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Message no. 1
From: kevin roberts kr23st00@****.net
Subject: Shadowrun LARP
Date: Sat, 6 Jan 2001 14:06:09 -0600
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Does anyone know if there are rules for a shadowrun larp?

Two. In a game I am in some of my friends came up with an idea to rob an old
guys rock collection. Here is the problem. In the collection is a meterite. Should
the rock be magical. If so how powerful of a magic item should it be or can it be?

thankyou

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<DIV><FONT face=Arial size=2>Does anyone know if there are rules for
a shadowrun
larp?</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Two. In a game I am in some of my
friends came up
with an idea to rob an old</FONT></DIV>
<DIV><FONT face=Arial size=2>guys rock collection.&nbsp; Here is
the
problem.&nbsp; In the collection is a meterite.&nbsp;
Should</FONT></DIV>
<DIV><FONT face=Arial size=2>the rock be magical.&nbsp; If so
how powerful of a
magic item should it be or can it be?</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial
size=2>thankyou</FONT></DIV></BODY></HTML>

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Message no. 2
From: waylex waylex1@**************.co.uk
Subject: Shadowrun LARP
Date: Sat, 6 Jan 2001 23:53:45 -0000
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Kevin Roberts said:-

>Two. In a game I am in some of my friends came up with an idea to rob an old
>guys rock collection. Here is the problem. In the collection is a meterite. Should
>the rock be magical. If so how powerful of a magic item should it be or can it be?

A meteorite is a rock, it can be as magical or as mundane as any rock, it's entirely
you're choice. Its all up to you and what kind of an effect you wish to have on your, if
any.

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<DIV><FONT face=Arial size=2>Kevin Roberts
said:-</FONT></DIV>
<DIV><FONT face=Arial size=2>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>&gt;Two. In a game I am in some of
my friends came
up with an idea to rob an old</FONT></DIV>
<DIV><FONT face=Arial size=2>&gt;guys rock collection.&nbsp;
Here is the
problem.&nbsp; In the collection is a meterite.&nbsp;
Should</FONT></DIV>
<DIV><FONT face=Arial size=2>&gt;the rock be magical.&nbsp;
If so how powerful
of a magic item should it be or can it be?</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV>A meteorite is a rock, it can be as magical or as mundane as any rock, it's
entirely you're choice. Its all up to you and what kind of an effect you wish to
have on your, if any.</FONT></DIV></DIV></BODY></HTML>

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Message no. 3
From: Patrick Goodman pgoodman13@************.com
Subject: Shadowrun LARP
Date: Sun, 7 Jan 2001 02:24:51 -0600
From: kevin roberts
Sent: Saturday, January 06, 2001 2:06 PM

> Does anyone know if there are rules for a shadowrun larp?

Not at the moment, but I think there was some talk of putting out LARP rules for SR.
Personally, I think it's the mother of really bad ideas, but I don't make these decisions,
so what the hell do I know...?

--
Patrick Goodman
"We say atoms are bound by weak attractors. Why not admit the truth: The
universe is held together by love."
-- Michio Von Kerr, Wayist Physicist
(from GENE RODDENBERRY'S ANDROMEDA)
Message no. 4
From: Gurth gurth@******.nl
Subject: Shadowrun LARP
Date: Sun, 7 Jan 2001 12:14:29 +0100
According to kevin roberts, on Sat, 06 Jan 2001 the word on the street was...

> Does anyone know if there are rules for a shadowrun larp?

Some were worked on a few years ago, mainly by Bull (who rarely posts these
days). And, like Patrick said, FASA kicked around with the idea of LARP
rules for SR at some point, but more as an idea than anything else AFAIK.

> Two. In a game I am in some of my friends came up with an idea to rob an old
> guys rock collection. Here is the problem. In the collection is a meterite. Should
> the rock be magical. If so how powerful of a magic item should it be or can it be?

I don't think meteorite rock should be magical, for the reason that all SR
sources say that magic exists where there's life. Meteorites are pretty
much dead rocks (<rumor>you don't believe that there'll be t'skrang on
Halley's Comet, do you?</rumor> :) so IMHO it wouldn't be magical. If you
do want to make it magical in some way, I would suggest having it contain
orichalcum ore.

