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Message no. 1
From: Gothic <Gothic@****.ENTERPRISE.NET>
Subject: New to SR GMing
Date: Mon, 10 Mar 1997 18:55:55 +0000
I've played SR a couple of times with a friend of mine's group. I've
never considered him a good GM in general and I felt there were
point's in the adventure (Queen Euphoria) that were let down by his
lack of pacing and inability to either read the passages well or
convey the concepts without reverting to OOC explanations.

I'm sure I can do better and have a group that I game with that are
interested in the game.

My question is, for my first purchase, other that the SR2ed rule
book what other books do people suggest? What adventure is good for
new SR players (and new SR GMs)?

Any input would be great. I have to order all my stuff through mail
order, so I can't get any advice from my friendly shop <g>.

Thanx,

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Gothic
It's more than just a name,
It's an attitude.

kevin@**********.net
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Message no. 2
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: New to SR GMing
Date: Tue, 11 Mar 1997 11:47:13 -0700
Gothic wrote:
|
| My question is, for my first purchase, other that the SR2ed rule
| book what other books do people suggest?

I would recommend: SSC 2nd ed (nice toys), Fields of Fire
(more toys and optional rules), Shadowtech (toys and
rules), and Paranormal Animals of Europe (critters, and
revised rules). Those should get you off to a good start
(but don't let your players start with stuff from SCC and
FoF, make them earn it).

If you've got a decker VR2.0 would be good. Grimiore II
and Awakenings are ones that you can wait on, but should
eventually get if you've got a mage.

-David
--
/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 3
From: Mark McLaughlin <mmclaugh@*******.EENG.DCU.IE>
Subject: Re: New to SR GMing
Date: Tue, 11 Mar 1997 18:58:53 -0800
David Buehrer wrote:
>
> Gothic wrote:
> |
> | My question is, for my first purchase, other that the SR2ed rule
> | book what other books do people suggest?
>
> I would recommend: SSC 2nd ed (nice toys), Fields of Fire
> (more toys and optional rules), Shadowtech (toys and
> rules), and Paranormal Animals of Europe (critters, and
> revised rules). Those should get you off to a good start
> (but don't let your players start with stuff from SCC and
> FoF, make them earn it).
>
> If you've got a decker VR2.0 would be good. Grimiore II
> and Awakenings are ones that you can wait on, but should
> eventually get if you've got a mage.
>
> -David


Come on!! Surely he`s not going to have that much money!!

Anyway about making runners earn toys, I just restricted charactors to
gear from the appropriate books (ie. riggers have (appart from
military) unrestricted access to RBBII) If they want something special,
well ,what are contacts for!

Mark

------------------------------------------------------------------------
Mark (Merlin) McLaughlin RPG http://www.geocities.com/Area51/Vault/4194
Email: [merlin@********.dcu.ie] [mmclaugh@******.eeng.dcu.ie]
I am but mad north-north-west when the wind blows southerly I know a
hawk from a handsaw...
------------------------------------------------------------------------
Message no. 4
From: David Buehrer <dbuehrer@****.ORG>
Subject: Re: New to SR GMing
Date: Tue, 11 Mar 1997 12:07:45 -0700
Mark McLaughlin wrote:
|
| Come on!! Surely he`s not going to have that much money!!

Well, not knowing what type of game he plans on running, I
thought I would toss out the one's that I liked.

On that same point, if you're planning on running a combat
intensive game SSC, FoF and Shadowtech would be good
additions. But if you want to steer clear of heavy combat
those books are pretty optional. I like PAoE because I
like to throw critters at my players, but that's my game.
I have GrimII and Awakenings, but haven't used them yet
(cuz the Mage in my game hasn't gotten his act together,
and I don't run a magic game). VR2.0 rules (IMHO).

Decide what you want to do before you spend your money.

