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Message no. 1
From: Adam Lewis adamswork@*****.com
Subject: Gen Con Adventure/2nd to 3rd edition...
Date: Wed, 26 May 1999 10:58:39 -0700 (PDT)
Yesterday I received my GenCon conformation letter and
I got into a Shadowrun game.

However, it's a 2nd edition game and I've never played
2nd edition. Are there any major differences I should
know before I sit down at the table?

Thanks,






=­amL
===="It seems he suffers from terminal kinetic energy poisoning..."
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Message no. 2
From: Starrngr@***.com Starrngr@***.com
Subject: Gen Con Adventure/2nd to 3rd edition...
Date: Wed, 26 May 1999 15:54:19 EDT
In a message dated 5/26/99 10:55:21 AM Pacific Daylight Time,
adamswork@*****.com writes:

> Yesterday I received my GenCon conformation letter and
> I got into a Shadowrun game.
>
> However, it's a 2nd edition game and I've never played
> 2nd edition. Are there any major differences I should
> know before I sit down at the table?

OY! Quite a few, actually. First thing I would do is hop over to the
Archive at Deep Resonance (Shadowrun.Html.org? com?) and see it the Shadowrun
Charecter generator is still there. There are quite a few differeances in
charecter creation, including how many skills you get and what skills there
are. In general you will get fewer skills total, but some will cover a very
BROAD range... There is one skill for ALL firearms (not including heavy
weapons) for example.

The other thing is that speed will save your hide in combat. In general
there is basicly ONE initiative pass, and those with high initiatives will
get one or more actions before those with normal reflexes. Combat pool also
refreshes every time your initiative comes up, rather than once a combat
turn. Convention games will inevitably wind up with at least ONE combat, but
don't let the probobility of combat ramrod you into playing a combat monster.
Unless your GM also uses Rigger 2 or VR 2, Playing a decker or Rigger will
be of dubious value, but if you really know what your doing, you can play
just about anything. One very good option is to create a "generalist", a
Jack of all trades. You won't be great in one specific area, but you're
wider range of skills may well save the hoops of the team if a "specialist"
goes down.

Develop your charecter's personality as fully as you can, you get bonus
points for good roleplaying. And the better YOU know the person you've
created, the better you can portray him. No such thing as to much detail,
ususally, as the GM's find a way to throw you all together reguardless of
background. The other thing that happens a lot is they hand out
Pre-generated charecters, or mostly generated charecters that you can
personalize to some extent. Some will come with Personal backgrounds and
personalities, some may not.

Other than that, remember its only a game, and the real reason your there is
to have fun. I've forgotten that in the past, (especially with CAR WARS
tournaments) to my own misfortune. Basicly, if you get too "INTO" an event
and you forget that your there to have fun, if luck or other events go
against you it tends to create surly players. And in general when that
starts happening the game goes downhill fast.

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