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Please switch off the HTML encoding on your messages. Thanks :)

--
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My ocular organs!
-> NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
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Message no. 5
From: Anders Swenson anders@**********.com
Subject: Shadowrun LARP
Date: Sun, 7 Jan 2001 07:24:43 -0800
----- Original Message -----
From: "Patrick Goodman" <pgoodman13@************.com>
To: <shadowrn@*********.com>
Sent: Sunday, January 07, 2001 12:24 AM
Subject: RE: Shadowrun LARP


From: kevin roberts
Sent: Saturday, January 06, 2001 2:06 PM

> Does anyone know if there are rules for a shadowrun larp?

Not at the moment, but I think there was some talk of putting out LARP rules
for SR. Personally, I think it's the mother of really bad ideas, but I
don't make these decisions, so what the hell do I know...?

I think I saw some generic LARP rules in a hobby vaproware list. If I come
across something real, I'll report it, meanwhile, watch the skies.
--Anders
--
Patrick Goodman
"We say atoms are bound by weak attractors. Why not admit the truth:
The universe is held together by love."
-- Michio Von Kerr, Wayist Physicist
(from GENE RODDENBERRY'S ANDROMEDA)
Message no. 6
From: Mike D Fontaine dartheggbert@****.com
Subject: Shadowrun LARP
Date: Sun, 7 Jan 2001 16:14:35 +0000
{/lurk}
Last I heard from Jayson Levine (Matrix, Brainscan) SR is looking at
putting out LARP rules sometime this year, or at least it's on the
freelancer list of upcoming projects.

Czar Eggbert
{lurk}



On Sun, 7 Jan 2001 07:24:43 -0800 "Anders Swenson"
<anders@**********.com> writes:
>
> ----- Original Message -----
> From: "Patrick Goodman" <pgoodman13@************.com>
> To: <shadowrn@*********.com>
> Sent: Sunday, January 07, 2001 12:24 AM
> Subject: RE: Shadowrun LARP
>
>
> From: kevin roberts
> Sent: Saturday, January 06, 2001 2:06 PM
>
> > Does anyone know if there are rules for a shadowrun larp?
>
> Not at the moment, but I think there was some talk of putting out
> LARP rules
> for SR. Personally, I think it's the mother of really bad ideas,
> but I
> don't make these decisions, so what the hell do I know...?
>
> I think I saw some generic LARP rules in a hobby vaproware list. If
> I come
> across something real, I'll report it, meanwhile, watch the skies.
> --Anders
> --
> Patrick Goodman
> "We say atoms are bound by weak attractors. Why not admit the
> truth:
> The universe is held together by love."
> -- Michio Von Kerr, Wayist Physicist
> (from GENE RODDENBERRY'S ANDROMEDA)
>
>
>
>
>
>

OOC:
Mike Fontaine
Cam Number: 2000-09-164
Cresent Moon

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Message no. 7
From: Peter Kristiansen psk@*****.stofanet.dk
Subject: Shadowrun LARP
Date: Mon, 8 Jan 2001 21:12:59 +0100
From: "Gurth" <gurth@******.nl
> According to kevin roberts, on Sat, 06 Jan 2001 the word on the street
was...

>> Does anyone know if there are rules for a shadowrun larp?

> Some were worked on a few years ago, mainly by Bull (who rarely posts
these
> days). And, like Patrick said, FASA kicked around with the idea of LARP
> rules for SR at some point, but more as an idea than anything else AFAIK.

