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Message no. 1
From: Mary Margaret Danforth <mmd@***.UMD.EDU>
Subject: Harlequin:
Date: Thu, 22 Oct 92 21:25:24 -0400
Previously Stated by Harlequin ---->
PLEASE DON'T THROW THIS OUT. It contains no flames.
I actually like riggers. Hades, ones has saved our butts more than
once. So Tailhook, if your reading this no hard feelings, eh?
'Sides I might even call you to get my dainty elven butt out of
a jam (right after I remove my feet from my mouth).
By the way, everyone keep an eye out for my protege, please.
He has a tendency to bite off more than he can chew. His names
Masque.
--------------------------------->

>>>>>[Sure, man... I get yelled at all the time, I mean don't we all?
:)
And I do agree with your saying that riggers can save butts... Once I was on
a run, and we decided to pose as a Mr. J. Of course, the rest of the guys
decided that Mr. J needed a Limo, and who was the one who had the Limo? Good
ole Tailhook, so we went in mine... Turns out the guy we were going to hire
was a mage, and tried to urban renewal the street under my limo.. thank
goodness for my Rig, or else I woulda been minus one limo, and a few friends...
of course, I wold have survived (ejection seat!). Well, that's enough rambling
about myself and my past...]<<<<<
>>--Tailhook <Look Ma/I can fly!>
Message no. 2
From: "P. Steele" <P.C.Steele@*********.AC.UK>
Subject: Harlequin
Date: Thu, 26 Aug 1993 20:24:07 BST
Hurray !!

Harlequin is going to come back and about time too. But what is this sprawl
maps ? Is this a map to Seattle (drool, drool, drool).

-The Powerhouse
--
Phillip Steele
P.C.Steele@***.ac.uk
University Of Newcastle Upon Tyne
Message no. 3
From: "Richard C. Osterhout" <rcoster@*****.NET>
Subject: Re: Harlequin
Date: Sat, 28 Aug 1993 19:48:36 -0400
On Thu, 26 Aug 1993, P. Steele wrote:

> Harlequin is going to come back and about time too. But what is this sprawl
> maps ? Is this a map to Seattle (drool, drool, drool).

no, sprawl maps is just an extension of Sprawl Sites and the DMZ box
set...the maps are similar to DMZ maps, just new stuff like maybe a map of
a shopping mall, etc...
Message no. 4
From: Role Playing Manager <moria@*****.EERIE.FR>
Subject: Harlequin
Date: Tue, 9 Nov 1993 07:12:52 GMT
WHOW!!!!!

thank you too all the people who sent me the harlequin
story ( you know who you are ).




Ben - NightWolf

-=-=-

+-----------------------------+----------------------------------------------+
| Benjamin Legangneux | "How can you find your way in the shadows, |
| | If you have no light ?" |
| e-mail : moria@*****.fr | |
| legangne@*****.fr | Michael Styx - Tales of the Black Dove |
+-----------------------------+----------------------------------------------+
Message no. 5
From: "Brad D. Atkins" <bdatkins@******.CCIS.EDU>
Subject: harlequin
Date: Sat, 22 Jan 1994 16:53:51 CST
Hoi chummers!

I have slowly, but surely been running my players through Harlequin. Enjoying
it immensely, I might add. I have also run Bottled Demon.

Page 146 of Harlequin states "Future game products will be based on hidden
elements of Harlequin and on the true nature of the bottle." Are these products
out yet? If so, what are they?
Message no. 6
From: Can I play with madness <MKNABUSCH@******.BITNET>
Subject: Re: harlequin
Date: Sat, 22 Jan 1994 18:35:28 -0500
Actually the H-man has appeared with many aliases in several source
books. The new module with him we are all waiting for, esp. me.
He has appeared in the Tit, Para. o. Euro., maybe Shadowtech, and others.
Look for names like, Laughing Man, -H-, Smiling Bandit (?), and others.
I think theres one called Minstrel H too.
Harlequin
-Michael knabusch
Message no. 7
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: Re: harlequin
Date: Tue, 1 Feb 1994 21:08:02 -0500
| Actually the H-man has appeared with many aliases in several source
| books. He has appeared in the Tit, Para. o. Euro., maybe Shadowtech,
| and others. Look for names like [...] Smiling Bandit [...] and others.

I don't think the Smiling Bandit is Harlequin, for various reasons.

- cks
Message no. 8
From: Jarred Wellsley <shilberg@********.UNI.UIUC.EDU>
Subject: Re: harlequin
Date: Wed, 2 Feb 1994 07:47:26 -0600
I don't think that HArlequin is the Smiling Bandit either.

