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Message no. 1
From: Dwayne Baker <dabaker@***.EDU>
Subject: HELP! 10 Shadowrunners
Date: Mon, 24 Jan 1994 19:45:42 -0600
I ran a shadowrun 2nd. Ed. game last semester for the gaming club.
No big deal I had 4 players to begin with and then one dropped out.
Plot's and oppisition were easy to design for the small group.

This semester I have 10 +/- 2 players to deal with.
I need some help with idea's of how to deal with this many!!!

The party seems to consists of:
3 Samurai
1 Rigger
1 Decker
2 Mages (maybe Shamans I can't remember)
2 Samurai/Rigger
1 Contact Man ( 6 contacts, 2 buddies, & a go-gang)

Are their any modules that could handle this size of group?
The first running starts Friday 28Jan94.
I plan to keep them busy in Tir Tairngire for a short run but after that
I have no idea.

Thanks for any help!!

In Fellowship of the Shadows,

Dwayne Baker, aka. Umi
dabaker@***.edu
Message no. 2
From: Richard Pieri <ratinox@***.NEU.EDU>
Subject: Re: HELP! 10 Shadowrunners
Date: Mon, 24 Jan 1994 21:41:11 -0500
Either kick some of them out of the group, or run two separate groups
independant of each other.

Seriously, most GMs find that 3 to 5 players is optimal. More than that
and it becomes difficult to keep everyone involved in the plot(s). And
then nobody has fun. If you want to make things very interesting, set up
the two groups as rivals, but don't let the players know (at least
initially) that their rivals are the other PC group.

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Message no. 3
From: Luke Kendall <luke@********.CANON.OZ.AU>
Subject: Re: HELP! 10 Shadowrunners
Date: Tue, 25 Jan 1994 14:13:33 +1100
Hmm. That really sounds impractical to me - 10 seems far too many.
(Also, in SR, extra numbers really help in fire fights, which
would mean some of the modules would become much easier.)

What about splitting them into two groups, and alternating sessions
between one group and the other, set in the same world; allow
occasional cross-overs and `guest appearances' from one group
into the other? Divide modules between the groups, yet make the
shadownet (and general street gossip) reasonably active, so the
activities of one group sometimes become known to the other.

luke
Message no. 4
From: Nightfox <DJWA@******.UCC.NAU.EDU>
Subject: Re: HELP! 10 Shadowrunners
Date: Mon, 24 Jan 1994 20:47:26 -0700
>I ran a shadowrun 2nd. Ed. game last semester for the gaming club.
>No big deal I had 4 players to begin with and then one dropped out.
>Plot's and oppisition were easy to design for the small group.
>
>This semester I have 10 +/- 2 players to deal with.
>I need some help with idea's of how to deal with this many!!!
>
>The party seems to consists of:
> 3 Samurai
> 1 Rigger
> 1 Decker
> 2 Mages (maybe Shamans I can't remember)
> 2 Samurai/Rigger
> 1 Contact Man ( 6 contacts, 2 buddies, & a go-gang)
Contacts man? Most of my players routinely start out with 8-12 contacts
(I suggest it). As to size, well right now I have 4 which is nice, the two
extras are going to be a problem. Not only are there going to be too many
people but the two new ones really are somewhat disruptive, unfortunately I'm
too much of a nice guy to not let them in.


BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!
Daniel Waisley + SCA - March of Ered Sul - Flagstaff AZ
DJWA@******.UCC.NAU.EDU + Nau fencing club.
"Nightfox" + Brotherhood of the Cryptic Demesne -household
BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!
GE - d+(-) -p+@ c++(++++) !L u(--) e+(*) m+ s+/ !n+(-) h* f+ g+ w+++ t+ r+ y+
"infinity = zero" - Daniel Waisley "Nightfox"
BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!BOINGEE!!!

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