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Message no. 1
From: Joseph Casey CS91 <jcasey@**.STRATH.AC.UK>
Subject: Help on GameMastering
Date: Wed, 15 Feb 1995 15:22:00 +0000
Being,as I mentioned, a rookie GM at ShadowRun, I
wondered if there were any secrets or tips which
any of you might be able to offer to lead to less
stressful runs.
Problems I've had so far involve keeping
track of initiatives for everyone...I can manage
it but it seems to slow the game down a helluva
lot having to roll and note everyones initiative.
Also combat tends to get tedious after a few rounds
if people don't start to die fast. I have tried to
pepper the fights with some NPC roleplay but this is
not too easy. Any tips on incorporating roleplay from
NPC's during a battle.
The richest part of the runs so far have been
the interactions with NPC's prior to or after battle
but never during. Is the game always like this...if so
I will probably steer the players away from getting
involved in fights.
I've been told that combat and other player
actions speed up as the players get used to the rules.
I do hope this is true...I'm eager for more than just
a ShadowStroll around Seattle.
Please help with any tips or tricks to being
a better GM and staging better runs.
cheers all,
Jo.
Message no. 2
From: Jettero Heller <heller@*****.CBA.CSUOHIO.EDU>
Subject: Re: Help on GameMastering
Date: Wed, 15 Feb 1995 13:07:13 -0500
> Problems I've had so far involve keeping
> track of initiatives for everyone...I can manage
> it but it seems to slow the game down a helluva
> lot having to roll and note everyones initiative.

I let the players themselves keep track of their own initiatives.
Just find out the highest initiative and start at that phase. Then
call out numbers and when ever you hit a number that a player has
an action in they respond. It works easier on you this way. Of course,
that also means you have to be able to trust the players.

> Also combat tends to get tedious after a few rounds
> if people don't start to die fast. I have tried to
> pepper the fights with some NPC roleplay but this is
> not too easy. Any tips on incorporating roleplay from
> NPC's during a battle.

Indeed combat does get a little tedious, try to have the players keep
track of as much information for you as possible regarding target numbers
and the like. then when it comes time for them to act make the appropriate
modifications based on the npc's action and roll it.

> The richest part of the runs so far have been
> the interactions with NPC's prior to or after battle
> but never during. Is the game always like this...if so
> I will probably steer the players away from getting
> involved in fights.

This is a good idea anyway, unless you want your game to be hack-n-slash.

> I've been told that combat and other player
> actions speed up as the players get used to the rules.
> I do hope this is true...I'm eager for more than just
> a ShadowStroll around Seattle.

It does. . .and once you learn all the appropriate modifiers you no longer
have to look them up. Never judge a game after the first few sessions.
Give it time. . .It took me quite a few months to get used to rolemaster
when I started that.

** Heller
Message no. 3
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: Help on GameMastering
Date: Wed, 15 Feb 1995 15:55:26 -0500
On Wed, 15 Feb 1995, Joseph Casey CS91 wrote:

> Being,as I mentioned, a rookie GM at ShadowRun, I
> wondered if there were any secrets or tips which
> any of you might be able to offer to lead to less
> stressful runs.

The best advice I can give is to concentrate more on how your
campaign setting works. Create the environment, and your campaign will
write itself. No more reliance on modules and much more consistency will
soon follow.

> Problems I've had so far involve keeping
> track of initiatives for everyone...I can manage
> it but it seems to slow the game down a helluva
> lot having to roll and note everyones initiative.

First, have PC's roll their own initiative. Start from the
highest and count down from there. That makes the players pay attention
listening for their action number to come up. As far as NPC's go, if you
have lots of NPC's, roll them in group of three or four at a time. Less
realistic, but easier on you.

> Also combat tends to get tedious after a few rounds
> if people don't start to die fast. I have tried to
> pepper the fights with some NPC roleplay but this is
> not too easy. Any tips on incorporating roleplay from
> NPC's during a battle.

Just play the opponents as though they are intelligent and have
some semblance of a self-preservation instinct. As far as role-playing
during combat, not too many people are concerned with witty repartee when
pinned down behind a potted plant by heavy machinegun fire.