-------------
Steve Hilberg <shilberg@********.uni.uiuc.edu>
aka Jarred Wellsley <Necromancer>
aka Phaeros Lostchilde <Archlich of the Dark Order, High Necromancer
of Zalanthas>
Play Armageddon <studsys.mscs.mu.edu 4444>!
Message no. 9
From: "CYBERKNIGHT ..decks with attitude.." <ferrarid@***.UNIMI.IT>
Subject: Re: harlequin
Date: Thu, 3 Feb 1994 16:04:51 +0100
>
> | Actually the H-man has appeared with many aliases in several source
> | books. He has appeared in the Tit, Para. o. Euro., maybe Shadowtech,
> | and others. Look for names like [...] Smiling Bandit [...] and others.
>
> I don't think the Smiling Bandit is Harlequin, for various reasons.
>
> - cks
>
Didn't even know the Harlequin decked... thought he used pawns in his vice...
L8r, CYBERKNIGHT
Message no. 10
From: Gurth <jweste%smtp@******.HZEELAND.NL>
Subject: Harlequin
Date: Thu, 31 Mar 1994 14:18:00 +0200
> ---H--- has been hypothesized to be Harlequin.

In the Harlequin book, the poem on the wall (in the last adventure), is
signed with "-H-", so me thinks it has to be Harlequin (I don't have
Paranormal Animals of Europe (yet), so I can't be sure.)



+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ Gurth + "Ik kom u vrede en geluk brengen." +
+ (jweste%smtp@******.hzeeland.nl) + "MOOI! ZET MAAR IN DE GANG NEER!" +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Message no. 11
From: JOHANNA BURWELL-KALES <burwell@******.EDU>
Subject: Re: Harlequin//.
Date: Fri, 2 Dec 1994 18:51:25 -0800
Has anyone out there tried harlequins back? I am considering
buying it to run an adventure and i wanted to know If it was any good.
thanx.....











I got an AWE32......
Message no. 12
From: Skrub <mccllstr@*****.BUCKNELL.EDU>
Subject: Re: Harlequin//.
Date: Sat, 3 Dec 1994 05:01:11 -0500
I have it, but haven't run it yet. I reccomend it fully. It is much better
than the original Harlequin, or looks that way. I'm not sure how it will play.

----------------------------------------------------------------------------
Brian McCallister Skrub <mccllstr@*****.bucknell.edu>
---------------------------
Insert Quote 1 about here
---------------------------
Quote 1 - Standard Disclaimer
"I'm not an idiot."
Message no. 13
From: Gurth <gurth@***.NL>
Subject: Re: Harlequin//.
Date: Sat, 3 Dec 1994 13:40:24 +0100
> Has anyone out there tried harlequins back? I am considering
> buying it to run an adventure and i wanted to know If it was any good.

I've bought it, but haven't played it yet. It looks like a lot of fun
(and a lot of unexpected things for your players), but I won't give
away anything so nobody gets upset or anything :).

I would recommend buying it, though. IMnsHO, it is one of the best
Shadowrun adventures around (and it's BIG, too!).

>
> I got an AWE32......
>

I haven't......

Gurth@***.nl | GEEK CODE (v2.1): GS/AT/! -d+ H s:- !g P?(3) !au
21st century digital boy | !a>? w+(+++) v*(---) C+(++) U P? !L !3 E? N++ K-
I don't know how to live | W+ -po+(po) Y+ t(+) 5 !j R+(++)>+++$ tv+(++) b+@
But I got a lot of toys | D+(++) B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y?
Message no. 14
From: TopCat <topcat@******.net>
Subject: Re: Harlequin
Date: Fri, 23 Feb 1996 18:53:41 -0600
>>[I state that H is in the EI]

>Um... no, he isn't... he doesn't like the Tir (either one), and has as
>little to do with them as possible.

He's one of the 4th world elves, so he's card-carrying EI as far as I'm
concerned. He is included in all their little reindeer games one way or
another, right? And we all know that he runs more than a few of his own.
So he's EI, there's no doubt of it.

>*sigh* The 4th World elves are people like anyone else. They have their
>ambitions, their drives, their desires. They are FAR from omniscient, and
>far from omnipotent (though they ARE tough)...

H is as close as one can come to being omniscient without being so (though
even that's debatable). And when it says in the description of the
character that he can pretty much do anything he wants to without more than
a thought and doesn't include stats for him because no-one is a threat to
him, I consider that omnipotent.

>...Further more, as far as they
>know, the Horrors are still thousands of years away, and aren't a threat
>yet. The recent revelation is still too recent for them to have adapted
>their plans.

