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Message no. 1
From: Justin Pinnow <vanyel@*******.NET>
Subject: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 07:57:13 -0500
> From: Gurth <gurth@******.NL>
> Date: Thursday, March 05, 1998 5:59 AM

> Justin Pinnow said on 8:18/ 4 Mar 98...

> > I am trying to find reasonable runs - no AAA security Megacorps,
Dragons,
> > Immortal Elves, Initiated Magicians, etc. Trying to keep super power
and
> > epic out of the campaign at this point. I want the runners to grow as
a
> > team and know their limitations.

> You could use FASA-published adventures. Most of those work well for new
> groups, and you can pick only the good ones if you don't feel like doing
> a lot of work turning a mediocre adventure into something interesting.

Okay. I am kinda weary of using bottled adventures, especially since some
of the SR modules are high powered (epic). However, I am open to
suggestions. Are there any good low-powered published adventures for SR
out there?

Thanks!


> Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116

Justin
Message no. 2
From: William Gallas <wgallas@*****.FR>
Subject: Re: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 14:12:14 +0100
>Okay. I am kinda weary of using bottled adventures, especially since some
>of the SR modules are high powered (epic). However, I am open to
>suggestions. Are there any good low-powered published adventures for SR
>out there?

Try *Dream Chipper* or *Dragon Hunt*. I prefer the first.


Cobra.

E-mail adress : wgallas@*****.fr
Quote : "Never trust an elf"
Message no. 3
From: Bruce Ford <shaman@*******.COM>
Subject: Re: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 06:39:22 -0700
On Thu, 5 Mar 1998, Justin Pinnow wrote:

> Okay. I am kinda weary of using bottled adventures, especially since some
> of the SR modules are high powered (epic). However, I am open to
> suggestions. Are there any good low-powered published adventures for SR
> out there?
>
> Thanks!

One Stage Before is pretty good for keeping out the "epic" scale and can
be a rather fun module...though like any module it may need to be tailored
some but I have run this one a number of times and found it needed very
little to adapt to the groups I sent through it.

Bruce.
Message no. 4
From: Philippe Garneau <pgarneau@********.NET>
Subject: Re: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 09:30:17 -0500
-----Message d'origine-----
De : Justin Pinnow <vanyel@*******.NET>
À : SHADOWRN@********.ITRIBE.NET <SHADOWRN@********.ITRIBE.NET>
Date : jeudi 5 mars 1998 07:58
Objet : FASA Modules (Was: Re: Looking For Low Level Runs)


>> From: Gurth <gurth@******.NL>
>> Date: Thursday, March 05, 1998 5:59 AM
>
>> Justin Pinnow said on 8:18/ 4 Mar 98...
>
>> > I am trying to find reasonable runs - no AAA security Megacorps,
>Dragons,
>> > Immortal Elves, Initiated Magicians, etc. Trying to keep super power
>and
>> > epic out of the campaign at this point. I want the runners to grow as
>a
>> > team and know their limitations.
>
>> You could use FASA-published adventures. Most of those work well for new
>> groups, and you can pick only the good ones if you don't feel like doing
>> a lot of work turning a mediocre adventure into something interesting.
>
>Okay. I am kinda weary of using bottled adventures, especially since some
>of the SR modules are high powered (epic). However, I am open to
>suggestions. Are there any good low-powered published adventures for SR
>out there?
>
>Thanks!
>
>
>> Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
>
>Justin

The Mercurial adventure is quite good for beginning players. It's somewhat
basic in difficulty, the adversaries are not challenging, but not too tough
and it involves legwork that is good for players to be introduced to NPCs
and contacts.

However, i do not know if it's still available.

Good luck with your new team,

Filou
Message no. 5
From: THADEUSv20 <THADEUSv20@***.COM>
Subject: Re: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 14:28:32 EST
In a message dated 98-03-05 07:58:34 EST, you write:

<< > You could use FASA-published adventures. Most of those work well for new
> groups, and you can pick only the good ones if you don't feel like doing
> a lot of work turning a mediocre adventure into something interesting.

Okay. I am kinda weary of using bottled adventures, especially since some
of the SR modules are high powered (epic). However, I am open to
suggestions. Are there any good low-powered published adventures for SR
out there?>>


Try Dark Angel. It's simple, street level,and not a single insect spirit,
immortal elf, or horror. You may want to tweek some of the magic in there,
unless you want your team to struggle. Oh by the wayb it does include a good
example of legwork.
Message no. 6
From: Adam J <fro@***.AB.CA>
Subject: Re: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 12:51:36 -0700
At 07:57 05/03/98 -0500, you wrote:

>Okay. I am kinda weary of using bottled adventures, especially since some
>of the SR modules are high powered (epic). However, I am open to
>suggestions. Are there any good low-powered published adventures for SR
>out there?

Dream Chipper is pretty damn good. I don't own many of the other
modules.. Elven Fire looks like it be run very low powered, but I haven't
tried it at all.

