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Message no. 1
From: shadowrn@*********.com (Karim Shehadeh)
Subject: New to ShadownRun
Date: Fri Apr 13 08:00:01 2001
I'm new to ShadowRun and had a few questions this list might be able to
answer:

1) Are there a lot of modules (DnD term, not sure what the ShadowRun
equivalent is. maybe campaigns) available or do you all find yourself
making up your own (which is admittedly more fun but more time consuming)

2) With FASA turning over ShadowRun to WizKids do you get the feeling that
support for the game will dwindle, stay the same or be improved?

3) How long does it take to play an average campaign/module/whatever?

4) How do you think ShadowRun compares against other role-playing games in
terms of the rules, the setting, etc.

Thanks,
Karim
Message no. 2
From: shadowrn@*********.com (Sven De Herdt)
Subject: New to ShadownRun
Date: Fri Apr 13 08:50:00 2001
Karim Shehadeh wrote:
>
> 1) Are there a lot of modules (DnD term, not sure what the ShadowRun
> equivalent is. maybe campaigns) available

You can play SR with only the basic rules as specified in SR3, but there are
some sourcebooks that might be considered (IMHO) as essential.
Especially if you want to give more depth to your games, you could use the
additional sourcebooks: Cannon Companion, Magic in the Shadows, Rigger3,
Matrix.

> or do you all find yourself
> making up your own (which is admittedly more fun but more
> time consuming)

Depends on how much time you can spare in your free-time, personally I don't
have much time for this at the moment so I tend to use whatever 's out
there.

> 3) How long does it take to play an average campaign/module/whatever?

It highly depends on your players, the background of the
adventure/campaign,... Out of my experience I would say that the average
adventure takes about 8 - 10 hours to complete (which is mostely 2 sessions)
for my current player groups.

I wouldn't really set a time on it, you just go ahead with the adventure and
as long as players are having fun, it doesn't really matter how long it
takes.
fi. at this moment where one group is at their 5th session (average time of
4 hours per session) to accomplish an 'hit&run' mission but there not bored
yet so ...(they do have to cross part of a jungle to reach their target
though :)))

> 4) How do you think ShadowRun compares against other
> role-playing games in terms of the rules, the setting, etc.

I don't really tend to compare different RPGs, I just use most of the rules
as they come along and on the way I try to make up some house rules for more
specific rulings.

After all there just rules and therefore less important, the essential part
of an RPG is the 'roleplaying' bit :)

Just my thoughts,

-sven ;)
--
Message no. 3
From: shadowrn@*********.com (Lars Wagner Hansen)
Subject: New to ShadownRun
Date: Fri Apr 13 10:45:01 2001
From: "Karim Shehadeh" <karim@**********.net>
> I'm new to ShadowRun and had a few questions this list might be able
to
> answer:

Welcome to Shadowrun and ShadowRN. I hope you get to like as much as I
do.

> 1) Are there a lot of modules (DnD term, not sure what the ShadowRun
> equivalent is. maybe campaigns) available or do you all find
yourself
> making up your own (which is admittedly more fun but more time
consuming)

There is quite a few adventures, as they are called. Although some of
them are difficult to get hold of. At my last count there was 30
adventure books. You can find e rewiev of most of them here:
http://www.xs4all.nl/~gurth/shadowrun/, along with many of the other
SR books. It's a good place to look before you decide to buy any
books.

18 of these are single adventure books, where as the rest are
multriple adventure books, some in the form of complete campaings,
some in the form of related adventures, some in the form of (up to 24)
adventure hooks around the same subject, and some not related at all.

There are also adventures in the following products: Native American
Nations 1 (Peacekeeper) & 2 (Eye of the Eagle), Shadowrun 1st Edition
(Food Fight, reprinted in First Run), Universal Brotherhood* (Missing
Blood), Quick Start Rules (Prototype Envy) and GM Screen 1st Edition
(Silver Angle).