They *hope* not know that they won't be coming for a while. They aren't
supposed to be around for another 1000 or so, but neither were the bugs.
They also know that the GGD and Blood magic speeds things up in a big way.
But far be it from them to explain this to the people who actually do those
things...

>Okay, so they might want to rule or dominate the world. Big deal. So do
>lots of people. OTH, they haven't tried to conquer the world with magic,
>have they?

TNO. Major magic (the kind of stuff Horrors love) is used to keep things in
that place just like they were back in the 4th world glory days of the EI.
Though it doesn't conquer the world, it does place it in danger.

And about the rule the world thing, I think it is a big deal, yes. But
imagine what nasty enemies they'll make in the megacorps if/when they
finally start their takeover. "What do you mean we can't access the Matrix?
There's 3000 Cyberzombies coming here? Where's our money?" If there's one
thing that corps hate it's competition.

>>[snipped H as a tie silk]

>*smirk* Not many. The indications are that H wasn't involved in the
>dragon hunts the elves performed, so dragons as a whole don't have any
>real reason to loathe him, and given that your average 4th World elf is
>as tough as a great dragon, and that H is stated as being the most
>powerful of the lot, I can't see a dragon killing him.

The average 4th world elf is as powerful as the average 6th world great
dragon. The average 3rd (or even earlier) world great dragon is simply
terrifying to every living thing. Ever wonder why the elves put up with
Lofwyr? Why Dunkelzahn isn't slain for publicizing "secret" info? It's
because they'd butcher the elves hands down.

>*shrug* You don't like him, don't play him.

Never have played him as a GM or against/with him as a player. This is
thankfully, I might add. I once thought to have him killed off, just so
this would be assured. But there are a couple of
happy-smiley-love-the-elves types in the group and it'd break their hearts
in a bad way.

Now for another bit of light on the darkness that is my mind...

In case you haven't figured it out, I hate elves. I also love dragons.
Dragons have been manuevering themselves into a position of power in the 6th
world with every bit the efficiency that the elves have achieved. As has
been alluded to by even H himself, there's going to be a battle again
between dragons and elves. I smile at that thought.

Now we hear tell that a dragon might even become president of the UCAS? One
a head of a MAJOR corp. Possibly another the head of a country. Maybe a
third also heading a country/corp (who the hell does rule Aztlan
anyway?).[realizes he's been ranting and decides to predict the future of SR
like he's been planning to for quite some time now]

Most likely possibility #1: The EI and the Dragons start to fight, but this
brings the Horrors around and they have to stop fighting and band together
to save the 6th world.

Most likely possibility #2: The EI and Dragons never fight, rulebooks
constantly allude to Horrors and elf/dragon wars and matrix magic (not in
the Matrix, but using matrices) and everything else they've been throwing at
us for the past few years.

Most likely possibility #3: The Elf Nogs start doing many more "bad
things"(tm) and they get into a war with the Elf Tairngires (the chosen
saviors of the 6th world). Which leads to Aztlan warring with TT just so
they can crush the snippity little creatures. Which leads to the Dragons
coming in and putting a halt to all this. Ok, so this one isn't all that
likely, but when it comes to threats to the 6th world, TNO and Aztlan top
the charts and they HAVE to figure in somehow.

I've babbled long and find myself weary. If you've read this far, I'm
amazed (and thankful). What do the rest of you see in the future of SR?


------------------------------
Bob Ooton <topcat@******.net>
------------------------------
* Golden Tiger Association *
* Submission Fighting Team *
------------------------------
* Fight til they scream... *
------------------------------
Message no. 15
From: Robert Watkins <robertdw@*******.com.au>
Subject: Re: Harlequin
Date: Sat, 24 Feb 1996 17:42:29 +1100 (EST)
>The average 4th world elf is as powerful as the average 6th world great
>dragon. The average 3rd (or even earlier) world great dragon is simply
>terrifying to every living thing. Ever wonder why the elves put up with
>Lofwyr? Why Dunkelzahn isn't slain for publicizing "secret" info? It's
>because they'd butcher the elves hands down.

Yeah, I do... Lofwyr is "put up with" because Lugh Surehand (who is NOT a
4th world elf) says he's off limits, and put him on the council. As for
Dunkelzahn, in one of Tom Dowd's short stories, Harlequin talks quite
openly about the task of destroying Dunkelzahn, and warns him explicitly
to watch his mouth. And Dunkelzahn listened, too.