> The richest part of the runs so far have been
> the interactions with NPC's prior to or after battle
> but never during. Is the game always like this...if so
> I will probably steer the players away from getting
> involved in fights.

If you run your fights right (namely as lethal as combat should
be), the players will tend to steer themselves away from combat. Serious
wounds and cyberware loss are wonderful deterrants. If the players know
they can get spammed in cambat, they will be just that much more likely
to try "alternative options" that will lead to much more originality and
role-playing.

> I've been told that combat and other player
> actions speed up as the players get used to the rules.
> I do hope this is true...I'm eager for more than just
> a ShadowStroll around Seattle.

Too true. As you get the hang of what the modifiers are for the
various situations, you will get much quicker at calculating target
numbers. Also, as players get the hang of how combat works, they will
ask fewer stupid questions and waste less time waffling around trying to
decide what they're gonna do.

> Please help with any tips or tricks to being
> a better GM and staging better runs.

Above all, make your rules decisions consistenly and logically.
Also, NPC's do things for a reason and that reason should make sense
(even if it is a twisted, evil, totally insane sort of sense).

Marc
Message no. 4
From: Kay and Pete Hanson <kidkaos@******.NET>
Subject: Re: Help on GameMastering
Date: Wed, 15 Feb 1995 05:52:46 -0600
>> Please help with any tips or tricks to being
>> a better GM and staging better runs.

Start a small notebook of encounters, (i.e. wacked out street Sam starts a gun
fight outside of favorite restraunt, random encounter) (Newsteam is
interviewing council man, you walked through in a crowd scene), etc. This
adds interesting role-playing that can occassionally leas to other adventures.

I ususally had out a News-faq sheet for the day, interesting stories, bands,
classes, etc. Some of these stories are needed for an adventure. Some can be
used to start an adventure. Some are random, meaningless stories.

I also give out 5 points to be used in totally useless skills. Comic book
collecting, chess, Oriental cooking, car identification, oragami, etc. (not
camping, tracking, or skills that could be easily used.) This way you can
add personal goals and runss (i.e. a friend has a priceless first edition
Elf-Quest comic stold and will pay the group to get it back from the guy who
stoled it, etc.)

I also give out karma for 'good' role-playing.

Make characters use there street contacts, give the street contacts names,
histories, etc.

Make sure you have house rules to avoid major arguments. Personal house
rules are 1. Don't do dumb things. 2. The d.m. is always correct. 3. You
said it you did it. 4. There are flaming pillars for people who don't
listen. 5. See rule number 1.

Last of all, in large groups, I take a piece of paper and start out at the
max amount of turns and go to the least (in list like fashion.) I before
hand make up markers for npc's. I take a main marker start at the top.
Roll and put npc markers down. Go down list. This way you can't forget npc
movements.
(Only used in groups of 8 or more player characters)

These are just what I use to keep order. I like to toss in lots of
day-to-day things just to add interest. Anyone else wish to exchange ideas?


Kid Kaos
Message no. 5
From: Gurth <gurth@******.NL>
Subject: Re: Help on GameMastering
Date: Thu, 16 Feb 1995 11:51:42 +0100
> Problems I've had so far involve keeping
> track of initiatives for everyone...I can manage
> it but it seems to slow the game down a helluva
> lot having to roll and note everyones initiative.

Let your players keep track of their own initiative. For the NPCs, roll a
handful of dice, and just use the left-most die for the first NPC's
initiative (or the left-most two, or whatever, dice). Write the initiative
next to the NPC's condition monitor.

> Also combat tends to get tedious after a few rounds
> if people don't start to die fast. I have tried to
> pepper the fights with some NPC roleplay but this is
> not too easy. Any tips on incorporating roleplay from
> NPC's during a battle.

You have combats that actually last more than two turns??!! That would be a
first :) In battle situations, just about the only roleplaying we ever do is
"I shoot that bastard with the big gun!" :)

> I've been told that combat and other player
> actions speed up as the players get used to the rules.

Yes, as you won't have to explain as much to them as you used to, look up
less in the books, etc. I bet that you are now counting the number of
successes and are making complicated calculations inside your head to see
how much damage the target takes, for instance. After a while, you'll go
"three successes? Serious wound."


