or runs) of my own- and many of
> those ideas I could have easily come up with on my own after reading the
> Underworld sourcebook.
> I propose a compromise. Have the modules written up in traditional
> Shadowrun style(Tell it to Them Straight, Hooks, Behind the Scenes,
> Debugging). And maybe add an extra 5 or 10 pages at the end to do in the
> DIY adventure format. That way, if GMs wish, they can do the run- and
> maybe write up sequels or alternate campaign ideas.
> But, that makes sense, so Mike probably won't have it. :)

Going back to my original idea let me rephrase and represent it in a
modified form. FASA could publish adventures that are either:

Plug n Play -- ready to play straight off the shelf. Everything is
already there. The adventures are highly structured which limits choices,
but they have the advantage of being ready to play right away. Just plug
them into your campaign and play.

General Senario -- The adventures are the middle road. While structured
and presenting a general plot line and series of encounters they will
require some work by the GM before they are ready to play. This will
included setting or adjusting stats for NPCs, and taking care of some of
the other encounter and plot line info.

Free Form -- This is an idea in a bottle. Free form adventures present
the over all plot line, general descriptions of main NPCs, and loads of
background info. Free Form adventures create a setting that the players
may interact with any way they choose. The outcome of these adventures is
less definite, often with many possibilities. They are the exact opposite
of a linear adventure being completely non-linear and unstructured.

Now my idea is that FASA publishes one or two of each adventure each
year. The Plug n Play would be pretty much like the old format, with the
General Senarios being more like the "tracked" adventures being used now.
Free Form adventures are much like place books, only with loads of
adventure hooks built in and all the background material needed. For
example, a Free Form adventure might take the city of New Orleans, map it
and explore it in detail. There are descriptions of many buildings and
places as well as the NPCs that live there. Stats are generally left to
the GM to decide, though guidelines are given. Plot hooks abound, with
ideas on nearly every page. The GM then drops the players into this city
and lets them explore it. In the process of doing so they run into the
various NPCs, discover some of the plot hooks and adventures unfold from
there, totally free form.
--
@>->,-`---
Ashelock
o=<======-

GM's Theme: "I am the eye in the sky, looking at you, I can see your lies.
I am the maker of rules, dealing in fools, I can cheat you blind."

Further Reading

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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.