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Message no. 1
From: Niels Broberg <ncb@***.KU.DK>
Subject: Harlequin's Back - Hard ??
Date: Wed, 15 Mar 1995 15:17:58 +0100
Hello all,

Recently there's been a lot of talk about the HB module, I've seen it down
at the local shop and I was wondering, On the back of the module it says
something about "made for experienced players and GM's" Is it really that
tough or is it something you can throw at your relatively inexperienced
group with out them becoming totally mangled or killed ??

Any advise/views would be apreciated.

thanks,


Niels Broberg - NCB@***.KU.DK

"Oh, Jesus "
"The young carpenter from Nazareth ?
knew him well, he died - Badly"

Quote : Needfull Things
Message no. 2
From: "Blair A. Monroe" <bmonroe@******.FSU.EDU>
Subject: Re: Harlequin's Back - Hard ??
Date: Wed, 15 Mar 1995 10:48:25 -0500
> Recently there's been a lot of talk about the HB module, I've seen it down
> at the local shop and I was wondering, On the back of the module it says
> something about "made for experienced players and GM's" Is it really that
> tough or is it something you can throw at your relatively inexperienced
> group with out them becoming totally mangled or killed ??
>
> Any advise/views would be apreciated.

IMHO I would say that the statement on the back of the module is a good
thing to heed. Harlequin's Back throws the players into totally alien
environments which require a great deal of role-playing and problem
solving in order to survive. Especially important is an experienced GM.
Without that the module is likely to fall on its face. If you have both
an experienced GM and good, experienced players it can be an incredible
adventure though. [And those karma awards are worth every moment of
it...8-)].

______________________________________________________________________________
Blair A. Monroe | bmonroe@******.fsu.edu | GLS/TW GC2.1
| blairm@******.com | d? H>H+ s:+ g+ p? au a24 w+ !v(-)
-------------------------------------------| C++ U--- P? !L !3 E---- N++ K-
"A good GM never leaves home | !W(--) M++ !V -po+ Y+ t+ 5+++
without his dice." | j R++ G('''') tv+ b+++ !D B---
-Anonymous | e++ u++ h+(*) f r--@ n-(----) y?
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Message no. 3
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Harlequin's Back - Hard ??
Date: Thu, 16 Mar 1995 13:07:26 +1000
Blair A. Monroe writes:

> IMHO I would say that the statement on the back of the module is a good
> thing to heed. Harlequin's Back throws the players into totally alien
> environments which require a great deal of role-playing and problem
> solving in order to survive. Especially important is an experienced GM.
> Without that the module is likely to fall on its face. If you have both
> an experienced GM and good, experienced players it can be an incredible
> adventure though.

I tend to agree, although GMs and players experienced with gaming in general
and not particularily with SR might fall into a few holes and pits. Running
the module requires a fairly good knowledge of the SR rules and
background/setting/history. I'd also be against running a starting team
through it on the basis that it is a big, important module, something to lead
up to, not something to start out on. I would also try to avoid runing power
gamers through it (like my team at the moment), as the ideals and actions
neccesary throughout the module are not really in line with the usually
mercenary world view of such players. My players wouldn't do half the
neccessary thing in the module, because it doesn't help them in any way, and
it means they have to get their butts into possible danger. (I'm currently
running a series of Astral Quests to give them the idea that in an Astral
Quest you actually have to try to accomplish a goal, and that goal is not
something you determine. If you are a knight in shining armour in the quest,
and the dragon has run off with the maiden, then you should go rescue her,
not go visit her father and demand payment before proceeding. The quest has
put you in that particular role, and you must play out the scene
successfully to complete the quest). But I digress. In short I wouldn't try
it until both the players and GM have ben doing the SR thing for a while.