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Every time you shake someone's hand It determines where you stand
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+(++)
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Message no. 6
From: Luke Kendall <luke@********.CANON.OZ.AU>
Subject: Re: Help on GameMastering
Date: Fri, 17 Feb 1995 09:29:32 +1100
Gurth wrote:

> > not too easy. Any tips on incorporating roleplay from
> > NPC's during a battle.
>

> You have combats that actually last more than two turns??!! That would be a
> first :) In battle situations, just about the only roleplaying we ever do is
> "I shoot that bastard with the big gun!" :)

Luxury! Some of our bigger fights have gone on for 10 turns, and taken
an entire evening (or two!) to play. But that was with 15-20 combatants,
plus magic and spirits.

Roleplaying NPCs in battle? About the only qualities that are going
to show through in a combat situation are excessive caution (cowardice),
crazy foolhardiness (bravery), or self-sacrifice.

You want stuff that adds to the drama of a fight, not stuff that dilutes it.

luke
Message no. 7
From: Brother Equine <equine@********.NET>
Subject: Re: Help on GameMastering
Date: Thu, 16 Feb 1995 22:18:00 CST
And the other one that did not get through....

> Being,as I mentioned, a rookie GM at ShadowRun, I
> wondered if there were any secrets or tips which
> any of you might be able to offer to lead to less
> stressful runs.
> Problems I've had so far involve keeping
> track of initiatives for everyone...I can manage
> it but it seems to slow the game down a helluva
> lot having to roll and note everyones initiative.

Don't keep track...that is their job. I tell them to roll and jot it down.=

I make them subtract the 10 from it until they get their last turn number.=

Then I start with the highest and count down as the turns progress. If the
miss their turn...tooooo bad...should of been paying attention to that
bullet coming at you and not the booger in your nose.


> Also combat tends to get tedious after a few rounds
> if people don't start to die fast. I have tried to
> pepper the fights with some NPC roleplay but this is
> not too easy. Any tips on incorporating roleplay from
> NPC's during a battle.

I try to keep NPCs out of battles but that is because I have 6 or 7 people
playing usually. If the battles start moving slow I just use judgement. If
they are kicking ass I will speed it up by having them kill them the next
round or if they are losing I will almost kill them then let them win.
Unless there is no chance of them winning then they die.


> The richest part of the runs so far have been
> the interactions with NPC's prior to or after battle
> but never during. Is the game always like this...if so
> I will probably steer the players away from getting
> involved in fights.

Shadowrun is a fighting game...Vampire is a story game. I usually throw
fights in because my players get bored if there is nothing to geek. Then
again some people like to role play with Shadowrun more...it is best to
usually find out what the group you are GMing for likes best.
Message no. 8
From: The GREAT Cornholio <mruane@***********.HACKS.ARIZONA.EDU>
Subject: Re: Help on GameMastering
Date: Fri, 17 Feb 1995 00:38:12 -0700
On Thu, 16 Feb 1995, Brother Equine wrote:

> And the other one that did not get through....
>
(STUFF CUT OUT)
>
> > The richest part of the runs so far have been
> > the interactions with NPC's prior to or after battle
> > but never during. Is the game always like this...if so
> > I will probably steer the players away from getting
> > involved in fights.
>
> Shadowrun is a fighting game...Vampire is a story game. I usually throw
> fights in because my players get bored if there is nothing to geek. Then
> again some people like to role play with Shadowrun more...it is best to
> usually find out what the group you are GMing for likes best.
>
What?!?! Shadowrun is a fighting game IF the characters hose things up
REEEEEEEEEAAAAAAL good. Of course, there are times when a team needs
combat to accomplish their goals. Remember-- when you run the shadows,
you should be as one with the shadows. You're good if nobody knew you
were there. You're good if you don't leave casualties strewn in your
path. You're good if your public rep is still high but your shadow rep
is low. People who know you are reliable and discreet will hire you far
more often and you have a quicker advancement value onthe street. If you
can assimilate information, make friends, learn all you need to know by
interacting and researching and making life easier, then you are a far
better runner than the In-the-front-door Sammie with the Panther AC.
Infromation lasts a lot longer on the street if nobod knows you took it.
Invisibility and professionalism will get you farther than 12 kilos of
C-12 and an attitude.