But that wont stop me from posting the URL (just in case) O;-)

http://bull.dumpshock.com/sr/slarp1.html

Peter (sds) Kristiansen
Message no. 8
From: shadowrn@*********.com (Bryan Pow)
Subject: Shadowrun LARP
Date: Sun Aug 19 23:25:01 2001
I am running a LARP of shadowrun. The players will be rpresentatives of the
Big Ten and major countries trying to stop the violence that has occured
because of an attack on Zurich Orbital. I am looking for any advice you
guys might have on an endeavor like this.
Message no. 9
From: shadowrn@*********.com (Scott Peterson)
Subject: Shadowrun LARP
Date: Sun Aug 19 23:55:01 2001
>
>I am running a LARP of shadowrun. The players will be rpresentatives of the
>Big Ten and major countries trying to stop the violence that has occured
>because of an attack on Zurich Orbital. I am looking for any advice you
>guys might have on an endeavor like this.

Well here I can add some good advice I think. Having run a few LARPS and
played in both cyberpunkish/shadowrunish and vampier and nongeneric ones
(floating vagabond type) I have to say that the first and foremost best
thing is to have a solid construction crew of people who run the game.

No team, no game, no matter how good the con is or has been. Make sure
every one on the design team understands 1) the game mechanics, and system,
2) location of the setting 3) game historical time line and in general know
what your going to play. We used to rehers our poltts using the game as a
way of testing it. Design team members qould create the characters they
will LARP with and the GM runs them through the plot.

Next your chargen is going to have to be over simplified especialy if you
have over 200 players like we did at Balticon and Evecon over in Baltimore
and DC. (STAY AWAY FROM PLAYING IN AIRPORT HOTELS WHERE THE DEA AND OTHER
FEDERAL LAW ENFORCMENT AGENCIES HAVE OFFICES IN THE HOTELLS OR NEAR THEM-
200 plus people wearing fatigues and carrying lifelike weapons at a con
doesnt go over very well)No chit there I was/.

I can give you some ideas on the simplification process if you like but in
general use a pick three system. Make a huge list (30-50 tops) of a
combination of cyber ware, cash, heavy weapons, decks and spells and let the
player pick only 3 off of it (except for the mages and spells its rather
easy).

Next formulating the major corps shoudl be easy make the CEO or acting CEO
or cult leader or faction leader depending on your plot line be one of the
people in the design team. This ensure that the plot will stay mostly
online. If not on the design tream each person on the team should select
one major area and get people they know and play well with in the head
positions.

Most of this seems obvious if you think about it but unless you have run
once or twice you dont see things coming till it hits you. Like two guys
(each with a minigun) leading a pack of 30 or so players meeting at a corner
and them both opening up on autofire.

Mechanics get fuzzy in 'oh shities'

next big point, if the players have played any ammount of shadowrun or
cyberpunk you will find you wont need a DEEPLY intricate plot. Base
paranoia and situations associated with 'god whos going to try and kack me
next' will keep things moving on quite well, what you need to plan for is
exactly that and how the plot can keep everyone out of just kackfests.

trust me the last one I ran in we had 37 mercs wih no affiliations, within
18 minutes ALL of them were employees to one corp or another and bet you can
guess where most of the heavy weapon slots went to.


Next depending on your crowd and age group of players watch the drug and
alcohol intake and how it will impact. IE dont let the most important
players get high or drunk while playing. Yes this has happned and yes I was
working 'medical' while playing. Horible stories if you really want to hear
them.

If you have any rl snoop or reporter friends bring them into the game and
have them do a daily con paper. We had one a whiule back and it rocked, she
had a mac and desktop pub suit and kinkos was next door and we had 3 updates
a day. I was running EMI at the time before my 'nervous' breakdown.:)

Plenty more ideas come to mind and Ill see what my post generates and what
questions you sedn n our way before I reply next. Lastly make sure you
watch your legal issuse. Trademarks at multithousand dollar a weekend
convention and violateing same can get you in deep drek quick.