In addition there are a whealth of adenture ideas in many of the other
books, especially Sprawl Sites, Bug City*, Threats*, Portfolio of a
Dragon*, Underworld Sourcebook, Cyberpirates, nearly all the
sourcebooks in the 7200-series and the Shadowrun Companion.

* Loads of these are very hard to find these days, dont expect to find
any of the ones marked with an asteriks (*)

> 2) With FASA turning over ShadowRun to WizKids do you get the
feeling that
> support for the game will dwindle, stay the same or be improved?

Hopefully not dwindle. Improve will be best, but I'll settle for stay
the same.

> 3) How long does it take to play an average
campaign/module/whatever?

Bought single adventure : Usually two sessions (of 8 hours each).
Homemade adventure: Anywhere from 2 hours to 80 hours.

> 4) How do you think ShadowRun compares against other role-playing
games in
> terms of the rules, the setting, etc.

The setting is the best IMO. The rules are just there. I use them,
improved them, mangle them or just ignore them. Rules should never add
or subtract from the roleplaying experience.

Lars
--
Lars Wagner Hansen, Jagtvej 11, 4180 Sorø
l-hansen@*****.tele.dk http://home4.inte.tele.dk/l-hansen
Message no. 4
From: shadowrn@*********.com (Wordman)
Subject: New to ShadownRun
Date: Fri Apr 13 10:45:04 2001
> I'm new to ShadowRun and had a few questions this list might be able to
> answer:

Welcome. One thing first though: the r in Shadowrun isn't capitalized.
Capitalizing the R kinda marks you as a newbie.

> 1) Are there a lot of modules (DnD term, not sure what the ShadowRun
> equivalent is. maybe campaigns) available

I think "adventure" is the official term, but most people I know use
"module".

> or do you all find yourself making up your own (which is
> admittedly more fun but more time consuming)

There are a fair number of adventures published over the years, but most of
them are out of print. This is actually a good thing because most of them
were terrible. FASA tactic recently has been to release campaign books,
which contain from five to eight separate but linked runs. The best of these
was, without doubt, the original Harlequin (also out of print). In general,
these campaign books are decent and best used when intermixed with runs of
your own.

I think most people only use these books as very rough plot outlines,
though. In the campaigns I'm in, usually the character histories are so deep
that the campaign kind of runs itself. Rather than the runners moving
through the publish run, the published run sort of moves around the runners.

> 2) With FASA turning over ShadowRun to WizKids do you get
> the feeling that support for the game will dwindle, stay the
> same or be improved?

My personal feeling is that the .support. for the game will increase,
especially on-line, but that the quality of the product itself will
decrease. I hope I'm wrong on this last point, but time will tell.

> 3) How long does it take to play an average campaign/module/whatever?

As long as it takes. Really it depends on the players. If you are a slave to
the published adventure, one "sub-adventure" in a campaign book can probably
be done in one to two sessions. Most groups I've been involved with,
however, have a lot of character tasks and development beyond the published
runs (for example, one player may want to follow a sub-plot in
his history, or deal with a contact or whatever) and this can make the run
last longer (in a good way).

> 4) How do you think ShadowRun compares against other role-playing
> games in terms of the rules, the setting, etc.

The rules are satisfactory, but not stellar. The setting is the reason to
play as it is very deep fairly well flushed out (at least in most of North
America). One thing the rules do tend to do pretty well is balance magic and
technology. That is, magic is not so overpowering that people only want to
play magicians. Shadowrun has a huge problem with the range of power level,
though, based largely on its focus on the number six. What I mean by this is
that the range between weak and ultra-powerful is not very wide. It does not
take long for characters to reach a point when they are nearly invincible
against most opposition. This can be controlled, but most starting GMs are
not used to it and campaigns can get way out of control. If your players
start killing dragons, you'll know that it has happened to you.

My advice for people starting to play SR is to run a campaign until the
characters have about 70 karma, then scrap the whole thing and start over.
Tell all the players this in advance. Chances are that by the time the
characters have that much karma, the GM will have fallen into the usual SR
traps (usually these involve not controlling access to equipment and spell
formulae) and the campaign will be over the top. When the campaign starts
over, the GM should be able to correct the mistakes and everything should be
fine.