BTW, if you're a Real(tm) GM, you'll just end up buying all
the source books anyway, whether you use them or not :)

-David
--
/^\/^\/^\/^\/^\/^\/^\ dbuehrer@****.org /^\/^\/^\/^\/^\/^\/^\
"His thoughts tumbled in his head, making and breaking
alliances like underpants in a dryer without Cling Free."
~~~http://www.geocities.com/TimesSquare/1068/homepage.htm~~~~
Message no. 5
From: "Faux Pas (Thomas)" <thomas@*******.COM>
Subject: Re: New to SR GMing
Date: Tue, 11 Mar 1997 13:56:53 -0600
On 12:07 PM 3/11/97 -0700, David Buehrer screamed at the world:
>On that same point, if you're planning on running a combat
>intensive game SSC, FoF and Shadowtech would be good
>additions.

You might want to give the SSC a skip if you're short on money. Almost all
the data you need from the book is listed in the back of the SR2 rulebook
under sourcebook updates.

FoF you might want to skip, unless you want to introduce big guns into the
game.

I've had a chance to check through Shadowtech (where all the bioware is),
and didn't like it. My game is just fine without it.

PAoE/PANA I've heard are decent books, although if you decide to slog it
out in the sprawls, I wouldn't buy it. Or at least wait a while until your
group decides to venture out of the city-scapes (or want to introduce
something into the city).

I'd recommend getting the Grimoire to start with. Awakenings can wait.

Also on the short on money list is VR 2.0. If you go with NPC deckers,
skip this book until you need to get it. Fake, er, fudge the NPC's actions
with a few opposed TN 4 tests. If you want deckers in your game, then get
VR 2.0. The decking rules in VR 2.0 are much, much better then the rules
in the SR2 main book.

>Decide what you want to do before you spend your money.

Good point. I'd start out with a sprawl setting. Make it your hometown,
or the nearest large metropolitian area. Determine the focus of your
campaign: Bugs? Pick up Bug City or the Bug adventures (most of which are
out of print). The Yakuza/Mafia? The new Underworld sourcebook (not
Shadows of the Underworld) covers that. Immortal Elves? Tir Tairngire or
some of the elf adventures (Harlequinn). Blood Magic/Powerful Magic?
Aztlan has a lot of information not just on that nation, but on
Aztechnology. Some of the big bad guys, dark forces moving behind the
scenes? Threats is your book (it's a GM only book, despite what it says).

The best adventures are home-spun, IMO. You take a quick scenario, throw
in a twist and an antagonist, think up what the players might do, and then
get ready to improvise. Just remember that no matter what eventualities
you can think of, the players will always do something that you won't
expect. So don't try and plan out a linear adventure. (Which might by why
the Queen Euphoria run didn't seem fun)


-Thomas Deeny
telltale.hart.org

Quantum materiae materietur marmota monax si marmota monax materiam possit
materiari?
Message no. 6
From: Droopy <droopy@*******.NB.NET>
Subject: Re: New to SR GMing
Date: Tue, 11 Mar 1997 16:27:18 +0000
> From: Gothic <Gothic@****.ENTERPRISE.NET>
> Organization: Decker Central
> Subject: New to SR GMing

> My question is, for my first purchase, other that the SR2ed rule
> book what other books do people suggest? What adventure is good for
> new SR players (and new SR GMs)?

As for rules books, I'd suggest the Grimoire and perhaps Shadowtech
although neither one is a needed item. The main rulebook is pretty
all inclusive, the other books basicly give you new options.

If you are looking for sourcebooks, Sprawl Sites is a must have. It
is out of print, but not impossible to find. It has some building
archtypes as well as adventure hooks. The Seattle Sourcebook is also
a good buy.

One the top of my list for starting adventures is DNA/DOA followed by
Maria Mercurial. Again both are out of print and written under 1st
edition rules (requiring some minimal changes) but I'm sure there are
copies out there.

These are my picks. Geez, they show how long I've been playing this
game.


--Droopy
droopy@**.net
Message no. 7
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: New to SR GMing
Date: Thu, 13 Mar 1997 13:23:58 GMT
Gothic writes

> My question is, for my first purchase, other that the SR2ed rule
> book what other books do people suggest? What adventure is good for
> new SR players (and new SR GMs)?
>

As has been said what books to buy depends on what you need.
The street sams catalouge is the old basic extra toys book, but you
can use most of the equipment in in from the Updated statistics
printed in the sourcebook updates section of SR2.
Fields of fire is good for equipment, but being a 'mercs handbook'
the guns get a bit military powerful for some games, quite a few
things in there are 'point and anhiliate' (not just kill) against
average targets.
Shadowtech introduces more cyberware, bioware and various chemicals