--
*************************************************************************
* .--_ # "My opinions may have changed, but not the fact *
* _-0(#)) # that I'm right." -- Old Fortune Saying *
* @__ )/ # *
* )=(===__==,= # Robert Watkins <---> robertdw@*******.com.au *
* {}== \--==--`= # *
* ,_) \ # "A friend is someone who watches the same *
* L_===__)=, # TV programs as you" *
*************************************************************************
Message no. 16
From: Adam <adam@***.cosmos.ab.ca>
Subject: Re: Harlequin
Date: Fri, 23 Feb 1996 23:56:14 -0700
At 17:42 24/02/96 +1100, you wrote:

>Yeah, I do... Lofwyr is "put up with" because Lugh Surehand (who is NOT a
>4th world elf) says he's off limits, and put him on the council. As for
>Dunkelzahn, in one of Tom Dowd's short stories, Harlequin talks quite
>openly about the task of destroying Dunkelzahn, and warns him explicitly
>to watch his mouth. And Dunkelzahn listened, too.

Speaking of that, when was that story finished? In a novel, or something
else published, or did I just miss it?

---------------------------------------------------\
\Adam@******.ab.ca http://www.cosmos.ab.ca/~adam \
\IRC: Fro Chanop on #shadowrun, #ad&d and #www \
----------------------------------------------------
Message no. 17
From: "Gurth" <gurth@******.nl>
Subject: Re: Harlequin
Date: Sat, 24 Feb 1996 12:35:18 +0100
Adam said on 23 Feb 96...

> Speaking of that, when was that story finished? In a novel, or something
> else published, or did I just miss it?

I think it was in a FASA flyer, sometime around 1992 or 1993 (the only
flyer I have is of early 1993, and it contains the last of the three short
stories, I believe). Anyway, if you download NAGEEs 5 and 6 you have all
three stories.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Once it's gone, you can never lose it.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 18
From: "Gurth" <gurth@******.nl>
Subject: Re: Harlequin
Date: Sat, 24 Feb 1996 12:35:18 +0100
Robert Watkins said on 24 Feb 96...

> Yeah, I do... Lofwyr is "put up with" because Lugh Surehand (who is NOT a
> 4th world elf) says he's off limits, and put him on the council. As for
> Dunkelzahn, in one of Tom Dowd's short stories, Harlequin talks quite
> openly about the task of destroying Dunkelzahn, and warns him explicitly
> to watch his mouth. And Dunkelzahn listened, too.

I believe it's in the Tir Tairngire book, where Dunkelzahn says something
like "I can't say more else certain 'friends' of mine will hang my head
over the fireplace." I think that sort of sums up that dragons cannot do
and say what they want because others have some power over them.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Once it's gone, you can never lose it.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

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Message no. 19
From: Irrilian <SAC5PM@*******.ac.uk>
Subject: Re: Harlequin
Date: Sun, 25 Feb 1996 18:19:47 GMT
> Date: Fri, 23 Feb 1996 23:56:14 -0700
> To: shadowrn@********.itribe.net
> From: Adam <adam@***.cosmos.ab.ca>
> Subject: Re: Harlequin
> Reply-to: shadowrn@********.itribe.net

> At 17:42 24/02/96 +1100, you wrote:
>
> >Yeah, I do... Lofwyr is "put up with" because Lugh Surehand (who is NOT
a
> >4th world elf) says he's off limits, and put him on the council. As for
> >Dunkelzahn, in one of Tom Dowd's short stories, Harlequin talks quite
> >openly about the task of destroying Dunkelzahn, and warns him explicitly
> >to watch his mouth. And Dunkelzahn listened, too.
>
> Speaking of that, when was that story finished? In a novel, or something
> else published, or did I just miss it?
>
> ---------------------------------------------------\
> \Adam@******.ab.ca http://www.cosmos.ab.ca/~adam \
> \IRC: Fro Chanop on #shadowrun, #ad&d and #www \
> ----------------------------------------------------

Hello, this wont be a huge amount of use but I rember reading it on a
shadow run web page...hmm shall I? I was going to do some work...ah
what the hell, brb :)

<chuckle> its wrym talk at http://yoyo.cc.monash.edu.au/~wigs/Srun/
Hmm as for:::

> >openly about the task of destroying Dunkelzahn, and warns him explicitly
> >to watch his mouth. And Dunkelzahn listened, too.

Dunkelzahn did seem to be acting a bit... off. <shrug> Who am I to
correct Mr Dowd... <grin/smirk>

[Piers surreptitiously take a deep breath, and before anyone can stop
him, quickly chants "Munchkin Elves! Munckin Elves! Munchkin Elves!
Munckin Elves! Munchkin Elves! Munckin Elves!....."

