From: | shadowrn@*********.com (Shannon Buys) |
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Subject: | Multi-threaded campaigns and educating new players |
Date: | Tue Jun 11 08:00:03 2002 |
with a new group. Please note for future reference NEW.
Anyway, first thing is a multi-threaded story, different things are
happening at the same time like a gang war in the neighbourhood, Renraku
doing experiments on building a better cyberzombie and characters friends
going missing. As well as the characters personal laundry being thrown in
(I'm playing through an addept being chosen by her totem).
Also, the gameplay is open ended. Basically I do research on a whole bunch
of runs, and they decide on which ones they take and which ones they refuse
as some of them are humdingers. Anyway, it seems that I have many of my
players totally confused as to what is actually going on, half of them think
everything is related to one story (after I informed everyone of the
multithreaded story), Some seem to be enjoying it, others complain that I'm
running it too fast and being new players/shadowrunners, they need time to
learn about Seattle and the world around them.
Which brings me to my second topic, how do I educate characters quickly and
bring them up to speed on how to be a big grown up profesional shadowrunner?
I'm thinking of abandoning the multithreaded campaign for a while and
serving them "follow the yellow brick road, kiddie adventures/runs/storys"
where each one familiarises them with one aspect of Shadowrun e.g.
Decking/Matrix/Corporate security/Governmental system/corporations etc.
Eventually when they're all grown up Shadowrunners, I'll take them back to
having to think for themselves. Sorry, I appear really sarcastic here, but I
guess I'm just slightly miffed at this bunch of players that don't
appreciate my well laid plans. They're pretty intelligent, adult rpg'ers
(18 - 27). We've kind of sorted out the 18yrold "Murder Death Kill munchkin
combat monster" by some quiet threatening to force him to play a pacifist,
quadruplegic decker if his bodycount starts becoming an issue or he becomes
out of hand in any way.
Basically I'd like to know if any GM's have tried this approach to games and
or had to educate new players and how they did it.
ok, shoot..
*puts away spraycan, looks both ways and sprints for alleyway*