Mike, TGC
Message no. 9
From: Gurth <gurth@******.NL>
Subject: Re: Help on GameMastering
Date: Fri, 17 Feb 1995 11:38:22 +0100
>Luxury! Some of our bigger fights have gone on for 10 turns, and taken
>an entire evening (or two!) to play. But that was with 15-20 combatants,
>plus magic and spirits.

Combats with lots of people usually get resolved pretty quickly by our
shaman and her Mana Cloud spell... Just about every time I think "This is
going to take us longer to resolve" somebody wastes all the NPCs in 2 or 3
turns...


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Every time you shake someone's hand It determines where you stand
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. 10
From: Brother Equine <equine@********.NET>
Subject: Re: Help on GameMastering
Date: Fri, 17 Feb 1995 11:07:00 CST
>What?!?! Shadowrun is a fighting game IF the characters hose things up
>REEEEEEEEEAAAAAAL good. Of course, there are times when a team needs
>combat to accomplish their goals. Remember-- when you run the shadows,
>you should be as one with the shadows. You're good if nobody knew you
>were there. You're good if you don't leave casualties strewn in your
>path. You're good if your public rep is still high but your shadow rep
>is low. People who know you are reliable and discreet will hire you far
>more often and you have a quicker advancement value onthe street. If you
>can assimilate information, make friends, learn all you need to know by
>interacting and researching and making life easier, then you are a far
>better runner than the In-the-front-door Sammie with the Panther AC.
>Infromation lasts a lot longer on the street if nobod knows you took it.
>Invisibility and professionalism will get you farther than 12 kilos of
>C-12 and an attitude.
>
>Mike, TGC


heh..was expecting something in return for that comment I made. :) Well I=

understand what you are saying but he mentioned something about steering his=

players away from fights..and I think if that happened it would be way to
boring for some people. I too agree that the players should not go running=

in with guns blazing but sometimes there is no choice.
Message no. 11
From: The GREAT Cornholio <mruane@***********.HACKS.ARIZONA.EDU>
Subject: Re: Help on GameMastering
Date: Sun, 19 Feb 1995 20:38:40 -0700
On Fri, 17 Feb 1995, Brother Equine wrote:

> heh..was expecting something in return for that comment I made. :) Well I
> understand what you are saying but he mentioned something about steering his
> players away from fights..and I think if that happened it would be way to
> boring for some people. I too agree that the players should not go running
> in with guns blazing but sometimes there is no choice.
>
Many a times have I heard the regrain, "I wanna kill something!" in our
campaigns. Hell, I've even said it a couple of times.

Mike, TGC
Message no. 12
From: toksick boy <NSPIN0404@*****.NSULA.EDU>
Subject: Re: Help on GameMastering
Date: Sun, 19 Feb 1995 22:14:01 -0600
On Sun, 19 Feb 1995, The GREAT Cornholio wrote:

> Many a times have I heard the regrain, "I wanna kill something!" in our
> campaigns. Hell, I've even said it a couple of times.

It's easier coming from players than from the GM himself...I've had the
occasional misfortune to run under someone who, it seemed, only knew the
rules of combat...not anything about general human interaction.

But then, he didn't know much about general human interaction, anyway.

regarding these great ideas people keep tossing around about help GMing..
if there were some agreement on various concepts for the speeding up of
play, especially combat, maybe someone could compile a GMing FAQ?

Just a thought..

Dave

--
Dave Pine "I wasn't when wasn't wasn't cool." |Geek Code: GFA/GCS d---(----)
Digital Samurai http://rever.nmsu.edu/~maldrin/|h-->---- s++:- au+ w+++ C++++
maldrin@****.nmsu.edu artistcypherpunkwierddood|N+++ W++>++++ V+ Y++ R+ tv b+
NSPIN0404@*****.nsula.edu /\/"only connect"\/\ |>+++ D++ u** h! r++>+++ !n
y?

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