One other bit of advice: read the ShadowFAQ:

http://shadowfaq.dumpshock.com/

Wordman
Message no. 5
From: shadowrn@*********.com (Travis K. Heldibridle)
Subject: New to ShadownRun
Date: Fri Apr 13 14:40:01 2001
-------------------------------------------------
I'm new to ShadowRun and had a few questions this
list might be able to answer:
-------------------------------------------------
Welcome to the club! It is always nice to see a new face.

-------------------------------------------------
1) Are there a lot of modules (DnD term, not sure
what the ShadowRun equivalent is. maybe campaigns)
available or do you all find yourself making up
your own (which is admittedly more fun but more
time consuming)
-------------------------------------------------
As others have mentioned they are just called "adventures", although most
folks will know what you are talking about if you happen to say "module"
instead.

-------------------------------------------------
2) With FASA turning over ShadowRun to WizKids do
you get the feeling that support for the game will
dwindle, stay the same or be improved?
-------------------------------------------------
I've decided to be optimistic and hope that "everything will be okay".
Nobody really knows at this point. I'm guessing we will start to see clues
as to which way things are going in the first 6 months to a year after
WizKids starts releasing material.

-------------------------------------------------
3) How long does it take to play an average
campaign/module/whatever?
-------------------------------------------------
I will have to agree with earlier replies for the most part. For my group it
usually takes 2 to 3 game sessions (7 hours a session) to complete published
adventures (although we get off track a good bit). It generally takes 2 game
sessions to complete the smaller adventures within the campaign books (such
as Harlequin, Harlequin's Back, Brainscan, etc..). I have yet to run any of
my own stuff in Shadowrun, but I would guess that my own adventures would
run about the same length, while my "campaigns" usually run more than a year
at a shot.

-------------------------------------------------
4) How do you think ShadowRun compares against
other role-playing games in terms of the rules,
the setting, etc.
-------------------------------------------------
I really don't like to compare. Each game really offers it's own unique
perspectives and/or rules. I personally like the complexity of Shadowrun
over more simple systems like White Wolf's Storyteller System, I like the
futuristic timeframe more than I like most fantasy settings, and I
definitely prefer that this system does not make use of "hit points" or
"character levels" to track the advancement of a character.


Seeya!
--Aristotle
Message no. 6
From: shadowrn@*********.com (Damion Milliken)
Subject: New to ShadownRun
Date: Fri Apr 13 14:45:01 2001
Karim Shehadeh writes:

> I'm new to ShadowRun and had a few questions this list might be able to
> answer:

Welcome! I hope that you find the list helpful, the discussion
enlightening, the Off Topic posts interesting, and the in-jokes not too
annoying.

> 1) Are there a lot of modules (DnD term, not sure what the ShadowRun
> equivalent is. maybe campaigns) available or do you all find yourself
> making up your own (which is admittedly more fun but more time consuming)

As already pointed out they are usually called "Adventures" for the short
ones, or "Campaigns" for the longer ones, and the ones with multiple linked
adventures within. There are something like 30 odd of them. This might not
sound like too many, but I've been running a game every Friday night for 6
years at a local club, and have only used about 20 of them. Mind you, about
2 or 3 runs out of 3 or 4 are either made up by me or initiated by the
players for personal reasons of their characters.

Unfortunately, many of the FASA published adventures and campaigns are now
out of print and extremely difficult to find. You could probably only find
10-20 if you looked, and most likely the worst 10-20, rather than the best
10-20.

The published adventures tend to fall into a few categories:

* Complete, fully scripted, self contained adventures. These usually have
around 10 separate encounters, and a reasonably detailed plot line. They
require a lot of prior reading, but have all the material (maps, NPC
statistics, place names and descriptions) needed to play already included.
There are something like 20 of these, but some are really really bad.

