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Message no. 1
From: Gurth <gurth@******.NL>
Subject: Explaning rules to new players (was Re: High powered elementals)
Date: Thu, 6 Feb 1997 21:13:17 +0100
Brett Borger said on 12:07/ 6 Feb 97...

> 1) The concept of NOT adding the die, and the Rule of 6.

And the Rule of One, just in case someone rolls all 1s and fails to
mention it because he doesn't know.

> 2) Your attributes and skills are the number of die you roll.
> 3) By Perception test, I mean...

VERY important. Tell this one several times, as they're bound to forget
it...

> 4) This is how armor and body work.....

I tend to explain a few more things about the rules, but I'm trying to cut
back on doing that. So far it's worked okay, though my only real test of
the idea was the Star Wars game I ran the weekend before last. Still, it
worked there so I think it should work in SR as well.

> THings go fine then....except for mages....Shamans you can get away with
> though..

I forbid Force-sensitive characters in the SW game -- they add too much
complexity for new players and GMs to handle until they're used to the
other rules, and the same is true for magicians in SR. (Physical adepts
are an exception, because most of their powers work constantly.)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"You don't write songs to cater for other peoples' lives."
-- Beck
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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