etc.
On the magic front the grimiore offers advanced magic rules, more
spells, insect spirits, more on the workings ofthe system (ie better
explanations but...) Awakenings in a good fiction section explianing
stuff, some major detailed explanations of things, voodoo magic, lots
more physad powers and more spells.

Riggers like the riggers black book, but a version 2 in due out this
year.

Deckers, either keep NPC or get virtual relaities 2, much much better
matrix system.

After a few basics here and there it depends what you want, more
toys, places to visit, or background on 'x'.



Adventures wise.
DNO/DOA is the old old staple, standard corporate run, no advanced
game features (it was about the second book ever released after the
SR1 main rules!). But getting a copy is another story.

Super Tuesday and 'shadows of the underworld' are 5 adventures set in
2057 per book. They are nominally to do with campain events in FASA's
timeline but you can ignore that. The first adventure in either can
be run for brand new characters, and they are often quite novel, and
get nastier as you read through the books!

Otherwise read the backs. Steer clear of things that suggest you need
a sourcebook you don't own, they are usually advanced adventures
anyway and don't go near 'Harlequins back' or 'Double exposure',
first is a very different world saving jaunt for very experienced
characters, second is very nasty and really requires at least the GM
know why the words 'Universal Brotherhood' should inspire
hatred in PC's, oh and it uses stuff out of the Grimoire big time.

Mark
Message no. 8
From: Lady Jestyr <jestyr@*******.DIALIX.COM.AU>
Subject: Re: New to SR GMing
Date: Fri, 14 Mar 1997 09:28:12 +1100
> > My question is, for my first purchase, other that the SR2ed rule
> > book what other books do people suggest? What adventure is good for
> > new SR players (and new SR GMs)?

Okay, I'd go for Shadowtech, as it's got a lot of the important
cyberware and ALL the bioware. Cybertech comes a close second and is
worth a thought, at least for all the nifty little "toys"-type cyberware
that they've got. You may not find the cyberancy stuff so useful.

RBB was good, but out of print (that means Rigger's Black Book). Also, a
lot of the RULES and stuff sucked. Hopefully, RBB2, due out in Spetember
will go on your list of must-buys. Very useful not just for the riggers,
but every runner with a vehicle.

If you awnt decker PCs, go with Vr2.0 -a bit less flavour than VR1.0,
but much much easier to play. (VR2.0 = Virtual Realtities 2).

And on th emagic side, I'd say the Grimoire is a MUSt and Awakenings is
right up there with it.

Corporate Security is a great GM tool, and has some neat toys in it as
well.

I'd leave off on Street Sam's Catalogue and on Fields of Fire until you
really need them - a gun is a gun, right?

Just my .02 nuyen worth...

And I can't help you with the adventures, becuse I don't own any and we
rarely do published modules in our group...

Lady Jestyr

-----------------------------------------------
A titanic intellect in a world full of icebergs
-----------------------------------------------
Elle Holmes jestyr@*******.dialix.com.au
http://www.geocities.com/TimesSquare/1503/
-----------------------------------------------
Remember, no matter what they say, you can
never have enough sugar. - Michael
-----------------------------------------------
Message no. 9
From: Mark McLaughlin <mmclaugh@*******.EENG.DCU.IE>
Subject: Re: New to SR GMing
Date: Fri, 14 Mar 1997 11:21:46 -0800
Lady Jestyr wrote:
>
> > > My question is, for my first purchase, other that the SR2ed rule
> > > book what other books do people suggest? What adventure is good for
> > > new SR players (and new SR GMs)?
>
> Okay, I'd go for Shadowtech, as it's got a lot of the important
> cyberware and ALL the bioware. Cybertech comes a close second and is
> worth a thought, at least for all the nifty little "toys"-type cyberware
> that they've got. You may not find the cyberancy stuff so useful.
>
> RBB was good, but out of print (that means Rigger's Black Book). Also, a
> lot of the RULES and stuff sucked. Hopefully, RBB2, due out in Spetember
> will go on your list of must-buys. Very useful not just for the riggers,
> but every runner with a vehicle.
>
> If you awnt decker PCs, go with Vr2.0 -a bit less flavour than VR1.0,
> but much much easier to play. (VR2.0 = Virtual Realtities 2).
>
> And on th emagic side, I'd say the Grimoire is a MUSt and Awakenings is
> right up there with it.
>
> Corporate Security is a great GM tool, and has some neat toys in it as
> well.
>
> I'd leave off on Street Sam's Catalogue and on Fields of Fire until you
> really need them - a gun is a gun, right?
>
> Just my .02 nuyen worth...
>
> And I can't help you with the adventures, becuse I don't own any and we