* Linked adventure campaigns. There are a couple of these, and they are all
quite good. They contain 5-10 medium sized advantures that usually flow
from one to the next (net neccessarily immediately), and make for a good
short term campaign.

* Associated adventure books. These contain 5 or so short to medium sized
advantures that have some common theme but are not linked. There are only a
couple of these.

* Scenario books. These contain a setting for an entire, quite decent sized
campaign. They contain details of the major players, important events, and
so on. They have about 20 somewhat fleshed out ideas for individual runs
that the GM can create within the framework provided, but contain no actual
pre-made adventures. There are a couple of these.

* Ideas books. There are a few of these. Thus usually centre around some
themse, idea, or occurrence in the SR world. They contain literally
hundreds of small, pretty much unrelated, runs and adventure ideas that are
not fleshed out at all.

> 2) With FASA turning over ShadowRun to WizKids do you get the feeling that
> support for the game will dwindle, stay the same or be improved?

It'll probably dwindle and drop off for acouple of years or so, but I would
figure that it'll only get better with time, and may eventually exceed FASAs
performance.

> 3) How long does it take to play an average campaign/module/whatever?

By my estimations above, assuming 40 weeks a year of playing once per week,
and playing for 6 hours, that's 1440 hours of playing. In this time, we've
done about 20 published runs, and probably 40-60 other runs. This makes
about 20 playing hours per run. In general, I think it was fast if it only
took 1 session. 2-3 sessions is normal, with 4-5 not being uncommon. More
than 6 is pretty rare, though (although I did once run a game that took 3
years real time for the one HUGE adventure, but that was the exception, not
the norm).

> 4) How do you think ShadowRun compares against other role-playing games in
> terms of the rules, the setting, etc.

It's sooooo much better that it's not funny. Well, the setting at least,
the rules leave a lot to be desired, I do have to say, but they're not all
that bad (skills based systems are much better than class based systems).

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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Message no. 7
From: shadowrn@*********.com (shadowrn@*********.com)
Subject: New to ShadownRun
Date: Fri Apr 13 14:55:01 2001
One good thing about Shadowrun is it has an incredibly active online
community associated with it. I'd be willing to say that the SR online
community is the largest for any game system, though I don't have facts to
back that up.

Anyways, a good portion of it, along with links to most of the rest is
located at:

www.dumpshock.com

In addition there is a bulletin board system, which many members of this
mailing list also frequent located at:

fourms.dumpshock.com


Enjoy!

Dave
Message no. 8
From: shadowrn@*********.com (Karim Shehadeh)
Subject: New to ShadownRun
Date: Fri Apr 13 15:15:01 2001
> It's sooooo much better...
I was minding my own business in Wizards of the Coast glancing at some magic
cards and DnD stuff when I spotted the Shadowrun manual. Once i started
reading the timeline history bit at the beginning i was hooked. The story
behind the game is so inventive and leaves so much open to the imagination I
felt like i had no choice but to look into it further. I'm glad I did.
It's also great to see that there's a community out there that supports it.

Thanks for all your help. Now I just have to convince my friends to play
it...

karim
Message no. 9
From: shadowrn@*********.com (shadowrn@*********.com)
Subject: New to ShadownRun
Date: Sat Apr 14 03:20:01 2001
On Fri, 13 Apr 2001 08:00:02 -0400 "Karim Shehadeh"
<karim@**********.net> writes:
> I'm new to ShadowRun and had a few questions this list might be able
> to
> answer:

Welcome Kemosabe. :) Lot's of people have already jumped in on this one
so I'll just chime in on a couple of questions. :)

<SNIP>
> 2) With FASA turning over ShadowRun to WizKids do you get the
> feeling that
> support for the game will dwindle, stay the same or be improved?
<SNIP>

I think Bull's latest post indicates that support will improve. ]:o)

> 4) How do you think ShadowRun compares against other role-playing
> games in
> terms of the rules, the setting, etc.