Scott 'Archlight' Peterson


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Message no. 10
From: shadowrn@*********.com (Bryan Pow)
Subject: Shadowrun LARP
Date: Mon Aug 20 19:25:02 2001
> >I am running a LARP of shadowrun. The players will be rpresentatives of the
> >Big Ten and major countries trying to stop the violence that has occured
> >because of an attack on Zurich Orbital. I am looking for any advice you
>>guys might have on an endeavor like this.
>
>Well here I can add some good advice I think. Having run a few LARPS and
>played in both cyberpunkish/shadowrunish and vampier and nongeneric ones
>(floating vagabond type) I have to say that the first and foremost best
>thing is to have a solid construction crew of people who run the game.
>
>No team, no game, no matter how good the con is or has been. Make sure
>every one on the design team understands 1) the game mechanics, and system,
>2) location of the setting 3) game historical time line and in general know
>what your going to play. We used to rehers our poltts using the game as a
>way of testing it. Design team members qould create the characters they
>will LARP with and the GM runs them through the plot.

Thanks for the input. I'm not expecting any shooting or anything
since they will all be corporate suits on a space station with all
the security that the Big Ten combined can provide. Any killing will
be of people down on the planet or of players having their section of
the station exposed to vacuum. The main thing people will have to
contend with is the possibility that a war might break out amongst
the corps as well as countries being dragged in (especially Aztlan,
CAS, Russia). So I'm looking for ways to keep about 30 people from
becoming bored with being the movers and shakers of the SR world.
Message no. 11
From: shadowrn@*********.com (sven)
Subject: Shadowrun LARP
Date: Tue Aug 21 02:50:01 2001
Bryan Pow wrote:
>
<snip>
> CAS, Russia). So I'm looking for ways to keep about 30 people from
> becoming bored with being the movers and shakers of the SR world.

Throw in some small rumours, fi. you could give anyone 5 pieces of
information (true or false) about the others. They'll have to find out
which are true and which aren't, but they'll have to interact and
they'll have to be carefull whom to interact with.

You can also add some small plotlines/personal goals that people have to
accomplish, fi. (personal) items that have to be acquired, deals that
have to me closed, bribes that have to be made, borders that have to be
(re-)discussed,...

Just my thoughts,

-sven ;)
--
Message no. 12
From: shadowrn@*********.com (Scott Peterson)
Subject: Shadowrun LARP
Date: Tue Aug 21 11:40:00 2001
>Thanks for the input. I'm not expecting any shooting or anything
>since they will all be corporate suits on a space station with all
>the security that the Big Ten combined can provide.

I first read this and went shadowrun, no shooting....damn boring.:) then I
reread it and realize I had missunderstood where you were baseing the game
from the onset. A good example of what I was showing you earlier. Hope all
the players know its on ZO before they sign up.

>The main thing people will have to
>contend with is the possibility that a war might break out amongst
>the corps as well as countries being dragged in (especially Aztlan,
>CAS, Russia). So I'm looking for ways to keep about 30 people from
>becoming bored with being the movers and shakers of the SR world.

About the onl;y thing I could suggest right off is the old babylon 5 plot
line in the first episode. Have someone murdered or poisoned and let it get
out the murder is on board and make a note to see that the arms locker has
only 1 pistol handy. Nuff said I think:)

Scott


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Message no. 13
From: shadowrn@*********.com (Scott Peterson)
Subject: Shadowrun LARP
Date: Tue Aug 21 11:50:01 2001
>Throw in some small rumours, fi. you could give anyone 5 pieces of
>information (true or false) about the others. They'll have to find out
>which are true and which aren't, but they'll have to interact and
>they'll have to be carefull whom to interact with.

This is an excelent way of keeping them going without alot of
bloodloss.(makes the station dirty you know). You might give each a 'key'
or a piece of information/item that the other wants, so they have something
to bargin with.

>You can also add some small plotlines/personal goals that people have to
>accomplish, fi. (personal) items that have to be acquired, deals that
>have to me closed, bribes that have to be made, borders that have to be
>(re-)discussed,...

Again very good. Going to have to get sven down here to el paso for the
next con:)

After I firt tossed out my thoughts I really loooked back on what I had been
a part of and played in and I realized something. You really dont have to
do much more than make sure the most knowledablge of the game story line are
the people either as CEO's or like admin assitants to the CEO. Peoples own
egos will carry the game through, just make sure the plot is there and
people to keep the loose cannons on track.