--
Damion Milliken University of Wollongong E-mail: adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a18 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+ u@ h* f+ !r n----(--)@ !y+
Message no. 4
From: Blade Hunter <rjc5646@*****.NJIT.EDU>
Subject: Re: Harlequin's Back - Hard ??
Date: Thu, 16 Mar 1995 00:42:18 -0500
I agree with most of what has already been previously noted about
Harlequin's Back, but one also has to remember that wits *aren't* going
to be the only thing required. In face, the very first attack would have
wiped out the entire group, but fortunately the first two attacks by the
enemy minions were against Harlequin and the randomly rolled Frosty.
Only thing that did significant killing was the troll with the Panther
(group's resident power-gamer...when I let the Panther show up as usual
equipment, I didn't expect it to be that crucial....the manabolts weren't
effective enough).

Actually, I'm running HB right now...left off with the group saying,"Oh,
just passing through...we're looking for a bird." I then let them
continue on their journey with wishes of luck from Leroy. (Afterwards,
somebody w/o their glasses looks over my shoulder looking for pictures
and spots a section with big ol' letters saying "LEROY"..."oops, I think
we missed something important guys..." :) Sometimes, I just don't
know....but in short: the writing has been layed out for the players to
go through the scenarios with marginal variation...expect the unexpected
from your players and be ready to improvise (something I do so much of, I
rarely bother with writing many adventure notes anymore!).

L8s (wishing they gave more info on the Collective)....
-Blade_____.... ... .. . . . .
Message no. 5
From: Gurth <gurth@******.NL>
Subject: Re: Harlequin's Back - Hard ??
Date: Thu, 16 Mar 1995 10:56:06 +0100
>Recently there's been a lot of talk about the HB module, I've seen it down
>at the local shop and I was wondering, On the back of the module it says
>something about "made for experienced players and GM's" Is it really that
>tough or is it something you can throw at your relatively inexperienced
>group with out them becoming totally mangled or killed ??

I wouldn't advise HB for inexperiences players/characters. Not that they
wouldn't stand a chance, but you'd have to ask yourself why they would be
the "chosen ones" in the first place... Any adventure can be played by any
group of players if the GM adapts it, IMHO, but HB is a bit more involved
than your typical Shadowrun modules.


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Don't belong in this world or the next one
Geek Code v2.1: GS/AT/! -d+ H s:- !g p?(3) !au a>? w+(+++) v*(---) C+(++) U
P? !L !3 E? N++ K- W+ -po+(po) Y+ t(+) 5 !j R+(++)>+++$ tv+(++) b+@ D+(++)
B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y?
Message no. 6
From: "Bracket <la7hfw@*****.ucc.hull.ac.uk>"
Subject: Re: Harlequin's Back - Hard ??
Date: Thu, 16 Mar 1995 13:29:48 +0100
On Wed, 15 Mar 1995, Niels Broberg wrote:

> Hello all,
>
> Recently there's been a lot of talk about the HB module, I've seen it down
> at the local shop and I was wondering, On the back of the module it says
> something about "made for experienced players and GM's" Is it really that
> tough or is it something you can throw at your relatively inexperienced
> group with out them becoming totally mangled or killed ??
>
> Any advise/views would be apreciated.

I ran HB in two sessions [BIIG sessions, it was only slightly condensed],
and I can honestly say its the best FASA module I've run. But I would not
recommend it for an inexperienced GM - if the GM isn't experienced, the
whole module would dissipate into farse; it needs a lot of practice to
get the atmosphere right. It also needs good, experienced, PLAYERS - ones
who are prepared to get into the concepts behind HB. The characters -
well it helps if they are quite tough, but you can always tone down
combats if needs be.

Its a wonderful module. But I think an inexperienced group (as in the
players and GM are inexperienced, not the characters) would get mangled,
and wouldn't be in a position to appreciate the module....

Hope this helps,
Bracket.

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"and never, ever, ever cut a deal with a dragon"
Proverb.

----------------------------------------------------------------
Bert the Bracket.
H.F.Wolverson@***.hull.ac.uk
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