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Mailing List Logs for ShadowRN

Message no. 1
From: shadowrn@*********.com (Damion Milliken)
Subject: SR Intro Flyer
Date: Wed Oct 3 12:20:01 2001
A number of people expressed interest in one or more of my newbie SR
handouts. So I'm going to post them to the list. Feel free to comment and
make additions and suggestions, as I'd love extra ideas and content. Also
feel free to use, in part, whole, or modified form, any of what I post.

First is my "Flyer".

Shadowrun /sháddõrun/ n. any movement, action or series of such made
in carrying out plans that are illegal or quasi-legal.

The world is changed, some say Awakened.

The year is 2050, advances in technology are astonishing, with humans able
to merge with computers and travel through the electronic netherworld of
data known as the Matrix. Even more astonishing is the return of magic.
Elves, dwarfs, dragons, orks and trolls have reassumed their true forms,
while megacorporations (rather than superpowers) rule much of the world.
Moving through it all like whispers in the night are the shadowrunners. No
one admits their existence, but no one else can do their secret work.

Shadowrun is a near future role-playing game of the cyberpunk genre, with
the additional element of the return of magic to the world. Player
characters are shadowrunners, covert agents for hire, mercenaries and others
who do the dirty work of corporations, governments and powerful
individuals. Life can be gritty and harsh, and death waits with bated
breath just around the corner - but as the old saying goes "yer pays yer
money and takes yer chances" - the rewards to be reaped can be great.

See Damion Milliken for further information.

I shall be running what I hope will be an ongoing campaign. As a regular
attendee of the club during the university session, I can be relied upon to
consistently turn up to GM. The game will be running every second week, as
I am a player in another Shadowrun game every other week. I would prefer
players who shall also dependably turn up to play.

Experience with Shadowrun is not necessary, and newbie Shadowrun players
will even be looked upon with preference. Experience with role-playing in
general is preferred, but not essential. Munchkins are tolerated but can
consider themselves to have been warned.

Initial characters will be low powered, and those familiar with the game
will note that the character generation table has been modified
accordingly. I plan on the Player Charac-ters being "beginner"
shadowrunners who are just hitting the big time. Gang members, Bachelor of
Computer Science dropouts (or current enrollees), AWOL army privates,
Bachelor of Thaumaturgy dropouts (or current enrollees), bouncers, Ex Police
Academy dropouts (or current enrollees), minor criminals, etc., will be the
character types.

Some effort (perhaps in collaboration with the GM) to generate some sort of
character history would be appreciated, particularly for those who are more
experienced role-players, and will be considered essential for those already
familiar with the Shadowrun world. GM fiat will apply at all steps of the
character generation process.

Modules will largely be FASA printed adventures (to preserve GM sanity and
time), with room for Player Character tangents and adventures based upon
particular aspects of Player Characters' histories. Strict potlines will
not be adhered to, and GM improvisation is expected, so freedom of action
for Player Characters can be anticipated.

Heavy role-playing during the game is not expected (and yes, dice will most
certainly be rolled). Some degree of role-playing would be nice, however.

Copies of the Shadowrun world history are available upon request. Copies of
my particular house rules are also available for those who are familiar with
the Shadowrun system. Any questions, queries or other concerns will be
gladly answered by myself.

Damion Milliken

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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Message no. 2
From: shadowrn@*********.com (sven)
Subject: SR Intro Flyer
Date: Thu Oct 4 11:00:02 2001
Damion Milliken wrote:
>
> Initial characters will be low powered, and those familiar
> with the game will note that the character generation table
> has been modified accordingly. I plan on the Player
> Charac-ters being "beginner" shadowrunners who are just
> hitting the big time. Gang members, Bachelor of Computer
> Science dropouts (or current enrollees), AWOL army privates,
> Bachelor of Thaumaturgy dropouts (or current enrollees),
> bouncers, Ex Police Academy dropouts (or current enrollees),
> minor criminals, etc., will be the character types.

What rules/guidelines do you use/give to your player in order to create
low-profile characters?

We always used the basic creation rules that from time to time might
create some powerful characters from the beginning. Now I'm planning to
start with a low-level campaign, but I only have some ideas on what to
restrict and/or not.
So some advice/your experience in low-level character creation might be
welcome to avoid any pitfalls :))

-sven ;)
--
Message no. 3
From: shadowrn@*********.com (Andy D Pfister)
Subject: SR Intro Flyer
Date: Thu Oct 4 11:45:01 2001
----- Original Message -----
From: "sven" <beothucus@*******.be>
To: <shadowrn@*********.com>
Sent: Thursday, October 04, 2001 4:58 PM
Subject: RE: SR Intro Flyer


<snip>
> What rules/guidelines do you use/give to your player in > order to create
low-profile characters?