<chuckle>

Hate mail to

Piers "ThEy'rE ComMIng tO tAKe mE AWay Haha!" Meynell
Message no. 20
From: Irrilian <SAC5PM@*******.ac.uk>
Subject: Re: Harlequin
Date: Sun, 25 Feb 1996 18:31:38 GMT
> From: Gurth <gurth@******.NL>
> Organization: Plastic Warriors
> To: shadowrn@********.itribe.net
> Date: Sat, 24 Feb 1996 12:35:18 +0100
> Subject: Re: Harlequin
> Priority: normal
> Reply-to: shadowrn@********.itribe.net

>
> I believe it's in the Tir Tairngire book, where Dunkelzahn says something
> like "I can't say more else certain 'friends' of mine will hang my head
> over the fireplace." I think that sort of sums up that dragons cannot do
> and say what they want because others have some power over them.
>
> --
> Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
> Once it's gone, you can never lose it.
> -> NERPS Project Leader & Unofficial Shadowrun Guru <-
> -> The Character Mortuary: http://huizen.dds.nl/~mortuary/mortuary.html <-

Hello!
Or alternately that he would not want innocents hurt in the
overspill, of the violence that would errupt if he wasnt so
circumspect :)

Piers "Haha! freee 'Munchkin Elves! Munckin Elves!'" Meynell
Message no. 21
From: Damion Milliken <dam01@***.EDU.AU>
Subject: Harlequin
Date: Mon, 9 Dec 1996 10:58:34 +1100
A week ago I moved cities for work reasons, and spent a weekend scoping out
the gaming stores in my new area. To my amazement, I found a copy of
Harlequin in the second hand section of one of the stores. I promptly
snaffled it up. I already have a copy of the module, but I thought that
someone else might like it. It's in decent condition - looks to me like it
was used once and then covered in contact, and it had a couple of pencil
markings inside. Anyway, it cost me $15 Australian (about $12 US I think
nowadays). If anyone wants it, drop me a line - I can send it pretty much
anywhere so long as you are willing to cover the postage and packaging.

--
Damion Milliken University of Wollongong E-mail: dam01@***.edu.au

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Message no. 22
From: Twist0059@***.com Twist0059@***.com
Subject: Harlequin
Date: Tue, 27 Jul 1999 04:00:31 EDT
Who was it on the list that is looking for the original Harlequin adventure?
I just found a place selling it for under $16.




-Twist
"Soylent Green is chocked full o'people."
Message no. 23
From: Gurth gurth@******.nl
Subject: Harlequin
Date: Sat, 21 Aug 1999 12:54:03 +0200
According to Rafael Vega, at 13:03 on 20 Aug 99, the word on
the street was...

> I Just got home from buying Harlequim´s Back (YAY!). Flipping the pages I
> read that you should be familiar with the original Harlequim book in order
> to run the adventure. Since I don´t have the original book, I would
> apreciate if someone could tell me briefly (few paragraphs) what the first
> book was about, something like a plot sinopsis.

Actually, it's not really necessary to be familiar with the original
Harlequin (with an "n," not an "m," at the end, BTW), but it _can_
help.
Spoiler space follows:














Scroll on if you're a GM...











In Harlequin, the PCs get hired for a bunch of different missions that
turn out to be related -- in each of them, they have to steal something,
and in amost all the adventures they must leave something else in its
place. For example, steal Matrix access codes and leave an envelope in the
owner's room.

All this is symbolic for striking at various parts of someone's life --
history, future, loves, hates, etc. -- and it's a form of ritual revenge
that Harlequin is performing on Ehran the Scribe (the famous author and
Tir Tairngire prince) as the latest chapter in their 5,000-year feud.

That's essentially all there is to it. The PCs get hired for ever-stranger
missions, then they get kidnapped and interrogated by Ehran's agents, and
then they get hired for some more missions. Finally, they meet Harlequin
in person and he sends them to go check on Ehran (inside Mount St. Helens
in the Salish-Shidhe Council) after Harlequin's final magical ritual goes
awry. Ehran and Harlequin do a swordfight, and then disappear, effectively
ending the adventure.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
De plaag is terug...!
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 24
From: LXR LXR@***.net
Subject: Harlequin
Date: Sun, 31 Oct 1999 08:35:03 +0100
LX







From gurth@******.nl Sun, 31 Oct 1999 10:10:26 +0100
Date: Sun, 31 Oct 1999 10:10:26 +0100
From: Gurth gurth@******.nl
Subject: Harlequin

According to LXR, at 8:35 on 31 Oct 99, the word on the street was...

