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Message no. 1
From: "Steven A. Tinner" <bluewizard@*****.COM>
Subject: SLARP - Talent Night at the Inferno
Date: Sun, 19 Jul 1998 01:27:47 -0400
Well, I've taken some of the advice to heart about NOT running a wetwork
game at the rave.
I had completely overlooked the whole "date-rape-drug" thing about slipping
things in people's drinks!
Whoever mentioned that - THANK YOU! You saved me some serious headaches!!!!!

Right now I've got a couple ideas cooking, I might run both of them if I
have enough players.
Here they are, along with what I see as the benefits and problems with each.

CONCEPT - Dante's Inferno is having a new talent night for bands/DJ's.

This one works great for those players who want the chance to just RP
without having a major conflict.
Band members, groupies, whatever can hang out, and network, try to get their
IC band signed up to play the Inferno as a playing gig.

GOOD POINTS
1. Very open, anyone can take part with a limited knowledge of the game.
2. Allows people to play runners that don't easily fit into a "normal"
tabletop game - gives the Rockers and Reporters a chance to shine,
3. Minimal need for a GM ruling, because of minimal conflict!

BAD POINTS
1. Nothing to satisfy the action junkies.
2. Totally player driven, sure I'll have plot points/goals on the character
sheets, but if the players aren't digging it, it will die!

CONCEPT - A local Fixer is also running a "talent" night. He's auditioning
for a high class hitter to wax a politcal bigwig. He needs someone silent
and deadly. Several runners have hit the scene to try out for the part. Too
many runners in fact ... one of the hitters has decided the best way to get
the job is to make sure no one else is alive/respected enough to take it.
Each of the hitters tries to either geek or discredit the others, to ensure
that the fixer hires them for the job.

GOOD POINTS
1. ACTION!
2. Plenty fo intrigue, players can assassinate the competition, or take the
nicer way and simply try to make them look bad.

BAD POINTS
1. Still have problems with munchkins that want to start a running gun
battle in the middle of the rave.
2. How do I really pick the one that gets hired.

OTHER THINGS
IYO - Should I get prizes for the "winners" fo the SLARP? Or are the
playing, and experience points passed out enough to keep people coming?
OK smarty pants - what would be a good prize? Assuming that most of the
players have the books ...

Any suggestions/comments?

Steven A. Tinner
bluewizard@*****.com
http://listen.to/Tinner
I just go back from my 10 year High School Reunion ... weird man ... really
weird ...
Message no. 2
From: Erik Jameson <erikj@****.COM>
Subject: Re: SLARP - Talent Night at the Inferno
Date: Mon, 20 Jul 1998 15:19:46 -0400
At 01:27 AM 7/19/98 -0400, you wrote:
>Well, I've taken some of the advice to heart about NOT running a wetwork
>game at the rave.
>I had completely overlooked the whole "date-rape-drug" thing about slipping
>things in people's drinks!
>Whoever mentioned that - THANK YOU! You saved me some serious headaches!!!!!

No problem. Roofies are still around and makes all the women I know
nervous. Rave culture is far more relaxed about drugs of nearly all sorts,
in general, but still...

Although one guy in my boxing class jokes around saying that he takes
Viagra and roofies, sits around at home and wonders why nobody takes
advantage of him. Well, it was funny when he said it on Saturday.

>CONCEPT - Dante's Inferno is having a new talent night for bands/DJ's.

Yuck. No action=no fun.

>CONCEPT - A local Fixer is also running a "talent" night. He's auditioning
>for a high class hitter to wax a politcal bigwig. He needs someone silent
>and deadly. Several runners have hit the scene to try out for the part. Too
>many runners in fact ... one of the hitters has decided the best way to get
>the job is to make sure no one else is alive/respected enough to take it.
>Each of the hitters tries to either geek or discredit the others, to ensure
>that the fixer hires them for the job.

Avoid the running gun battle thing by making it clear that ALL weapons were
confiscated at the door. A super-drek-hot club like Dante's doesn't want a
gun fight ruining it's reputation, does it?

>2. How do I really pick the one that gets hired.

I dunno. I suppose you just pick the one that you think did the best job?

>OTHER THINGS
>IYO - Should I get prizes for the "winners" fo the SLARP? Or are the
>playing, and experience points passed out enough to keep people coming?
>OK smarty pants - what would be a good prize? Assuming that most of the
>players have the books ...

Prizes could be cool, if there's a budget. Prizes could range from getting
the admission price back to getting a free rave t-shirt or tape, depending
on what all is going on at the rave. That's what I would do; I'd actually
avoid SR related prizes. Sounds odd I know, but the SLARP is also a rave.

Erik J.


http://www.fortunecity.com/rivendell/dungeon/480/index.html
The Reality Check for a Fictional World
Message no. 3
From: "Ubiratan P. Alberton" <ubiratan@**.HOMESHOPPING.COM.BR>
Subject: Re: SLARP - Talent Night at the Inferno
Date: Mon, 20 Jul 1998 13:21:50 -0300
At 01:27 19/07/98 -0400, you wrote:
>Well, I've taken some of the advice to heart about NOT running a wetwork
>game at the rave.
>I had completely overlooked the whole "date-rape-drug" thing about slipping
>things in people's drinks!
>Whoever mentioned that - THANK YOU! You saved me some serious headaches!!!!!
>
>Right now I've got a couple ideas cooking, I might run both of them if I
>have enough players.
>Here they are, along with what I see as the benefits and problems with each.
>
>CONCEPT - Dante's Inferno is having a new talent night for bands/DJ's.
>
>This one works great for those players who want the chance to just RP
>without having a major conflict.
>Band members, groupies, whatever can hang out, and network, try to get their
>IC band signed up to play the Inferno as a playing gig.
>
>GOOD POINTS
>1. Very open, anyone can take part with a limited knowledge of the game.
>2. Allows people to play runners that don't easily fit into a "normal"
>tabletop game - gives the Rockers and Reporters a chance to shine,
>3. Minimal need for a GM ruling, because of minimal conflict!
>
>BAD POINTS
>1. Nothing to satisfy the action junkies.
>2. Totally player driven, sure I'll have plot points/goals on the character
>sheets, but if the players aren't digging it, it will die!
>
>CONCEPT - A local Fixer is also running a "talent" night. He's auditioning
>for a high class hitter to wax a politcal bigwig. He needs someone silent
>and deadly. Several runners have hit the scene to try out for the part. Too
>many runners in fact ... one of the hitters has decided the best way to get
>the job is to make sure no one else is alive/respected enough to take it.
>Each of the hitters tries to either geek or discredit the others, to ensure
>that the fixer hires them for the job.
>
>GOOD POINTS
>1. ACTION!
>2. Plenty fo intrigue, players can assassinate the competition, or take the
>nicer way and simply try to make them look bad.
>
>BAD POINTS
>1. Still have problems with munchkins that want to start a running gun
>battle in the middle of the rave.
>2. How do I really pick the one that gets hired.
>
>OTHER THINGS
>IYO - Should I get prizes for the "winners" fo the SLARP? Or are the
>playing, and experience points passed out enough to keep people coming?
>OK smarty pants - what would be a good prize? Assuming that most of the
>players have the books ...
>
>Any suggestions/comments?

The second plot is good... The munchkins should be intelligent enough to
realize that they can't start a firefight in a real rave...
As for picking the one who gets hired, have the fixer show up some hours
after the
runners get there. He'll hire the runner who survives up to that point,
since he has been
deadly enough to wax all the opposition and silent enough so that the rave
is still going normally.

Bira

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