It's the second best RPG. Rolemaster Rules! ;) Serioously, Shadowrun has
excellently blend expeditious rules with realism that allows for quick a
dirty, hard edged game play befitting for a Cyberpunk setting. My heart
still belongs to Rolemaster (it was, after all, my first RPG.), but
Shadowrun is a close second. The two together form my yardstick by which
other RPGs are compared.

--
D. Ghost
Profanity is the one language all programmers know best
- Troutman's 6th programming postulate.
________________________________________________________________
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Message no. 10
From: shadowrn@*********.com (Gurth)
Subject: New to ShadownRun
Date: Sat Apr 14 06:45:00 2001
According to Karim Shehadeh, on Fri, 13 Apr 2001 the word on the street
was...

> 1) Are there a lot of modules (DnD term, not sure what the ShadowRun
> equivalent is. maybe campaigns) available or do you all find yourself
> making up your own (which is admittedly more fun but more time consuming)

There have been about 35 adventure books published to date; some (the ones
published over the last few years) have multiple adventures in them,
others (the ones from before the late 1990s) usually have only one. Most of
the newer adventures should be easily available, but some of the older ones
can be very hard to find.

> 2) With FASA turning over ShadowRun to WizKids do you get the feeling that
> support for the game will dwindle, stay the same or be improved?

From what I read today, the line will start up again soon enough. Shadowrun
certainly isn't going to go away.

> 3) How long does it take to play an average campaign/module/whatever?

You can play a typical published adventure in a few sessions, if you stick
to its plot and make a bit of haste. OTOH if you let the players pursue all
kinds of leads that have nothing to do with the adventure, plus do their
own stuff on the side you could take months to finish a single adventure.
However, this is true in just about all RPGs I've played :)

> 4) How do you think ShadowRun compares against other role-playing games in
> terms of the rules, the setting, etc.

It has a much more developed setting than most RPGs, so a GM can virtually
always find something of interest to the players. As for rules, there are a
_lot_ of them -- again, more than for most RPGs.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If there are vegetarian hamburgers, why isn't there beef lettuce?
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) s:- !a>? C+@ UL P L++ E W-(++) N o? K w+(--) O V?
PS+ PE(-)(+) Y PGP- t@ 5++ X(+) R+++(-)>$ tv+ b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 11
From: shadowrn@*********.com (Gurth)
Subject: New to ShadownRun
Date: Sat Apr 14 06:45:04 2001
According to Lars Wagner Hansen, on Fri, 13 Apr 2001 the word on the
street was...

> You can find e rewiev of most of them here:
> http://www.xs4all.nl/~gurth/shadowrun/, along with many of the other
> SR books. It's a good place to look before you decide to buy any
> books.

Thanks for the plug :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If there are vegetarian hamburgers, why isn't there beef lettuce?
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) s:- !a>? C+@ UL P L++ E W-(++) N o? K w+(--) O V?
PS+ PE(-)(+) Y PGP- t@ 5++ X(+) R+++(-)>$ tv+ b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 12
From: shadowrn@*********.com (Gurth)
Subject: New to ShadownRun
Date: Sat Apr 14 06:45:11 2001
According to Damion Milliken, on Fri, 13 Apr 2001 the word on the street
was...

> As already pointed out they are usually called "Adventures" for the short
> ones, or "Campaigns" for the longer ones, and the ones with multiple linked
> adventures within. There are something like 30 odd of them. This might not
> sound like too many, but I've been running a game every Friday night for 6
> years at a local club, and have only used about 20 of them.

Sounds about right... About three years ago, my group started a campaign
where we played FASA's adventures in chronological order, starting with
Mercurial (it being the first -- please, nobody contradict me before they
look at the dates, BTW :) and working our way to the end. After about two
years of playing usually once a week we decided to start a new campaign,
even though we had only got through maybe a third of the books. If you've
got a couple of the adventures, you can fill plenty of game sessions with
them.

> Unfortunately, many of the FASA published adventures and campaigns are now
> out of print and extremely difficult to find. You could probably only find
> 10-20 if you looked, and most likely the worst 10-20, rather than the best
> 10-20.