> S
> S
> S
> S
> S
> S
> P
> P
> P
> P
> P
> P
> O
> O
> O
> O
> O
> O
> O
> I
> I
> I
> I
> I
> I
> I
> I
> L
> L
> L
> L
> L
> L
> L
> E
> E
> E
> E
> E
> E
> E
> R
> R
> R
> R
> R
> R
>
> The campaign Halequin sucks!

I don't remember him sucking anything in the adventures... ;)

> I've read the first five adventures now and they are terrible in my opinion.
> Boring and without any special ideas.

The adventures are all reasonably simple, IMHO most likely because FASA's
format for adventures takes up a lot of space, so doing a campaign in a
book the size of Harlequin makes it difficult to do real, full-length
adventures.

Harlequin is, IMHO, best suited for groups that aren't used to big, earth-
shattering campaigns and GMs who aren't terribly great at making up their
own, continuing storylines (e.g., me :)

> Beside that the runs are not very interesting I really ask myself how so
Message no. 25
From: Gurth gurth@******.nl
Subject: Harlequin
Date: Sun, 31 Oct 1999 10:10:26 +0100
In order, they are:
Physical (stealing the manuscript)
Hates (chopping off fake elven eartips)
Past (getting the book from the German castle)
Loves (directing blame at the Young Elven Technologists)
Counterstroke (Ehran's team captures the runners)
Spiritual (going to Amazonia)
Future (kidnapping Jane Foster)
Present (going to see Ehran)

Physical does not _need_ a decker. Since Sylvan's staff uses the computer
system through terminals, so could the players. Just make them roll some
Computer skill tests to find the manuscript.

> Even worse is it in the fifth (Love). A pure decker run.

True, this one is (it's the fourth, BTW :) The players really need a
decker for Loves, else they simply can't do what they are hired for.

> In my group is no decker and I really don't like to introduce a NPC
> decker. That would make the runs even more boring. So, has anyone of you
> good ideas how to overcome the problem to play Harlequin without a
> decker? Do you think harlequin is a must-have-played?

What I suggest you do is introduce an NPC decker for Loves only. Just
change the mission in a minor way: instead of being hired to deliver the
envelope and make the Matrix run, they are hired to deliver the envelope
and protect the NPC decker Sandii has hired. Let the decker succeed or
fail as you want to, and don't give the runners Karma for the decking
section. After that, you just remove the decker NPC from the PCs' lives
again.

(FWIW, in my campaign, when I last ran Harlequin, I used this adventure to
introduce the PC I was going to play when someone else would GM --
incidentally a decker. It gave the other players a reason to work with my
character when he would be played "for real.")

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"Remember that all the items in the equipment lists are obviously
not available anywhere." --Gemini RPG, p. 100
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
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Incubated into the First Church of the Sqooshy Ball, 21-05-1998




From Sven.DeHerdt@***********.be Sun, 31 Oct 1999 10:23:56 +0100
Date: Sun, 31 Oct 1999 10:23:56 +0100
From: Sven De Herdt Sven.DeHerdt@***********.be
Subject: Harlequin

LXR [mailto:LXR@***.net] wrote:
>
>S
>S
>S
>S
>S
>S
>P
>P
>P
>P
>P
>P
>O
>O
>O
>O
>O
>O
>O
>I
>I
>I
>I
>I
>I
>I
>I
>L
>L
>L
>L
>L
>L
>L
>E
>E
>E
>E
>E
>E
>E
>R
>R
>R
>R
>R
>R
>
>The campaign Halequin sucks!
>
>I've read the first five adventures now and they are terrible
>in my opinion.
>Boring and without any special ideas. I really wonder why this
>campaign is
>so famous. Anyway, I've the doubtful pleasure to master this
>campaign as my
>playsers want to do it. Well, I'll master it if someone of you
>can give me
>some real good point why this is a good campaign :-))

I will admit that the adventures separately aren't very special or don't
contain new or misterious elements, but I won't go that far to simply say it
sucks.

(IIRC) The beginning states that you are free to make changes or adapt the
stories, as long as you keep the "real purpose" (a game of revenge with
specific rules) of the campaign in mind.

>Beside that th
Message no. 26
From: Sven De Herdt Sven.DeHerdt@***********.be
Subject: Harlequin
Date: Sun, 31 Oct 1999 10:23:56 +0100
I must say that a decker comes in handy, but I would also say that this
applies to most of the adventures.

There are two ways to go about:

1. (fi. the first adventure: Physical) One of groups didn't have a decker
either and I just simplified the task a bit by just having the players
introduce the virus (insert the data crystal in host system on site) and
then all went automatically.