We're planning to start a campian were all the players start on low
gang-level. The maximum for attributes and skills for a starting charakter
is 4 (add/subtract racial modifiers if necessary) except for essence and
magic, and charakters can only buy stuff with an availability of 6 or lower.
Maybe we'll also lower the maximum starting money. We haven't played this
yet, so I don't know for sure how it'll work, but the "test-characters" I've
created seem to be much more balanced, less powerful and more interesting to
play than my "normal" characters.

-- Gak the Great

We must dissent!
Message no. 4
From: shadowrn@*********.com (shadowrun)
Subject: SR intro flyer
Date: Thu Oct 4 13:10:01 2001
wow , okay damian clearly has a lot of time to think up this
stuff , it is very good but i would do one thing simplify ,
i know it's overused but the KISS effect works ( keep it
simple stupid) , you have the joy of working with grads , i
don't

i would skip the stuff after
> initial characters will be low powered
no need to go into detail of how your going to run the
campaign before they are thru the door (might scare em off
with info overload) , details on addies too , it will cost
more to print , just shorten and hey presto , SR intro for
newbies

Kanniemeernie Korperaal
"a victorious army first wins then seeks battle ,
a defeated army first battles then seeks victory " SUN-TZU
Message no. 5
From: shadowrn@*********.com (Rand Ratinac)
Subject: SR Intro Flyer
Date: Thu Oct 4 21:45:00 2001
<snipt!(TM)>
> What rules/guidelines do you use/give to your player
in order to create low-profile characters?
>
> We always used the basic creation rules that from
time to time might create some powerful characters
from the beginning. Now I'm planning to start with a
low-level campaign, but I only have some ideas on what
to restrict and/or not. So some advice/your
experience in low-level character creation might be
welcome to avoid any pitfalls :))
> -sven ;)

That's pretty easy, Sven.

Here's a list of things you can limit. You don't have
to use all of them, but a combination is recommended.
Oh, and I recommend you use the building points system
if you intend to limit anything besides gear.

1. Lower the total number of points that can be spent
on characters.
2. Lower the maximum ratings of skills, or only allow
a small number of skills at higher ratings.
3. Lower the maxiumum level of resources that can be
purchased.
4. Lower the maximum rating/availability of gear.
5. Lower the maximum force of spells that can be
learned.
6. Lower the starting magic attribute of all
magic-using characters.
7. Lower the maximum rating of cyberware.
8. Outlaw alpha-grade 'ware and/or bioware.
9. Outlaw anything that isn't in the main rulebook.

There are probably a few other things you can do, but
these are the big ones.

A while back, I ran a cyberpirates game. I wanted it
to be fairly low-powered (although cinematic), so
here's what I did.

1. Maximum resources of 400k. I made ONE exception,
for a character who wanted to play a regular joe (ie.
no magic, no cyberware) with a helicopter. That's
right, she wasn't even a rigger.
2. Maximum of 1 active and 1 knowledge skill at rating
6. Maximum 2 of each at rating 5. All other skills had
a maximum rating of 4.
3. Maximum spell force of 4.
4. No adept power or cyberware with a rating greater
than 2.
5. No initiative enhancing power, spell or gear with a
dice bonus greater than +1d6 (dice, that is, not
reaction, so Wired Reflexes 1, or Boosted Reflexes 2
were both allowable for example).
6. Maximum availability 6. Maximum gear rating 4.
Again there were certain, rare, considered exceptions.
7. Only items from the main rulebook were allowable
(which meant no bioware).

I believe that was everything. That gave everyone
well-rounded characters, as most of them ended up
spending quite a number of points on skills, but
nothing too hefty.

I also played in a ganger game, where the GM asked how
I'd limited the cyberpirates game. I think he used
almost exactly the same rules, except he only gave us
100 building points to spend.

Btw, I don't recommend limiting attributes, but if you
really want to, you can.

====Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow, aka Doc'booner, aka Doc' Vader)

.sig Sauer

If you SMELL what the DOC' is COOKING!!!

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Message no. 6
From: shadowrn@*********.com (Damion Milliken)
Subject: SR Intro Flyer
Date: Sun Oct 7 10:20:01 2001
sven writes:

> What rules/guidelines do you use/give to your player in order to create
> low-profile characters?

Everyone here has given a pretty good rundown of ideas. I'll mention that if
you plan to run a low power campaign, there are a couple of things to look
out for:

* Somehow limit the capabilities of magic. If you limit starting
nuyen, but still allow Adepts to have 6 Power Points, then you'll
very quickly have a team full of Adepts.

* Be careful if using the Companion Build Points system, as if you
still allow players to choose 1M nuyen (eg if you, say, give them
only 90 Build Points but otherwise few restrictions), then you're
going to end up with players spending 30 points on nuyen still,
and having _1_ skill, and being rather 2-dimensional.

I'd recommend limiting access to equipment and magic in roughly the order
that such products originally came out. So initially players may choose from
only gear and magic that was in SRII. This keeps things like initiation,
wierd Adept abilities, bioware, advanced cyberware, merc style guns, and so
on out of the game.

--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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