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Mailing List Logs for ShadowRN

Message no. 1
From: Blaine M Nelson <nelsonb@******.MATHCS.CARLETON.EDU>
Subject: Snap runs and Gangs
Date: Wed, 2 Aug 1995 09:47:05 -0500
Thanks everyone for all the responses to the game balance
question. I'm starting a new campaign and hopefully I'll be able to
keep a lid on things from the start. One thing that I thought was
really cool was P Ward's Equalizer snap run. It seems that GMs
should always have something like this ready for when things get
slow or even just to reinforce paranoia. I was wondering if people
could share some "snap-run experiences" or ideas for snap runs. I
think it could be real helpful to just have the seeds planted for
those times when we need to free-ball.
Also, does anyone have any fleshed out gangs or possibly
just some notes/ideas on gangs that they would be willing share?
Palabra a la Mama.
Message no. 2
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Snap runs and Gangs
Date: Fri, 4 Aug 1995 15:46:40 +1000
Blaine M Nelson writes:

> I was wondering if people could share some "snap-run experiences" or ideas
> for snap runs.

The most memorable snap run I've done was a riot. It was actually
orchistarted a bit by me as GM to extricate the players from a sticky
situation they'd gotten themselves into. The runners needed some information
that a particular corporate driver (I can't spell that c word without a
spellchecker :-)) who happened to have about the whereabouts of a certain
corp exec they wanted to er, question. So, upon about 2.5 minutes planning,
they decided that they would kidnap his wife on the way to work. So, in the
middle of downtown Seattle, in the middle of peak hour traffic, they burst
out of their car with guns a-blazing and hijack her vehicle, kidnap her and
blow her car up. What was I to do? (I was temped to let them have it with
the SWAT team actually, but I'm a softy.) So, from the minor bit of chaos
they caused, I spent the entire rest of the session developing a full scale
riot with the runners caught in the middle, with a civilian who they needed
to keep alive, but who they needed to keep a constant eye on. The players
were quite afraid when they got caught in a situation they had absolutely no
control over - LoneStar choppers, gangers, corp response teams deploying, as
well as panicked people and gridlocked traffic made for quite a hairy escape
for them. This isn't exactly a "snap-run" situation, as the runners were all
decked out to party to begin with, but it is certainly in the essense of the
idea. It put the runners into a situation where they had no control and were
underpowered in relation to the other forces all around them. And we all
enjoyed it more than the actual run itself (which goes to show, a bit of
spontenaity goes a long way).

--
Damion Milliken University of Wollongong E-mail: adm82@***.edu.au

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Further Reading

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