> rarely do published modules in our group...
>
> Lady Jestyr

Your assuming that the beginner has about 100 quid to spend, and wants
to spend it on SR!!

Also I know guns are guns but dont forget magic is magic, rigging is
rigging, decking is decking, eating is eating, sleeping is sleeping and
a hammer by any other name hurts just as much but surely that isisnt a
good reason for NOT buying the Street Samurai Catalogue. It was the
first book I got and it really expanded my game, its usefull, a good
read and quiet cool indeed!!!

Mark.

------------------------------------------------------------------------
Mark (Merlin) McLaughlin RPG http://www.geocities.com/Area51/Vault/4194
Email: [merlin@********.dcu.ie] [mmclaugh@******.eeng.dcu.ie]
I am but mad north-north-west when the wind blows southerly I know a
hawk from a handsaw...
------------------------------------------------------------------------
Message no. 10
From: "Faux Pas (Thomas)" <thomas@*******.COM>
Subject: Re: New to SR GMing
Date: Fri, 14 Mar 1997 14:53:05 -0600
On 11:21 AM 3/14/97 -0800, Mark McLaughlin screamed at the world:
>> > > My question is, for my first purchase, other that the SR2ed rule
>> > > book what other books do people suggest? What adventure is good for
>> > > new SR players (and new SR GMs)?

>Also I know guns are guns but dont forget magic is magic, rigging is
>rigging, decking is decking, eating is eating, sleeping is sleeping and
>a hammer by any other name hurts just as much but surely that isisnt a
>good reason for NOT buying the Street Samurai Catalogue. It was the
>first book I got and it really expanded my game, its usefull, a good
>read and quiet cool indeed!!!

It is a neat book, but for the GM on a budget, it isn't needed as almost
all the game stats are reprinted in SR2 format in the back of the SR2 main
book. If I had to buy just three sourcebooks to equip a gaming group, the
SSC wouldn't be in there. Well, maybe as the third one.


Thomas Deeny
Infobahn Austin
512 320 0556
Message no. 11
From: Gurth <gurth@******.NL>
Subject: Re: New to SR GMing
Date: Sat, 15 Mar 1997 11:56:40 +0100
Faux Pas (Thomas) said on 14:53/14 Mar 97...

[Street Sam Cat]
> It is a neat book, but for the GM on a budget, it isn't needed as almost
> all the game stats are reprinted in SR2 format in the back of the SR2 main
> book. If I had to buy just three sourcebooks to equip a gaming group, the
> SSC wouldn't be in there. Well, maybe as the third one.

I have to agree. I bought my copy as the second or third SR book I ever
got (after the first edition main rules and maybe Dragon Hunt, though that
may have been third) and back then it was a very welcome addition. Since
almost all game stats got printed in second edition, it's not really a
"must buy" book anymore, unless you want pictures of all the gear, and a
few game rules and notes that aren't in the SRII rules (like which
accessories come with each weapon).

The first book to get, IMHO, is the Grimoire. Even if there are no player
character magicians, it'll come in handy for creating magical threats to
them.
Next, if you have a decker PC, get Virtual Realities 2.0. Wait a sec, make
that: if you have a decker, get VR 2.0 _before_ the Grimoire, and totally
disregard the Matrix chapter of the SRII main rules.
At this point, any non-magician, non-decker players will probably want
more weapons, cyberware, or vehicles, so for your next choice I'd say go
for Fields of Fire (weapons and mercenary gear), Shadowtech (bioware and
cyberware), or the Rigger Black Book (vehicles, though it's out of print).

This gives a good starting point and expands the possibilities available
to all types of characters while not requiring you to buy all the books
brought out for SR so far.

Oh yeah, and download all net.sourcebooks you can find -- lots of stuff
to be found in them, covering just about everything to do with SR, and
most importanly, they're really cheap :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If only he knew...
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 12
From: Andrew Corrigan <omen@*****.NET>
Subject: Re: New to SR GMing
Date: Sat, 15 Mar 1997 13:40:08 +0000
> Gothic writes
>
> > My question is, for my first purchase, other that the SR2ed rule
> > book what other books do people suggest? What adventure is good for
> > new SR players (and new SR GMs)?

For your first purchase I recommend settling for the main book,
decide if you even like the game before shelling out the bucks. the
main book has pretty much everything you need to run an effective
campaign. nothing in too much detail but fairly representative of
what can be expected in other books.
The main book alone should keep you buisy for quite a while.
Pick up couple of short stories off the net, or a sr novel too set
the mood.

Further Reading

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