From: | BRUCE gyro@********.co.za |
---|---|
Subject: | GMing styleee (Re: Declining a run [Re: A question for all GMs out there]) |
Date: | Mon, 25 Oct 1999 21:38:23 +0200 |
players love hanging out and exploring the Sixth World, discovering
the differences between it and the real world so they can get a better
handle on the background and history of the game. I am blessed with
fab players who only run to make enough money to keep partying and
living it up in general.
Bruce <gyro@********.co.za>
RULE NO 1:
DONT GET CAUGHT
From gyro@********.co.za Mon, 25 Oct 1999 21:42:54 +0200
Date: Mon, 25 Oct 1999 21:42:54 +0200
From: BRUCE gyro@********.co.za
Subject: Initiative in SR3
-----Original Message-----
From: Sebastian Wiers <m0ng005e@*****.com>
To: shadowrn@*********.org <shadowrn@*********.org>
Date: 26 October 1999 09:08
Subject: Re: Initiative in SR3
>
>
>:> > SR3 does make this bit easier on low-initiative characters,
though,
>since
>:> > the fast street sam types will probably use lots of pool in the
>beginning
>:> > of the turn and then have none left in later phases.
>:>
>:> Why is that? Any stupid player who doesn't think ahead will run
into this
>:> problem, IMO.
>:
>:Not necessarily -- the faster types will have more actions in which
they
>:can use pool dice, so they'll run out faster. Thinking ahead will
reduce
>:the problem, certainly.
>
> Yeah, but the slower guy is getting shot more often, most times.
They
>WILL run out of pool dice to "dodge" with, but the fast guys can
still use
>"just" skill dice to attack. In effect, the fast folks will