Scott

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Message no. 14
From: shadowrn@*********.com (sven)
Subject: Shadowrun LARP
Date: Tue Aug 21 13:10:01 2001
Scott Peterson wrote:
>
> Going to have to get sven down here to el
> paso for the next con:)

That's a long way from home :))

> After I firt tossed out my thoughts I really loooked back on
> what I had been
> a part of and played in and I realized something. You really
> dont have to
> do much more than make sure the most knowledablge of the game
> story line are
> the people either as CEO's or like admin assitants to the
> CEO. Peoples own
> egos will carry the game through, just make sure the plot is
> there and
> people to keep the loose cannons on track.

Don't try to push plotlines either, just make sure that you have them
handy for those dull moment. But if players are busy doing their own
stuff and creating their own plotlines then let them. And keep those
unsolved and untouched plotlines for another session.

If you are trying to do this on a regular basis, make note of
character's actions/possible plotlines/... You could even create a kind
of rumour page of some things that happened and some that didn't
afterwards, which might give you a good start for any following
sessions.
That way players feel they are getting involved and get more in to it
(at least I us to) :)

Some personal experiences: What I always found particularly exciting in
LARPs was the moments I was getting into trouble. At the moment it
sometimes seemed hopeless, but afterwards it was quite rewarding that
you "escaped destiny" once more. And it offered more fun because you
were really in to the game 110% :)

Just some thoughts,

-sven ;)
--
Message no. 15
From: shadowrn@*********.com (Scott Peterson)
Subject: Shadowrun LARP
Date: Tue Aug 21 19:40:01 2001
>
>That's a long way from home :))
>
I presume you are up in the Nordic areas.....Im 95% sweed in decent myself.

>
>Don't try to push plotlines either, just make sure that you have them
>handy for those dull moment

LARP plot lines are like battle plans. The NEVER survive in tact once you
meet the enemy.

>If you are trying to do this on a regular basis, make note of
>character's actions/possible plotlines/... You could even create a kind
>of rumour page of some things that happened and some that didn't
>afterwards, which might give you a good start for any following
>sessions.

Here again hes got a good point. Longevity of a LARP is something to
consider. If its fun enough you can get it going for a long time. Make
sure at the post game rap up you annouce your intentions top run it again,
take a list of names et al and keep in touch with them. Ask them what they
liked and disliked and incorporate it into the next run.

>Some personal experiences: What I always found particularly exciting in
>LARPs was the moments I was getting into trouble........ it was quite
> >rewarding that you "escaped destiny" once more.

I always loved the firefights myself.


Scott

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Message no. 16
From: shadowrn@*********.com (sven)
Subject: Shadowrun LARP
Date: Tue Aug 21 22:55:04 2001
Scott Peterson wrote:

> I presume you are up in the Nordic areas.....Im 95% sweed in
> decent myself.

A small, insignificant country called Belgium, surrounded by the
Netherlands, Germany and France :))

-sven ;)
--
Message no. 17
From: shadowrn@*********.com (Scott Peterson)
Subject: Shadowrun LARP
Date: Tue Aug 21 23:45:01 2001
>
>A small, insignificant country called Belgium, surrounded by the
>Netherlands, Germany and France :))

Damn !!!!!!

You Belgiums make FINE weapons!!!!!!

SCott

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Message no. 18
From: shadowrn@*********.com (Gurth)
Subject: Shadowrun LARP
Date: Wed Aug 22 04:35:05 2001
According to sven, on Wed, 22 Aug 2001 the word on the street was...

> A small, insignificant country called Belgium, surrounded by the
> Netherlands, Germany and France :))

Not to mention Luxembourg :)

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Message no. 19
From: shadowrn@*********.com (sven)
Subject: Shadowrun LARP
Date: Wed Aug 22 13:45:01 2001
Gurth wrote:

> > A small, insignificant country called Belgium, surrounded by the
> > Netherlands, Germany and France :))
>
> Not to mention Luxembourg :)

How could I forget? :))

Then again geography never was my strongest skill, that's why I always
bring a small atlas to my gaming sessions (just to avoid any
embarrassments when I'm giving details about locations) :))

-sven ;)
--

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