2. Deckers are always for hire. If a decker is essential for the job, then
either Mr. J. can provide the runners with a decker or the runners can hire
a decker to do a specific job.

>
>LX

I only ran the first two adventures for now, and I must admit they are
pretty straight forward. But I haven't received any complaints from my
players so far that they didn't like the adventures.
I do mix the adventures of Harlequin with other adventures (some with a bit
of cross info, but most not). And my players I never inform my players
which adventure they are playing and whether it is Harelquin related or not.
They have to figure this one out for them selves and so far none of them has
any clue yet.

Just my thoughts,

--
Sven :)




From bull@***********.com Sun, 31 Oct 1999 06:56:13 -0500
Date: Sun, 31 Oct 1999 06:56:13 -0500
From: Bull bull@***********.com
Subject: '57 Election Badges - what's the deal?

At 03:08 PM 10/28/99 -0500, you wrote:

>:>I did get my hands on one of the "temporary passes" the judges had on
>:>their labcoats at the start of the tournament session, but I think that
>:>was after you and Paolo had left for the airport -- Granite had a bag full
>:>of them, and gave a couple to (IIRC) Caric, Tony, and me when we were
>:>talking to him on Sunday afternoon.
>:
>:GRANITE!!! Yooo-hooo!!!!
>:Next time, Paolo and I fly out late Sunday. :/
>:Dvixen - dvixen@****.com =-=-= Gallery - http://members.home.com/dvixen
>
>
> I kept the passes from the two rounds I GMed, since they were not needed
>for the next rounds. Not that I was motivated to prevent the teams
>advancement in any way by this factor....

Heh... Yeah, I ended up with mine too, though only a handful of the "Big"
corporations had really nifty done up badges... Most of the 24 Corps (Plus
the Draco Foundation) that were represented had generi
Message no. 27
From: Ereskanti@***.com Ereskanti@***.com
Subject: Harlequin
Date: Sun, 31 Oct 1999 10:24:41 EST
What exactly is wrong with the stuff anyway?

> Beside that the runs are not very interesting I really ask myself how some
> of the runs can by done without a decker. In the first run (Body - I don't
> know if this is the correct english translation) for example you really do
> need a deck. Even worse is it in the fifth (Love). A pure decker run. In my
> group is no decker and I really don't like to introduce a NPC decker. That
> would make the runs even more boring. So, has anyone of you good ideas how
> to overcome the problem to play Harlequin without a decker? Do you think
> harlequin is a must-have-played?

The alternative to me is translate the entire thing into a "Metaplanar Quest"
then. It seems fairly obvious that your group hasn't developed much interest
in "the Matrix" or its' environments. Find a suitable alternative then.

As for the other sections, simply decide what is or is not discovered by the
party without a decker if you are so against using the character type.

Personally, Harlequin was very enjoyable for us. I ran the adventure once,
and a different GM ran it a different time. Both times were enjoyed the
players (some of whom played in both sets), and having different people did
tend to make things "unique" per set of games. Of course, the groups here
don't find Matrix/Deckers boring.

-K
[Hoosier Hacker House]
[http://members.aol.com/hhackerh/index.html]
ICQ#-51511837




From Ereskanti@***.com Sun, 31 Oct 1999 10:30:08 EST
Date: Sun, 31 Oct 1999 10:30:08 EST
From: Ereskanti@***.com Ereskanti@***.com
Subject: Year of the Comet

In a message dated 10/31/1999 8:00:28 AM US Eastern Standard Time,
arcaist@*****.de writes:

> The Cover of "Year of the Comet" seems to be ready:
> http://www.amazon.com/exec/obidos/ASIN/1555603904/qid”1373794/sr=1-2
> /002-5496012-4960267
>
Okay, this is something I was unexpected to see. Wonder where this one came
around from. Judging by the "border trim", it would seem FASA, but twists
have happened before.

-K
[Hoosier Hacker House]
[http://members.aol.com/hhackerh/index.html]
ICQ#-51511837




From Ereskanti@***.com Sun, 31 Oct 1999 10:31:47 EST
Date: Sun, 31 Oct 1999 10:31:47 EST
From: Ereskanti@***.com Ereskanti@***.com
Subject: Year of the Comet

In a message dated 10/31/1999 9:10:09 AM US Eastern Standard Time,
argent1@****.com writes:

>
> I think this may just be a teaser...isn't that is some old Earthdawn
> artwork, maybe recycled just to have something there?