Because someone is going to ask which ones to look out for, I would
recommend the following (though I don't really know how hard it is to get
some of these):

- Dragon Hunt
- Elven Fire
- Harlequin
- Queen Euphoria

And as for ones to watch out for:

- Bottled Demon (this _sucks!_)
- Imago (too annoying for the PCs)

Most of the rest I've played is pretty average, though you can find more
complete opinions on the web site Lars mentioned :)

> * Linked adventure campaigns. There are a couple of these, and they are all
> quite good. They contain 5-10 medium sized advantures that usually flow
> from one to the next (net neccessarily immediately), and make for a good
> short term campaign.

These being mainly Harlequin (hard to find) and Brainscan (a recent book,
so you should be able to get hold of it).

> * Associated adventure books. These contain 5 or so short to medium sized
> advantures that have some common theme but are not linked. There are only a
> couple of these.

Missions, Super Tuesday!, Predator And Prey, etc.

> * Scenario books. These contain a setting for an entire, quite decent sized
> campaign. They contain details of the major players, important events, and
> so on. They have about 20 somewhat fleshed out ideas for individual runs
> that the GM can create within the framework provided, but contain no actual
> pre-made adventures. There are a couple of these.

Blood In The Boardroom and Mob War! being the main ones. I would recommend
new GMs stay away from these, as they require you to do a lot of reading
and puzling to find out how everything fits together and how you can make
it work for your campaign. If you need a quick adventure, these are also
not the ones to look at.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If there are vegetarian hamburgers, why isn't there beef lettuce?
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) s:- !a>? C+@ UL P L++ E W-(++) N o? K w+(--) O V?
PS+ PE(-)(+) Y PGP- t@ 5++ X(+) R+++(-)>$ tv+ b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 13
From: shadowrn@*********.com (Damion Milliken)
Subject: New to ShadownRun
Date: Sun Apr 15 01:30:01 2001
Gurth writes:

> Because someone is going to ask which ones to look out for, I would
> recommend the following (though I don't really know how hard it is to get
> some of these):
>
> - Dragon Hunt
> - Elven Fire
> - Harlequin
> - Queen Euphoria

These are all fine adventures, I think.

I also find Silver Angel, Supernova from First Run, and DNA/DOA to be good
introductory adventures for new players. They're all relatively simple and
straightforward, but they give a good impression of the SR world, as well as
the normal things required during a shadowrun (legwork, combat, negotiation,
clambering through sewers, etc.).

I also think that Mercurial, and A Killing Glare are good adventures, as
they are very stylish and rewarding, but they do pose some problems for the
GM to correctly impliment (especially with bloodthirsty players).

Also, you can't go by Missing Blood from Universal Brotherhood for an
ultimately cool adventure (and the largest Player Handout in any FASA
adventure... :-)).

> And as for ones to watch out for:
>
> - Bottled Demon (this _sucks!_)
> - Imago (too annoying for the PCs)

Imago is a pain in the butt, yes. Bottled Demon can be a fun run if
modified a little (after all, the characters _do_ get to geek a dragon,
that's considered "way cool" in many people's books :-)).

I didn't like Eye Witness, as if the players missed a minor clue at any
stage, they were rather stuffed for the entire rest of the run. I also
didn't really like Divided Assets all that much, as shadowrunners tend to be
mercenary scum, rather than the kind social workers that this adventure
seems to assume that they are. It can be used as an interesting change of
pace, however.