And aside from the encounter with a dragon, Bottled Demon would probably be
okay, too.

-Adam
-
http://shadowrun.home.ml.org \ TSS Productions \ The Shadowrun Supplemental
ShadowRN Assistant Fearless Leader \ AdamJ@******** \ fro@***.ab.ca
The Shadowrun Archive Co-Maintainer: http://www.interware.it/shadowrun
-- "Are you worried about your faith? Kneel down and obey."
Message no. 7
From: Gurth <gurth@******.NL>
Subject: Re: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 21:51:24 +0100
Justin Pinnow said on 7:57/ 5 Mar 98...

WARNING! There are spoilers for several published SR adventures in this
post, so it may be in your best interest to hit NEXT now!

> > You could use FASA-published adventures. Most of those work well for new
> > groups, and you can pick only the good ones if you don't feel like doing
> > a lot of work turning a mediocre adventure into something interesting.
>
> Okay. I am kinda weary of using bottled adventures, especially since some
> of the SR modules are high powered (epic). However, I am open to
> suggestions. Are there any good low-powered published adventures for SR
> out there?

Super Tuesday worked okay for my group, but as it's a bit "epic," as you
put it, it may not be for you. Let's see, what adventures do I own that
seem likely candidates for down-to-earth runs? Since I don't know which
ones you own, I'll include a (very) short summary of the plot:

* Dark Angel. Find some stuff of a dead musician, with some twists like
the yakuza showing up, but on the whole it won't have a major impact and
so I wouldn't call it epic.

* A Killing Glare. Investigate some urban brawlers' backgrounds and end up
in a big fight at the end. You could edit out the dragon if you don't want
to go that high-powered, or you can leave it in if you like to show
players that they aren't the end-all, be-all on the shadowrunning scene.

* Dragon Hunt. Another investigation of someone's past, and pretty much
down to earth -- except of course you're working for a dragon, which is
nice for new players, because it shows them dragons aren't just there to
be killed.

* Dreamchipper. Locate missing chips and get into some good situations
because of it. Some of the opposition isn't all that easy to defeat, but
it's nothing new players shouldn't be able to handle.

* Mercurial. Protect a singer from some people who want her. It should
work okay to teach players to keep on their toes and on the move.

* Ivy & Chrome. Find a missing girl and have a run-in with Aztechnology.
Hmm, maybe that doesn't make it all that suitable after all...

--
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. 8
From: Tony Campbell <tbacampbell@*******.COM>
Subject: Re: FASA Modules (Was: Re: Looking For Low Level Runs)
Date: Thu, 5 Mar 1998 18:03:54 PST
>> Justin Pinnow said on 8:18/ 4 Mar 98...
>
>> > I am trying to find reasonable runs - no AAA security Megacorps,
>Dragons,
>> > Immortal Elves, Initiated Magicians, etc. Trying to keep super
power
>and
>> > epic out of the campaign at this point. I want the runners to grow
as
>a
>> > team and know their limitations.
>
>> You could use FASA-published adventures. Most of those work well for
new
>> groups, and you can pick only the good ones if you don't feel like
doing
>> a lot of work turning a mediocre adventure into something
interesting.
>
>Okay. I am kinda weary of using bottled adventures, especially since
some
>of the SR modules are high powered (epic). However, I am open to
>suggestions. Are there any good low-powered published adventures for
SR
>out there?
>
>Thanks!
>

If you can find some of the early 1st. Ed. adventures, they work real
well fro beginers. Of course, you have to update them for 2nd. Ed., but
that's not too hard. Mercurial, DNA/DOA, Dreamchipper, and Silver Angel
are my picks.

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Message no. 9
From: Wafflemiesters <evamarie@**********.NET>
Subject: FASA Modules (Was: Re: Looking For Low Level Runs
Date: Fri, 6 Mar 1998 04:40:55 -0600
> You could use FASA-published adventures. Most of those work well for new
> groups, and you can pick only the good ones if you don't feel like doing
> a lot of work turning a mediocre adventure into something interesting.

Okay. I am kinda weary of using bottled adventures, especially since
some
of the SR modules are high powered (epic). However, I am open to
suggestions. Are there any good low-powered published adventures for SR
out there?

Thanks!

===+===+===+===+===+===

Somebody else mentioned Eye Witness, which may be OOP. I'll second it,
because it is a good intro to many SR world concepts, which might make
it hard on new players, but leads to more thinking and more non-combat
skill use. It can be run succesfully with ZERO combat. If the players
DO pick the wrong fight, they could easily die. Of course, thats a less
painful lesson to teach with new characters, and a good one to learn.
Its also got some nice contact / followup possibilites for the GM to
exploit.

On the other end of the spectrum, Pred Vs Prey is easily available, and
at a skim seems to have some easy, or tweakable, shoot em' ups that
could be a really fun intro to combat mahem.

Mongoose

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