I had wondered about this one myself. I wasn't really cert
Message no. 28
From: shadowrn@*********.com (shadowrn@*********.com)
Subject: Harlequin
Date: Wed Apr 10 13:45:01 2002
dhyde@*********.net writes:
> Umm....damn dude you'll have to explain that one to me....I gave up on
> Harlequin's Back cause it was too damned forcing and lead everyone on a
> one way path....WAY too much like premade AD&D campaigns
> Derek

Pretty basic, really; for the most part, it depends on how much you trust
your players, and/or how trustworthy their characters are. Some of my
players' characters, if you managed to get them to give their word, you could
send to the ends of creation and beyond. Trick always lay in getting them to
give their word...

Anyhow. Each module is broken up into different sets of occurrences. At
some point in each -- about midway in the original, pretty early on in the
second -- the characters should be thought trustworthy enough to be told
enough of the story to get them to be able to promise/contract to see it
through 'to the bitter end'. The bitter end, in the first case, is getting
HQ to a showdown; the bitter end in the latter is the successful conclusion
to the quest. You tell them what the final goal is; at that point, you can
do damn near anything to them.

Astral quests are easy, 'cause they're mini-runs. It's even easier if
they're couched in 'pre-history' terms, i.e. 'hey, isn't that Louis XIV that
they're trying to assassinate?!?' As they enter each scenario, make the goal
simple to discern, but let them know that the method of accomplishing that
goal will be as critical as the actual accomplishment. It'll make a
difference if, to save the kid from the mob, they choose to talk the mob out
of burning him as compared to, say, riding in with swords drawn and
butchering the peasants. Coach them in the very beginning for what the
'feel' of the quest is leaning towards, and let them know that the more
successful they are in getting it to lean that way, the better off -- karma
or otherwise -- they'll be.

Physical runs are at least as easy, IMO; violence begets violence, and if
they murder everyone early on, the later runs will be tougher, the
individuals less willing to negotiate -- or take prisoners. Let them know
this early on under the conditions. IIRC, the very first Harlequin run is a
theft of a physical object from a corporate location. Offer them a bonus if
it's done quietly. Better yet, offer them a ramping bonus depending on how
quietly it's done.

No Deaths: +1,000 each.
No Injuries: +2,000 each.
No Shots Fired: +3,000 each.
No Alarms Set Off: +5,000 each.

If they don't set off any alarms or shoot any weapons, i.e. the guards don't
see/hear a thing, they get an 11k bonus. This is a good thing for the
Johnson, and thus a good thing for the runners. If they fail in this, the
Johnson gets ticked off, perhaps eventually doesn't even hire them for the
rest of the runs, and you stop using the module altogether.

The GM has to be at least as flexible as the players...



The Wyrm Ouroboros
'Half Russian mathemetician,
half Silicon Valley code freak.'
Message no. 29
From: shadowrn@*********.com (Ice Heart)
Subject: Harlequin
Date: Thu Apr 11 13:15:00 2002
>From: WyrmOuroboros@***.com


> > Umm....damn dude you'll have to explain that one to me....I gave up > >
>on Harlequin's Back cause it was too damned forcing and lead > >
>everyone on a one way path....WAY too much like premade AD&D > >
>campaigns
> > Derek

>Pretty basic, really; for the most part, it depends on how much you >trust

[SNIP]

(lots of great suggestions, but...)

>Coach them in the very beginning for what the 'feel' of the quest is
> >leaning towards, and let them know that the more successful they are >in
>getting it to lean that way, the better off -- >karma or otherwise ->-
>they'll be.

How is stepping out of character and coaching the players to "take the right
path" in the adventure not railroading? Because that is exactly what this
sounds like. It sounds very much like suggesting to the -players- what they
should do so that their -characters- do not feel railroaded. I may be
misreading this, but I don't see how you have refuted the claim that the HQ
adventures railroad the PCs. Just because the module is nice about it does
not mean the PCs actually have a choice.

>Physical runs are at least as easy, IMO; violence begets violence, and >if
>they murder everyone early on, the later runs will be tougher, the

[SNIP]

(more good suggestions, but...)

>rest of the runs, and you stop using the module altogether.

>The GM has to be at least as flexible as the players...

This is exactly what I suggested to make Imago playable. Use the -gist-of
the module, but be flexible and work around the weaknesses in the module.
So again, I do not see your post as refuting the statement that the HQ
adventure railroads the PCs. If anything, your post points out exactly why
Imago is not absolutely useless. A good GM, and good (I believe you
mentioned trustworthy) players, can make ANY module work. If you trust your
players, and they trust you, you could make Yahtzee a fun RPG. That is not
really relevant to the argument that -all- SR modules railroad the
characters as written.

Korishinzo
--elven decker...in spirit anyway ;)

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