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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Message no. 14
From: shadowrn@*********.com (Lars Wagner Hansen)
Subject: New to ShadownRun
Date: Sun Apr 15 02:35:01 2001
From: "Gurth" <Gurth@******.nl>
>According to Lars Wagner Hansen, on Fri, 13 Apr 2001 the word on the
>street was...
>
>> You can find e rewiev of most of them here:
>> http://www.xs4all.nl/~gurth/shadowrun/, along with many of the
other
>> SR books. It's a good place to look before you decide to buy any
>> books.
>
>Thanks for the plug :)

You are welcome, even though you still haven't done the promised
update :-)

Lars
--
Lars Wagner Hansen, Jagtvej 11, 4180 Sorø
l-hansen@*****.tele.dk http://home4.inte.tele.dk/l-hansen
Message no. 15
From: shadowrn@*********.com (Gurth)
Subject: New to ShadownRun
Date: Sun Apr 15 06:20:05 2001
According to Lars Wagner Hansen, on Sun, 15 Apr 2001 the word on the
street was...

> You are welcome, even though you still haven't done the promised
> update :-)

I know, I know... I also need to update the Plastic Warriors site, and I've
been meaning to do that since last September or so...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If there are vegetarian hamburgers, why isn't there beef lettuce?
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) s:- !a>? C+@ UL P L++ E W-(++) N o? K w+(--) O V?
PS+ PE(-)(+) Y PGP- t@ 5++ X(+) R+++(-)>$ tv+ b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 16
From: shadowrn@*********.com (Gurth)
Subject: New to ShadownRun
Date: Sun Apr 15 06:20:15 2001
According to Damion Milliken, on Sun, 15 Apr 2001 the word on the street
was...

> I also think that Mercurial, and A Killing Glare are good adventures, as
> they are very stylish and rewarding, but they do pose some problems for the
> GM to correctly impliment (especially with bloodthirsty players).

Not to mention that Mercurial seems to have had parts re-written so that
the first half doesn't fit with the second half any longer, making it
difficult for the GM to figure out what is actually going on at that point.
But yes, it can be a good adventure if handled well.

> Also, you can't go by Missing Blood from Universal Brotherhood for an
> ultimately cool adventure (and the largest Player Handout in any FASA
> adventure... :-)).

I was going to mention that one, but decided to leave it out because I
don't think many new players will be able to get hold of it :)

> Imago is a pain in the butt, yes. Bottled Demon can be a fun run if
> modified a little (after all, the characters _do_ get to geek a dragon,
> that's considered "way cool" in many people's books :-)).

The first time we played that adventure, I found out why full-automatic
shotguns have not been published by FASA :) Initiative is rolled, the
character going first aims his FA shotgun and fires ten rounds, rolls
rather well, and the dragon drops dead...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If there are vegetarian hamburgers, why isn't there beef lettuce?
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d-(dpu) s:- !a>? C+@ UL P L++ E W-(++) N o? K w+(--) O V?
PS+ PE(-)(+) Y PGP- t@ 5++ X(+) R+++(-)>$ tv+ b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 17
From: shadowrn@*********.com (Damion Milliken)
Subject: New to ShadownRun
Date: Mon Apr 16 07:35:01 2001
Gurth writes:

> > Imago is a pain in the butt, yes. Bottled Demon can be a fun run if
> > modified a little (after all, the characters _do_ get to geek a dragon,
> > that's considered "way cool" in many people's books :-)).
>
> The first time we played that adventure, I found out why full-automatic
> shotguns have not been published by FASA :) Initiative is rolled, the
> character going first aims his FA shotgun and fires ten rounds, rolls
> rather well, and the dragon drops dead...

<grin> I remember the first time we played, back in SR1 times, one of my
players obliterated the dragon in one action with an SMG. It was a fully
kitted out Ingram Smartgun with explosive rounds. The character in question
had one of those +4D6 +8 Initiative spells that were around back then, and
pretty much always went first, no matter what. Explosive rounds in SR1 were
_way_too_ deadly...

At various times throughout SRs edition and suppliment history, creatures
with Hardened Armour went from as soft as freshly made bread to harder than
main battle tanks. They were rarely in between :-). Nowadays you'd be
lucky to even scratch a dragon with anything short of an assault cannon.

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
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M-- V- PS+ PE(-) Y+>++ PGP-@>++ t+ 5 X++>+++ R+(++) !tv(--) b+ DI+++@
D G+ e++>++++$ h(*) r++ y-(--)
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