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Message no. 1
From: Jane Foster <immortal_elf@*******.COM>
Subject: starting adventures
Date: Fri, 4 Sep 1998 10:10:38 PDT
>
> Whats a good starting level published adventure? My team has
two
>sammys, a decker, and a mage. We ran Double Exposure without two much
>difficulty (I had toned it down a bit) I'm partway through setting
them up
>for double exposure, and think I'll start Harlequin.

Are you referring to the first Harlequin adventure, or the second?
Harlequin's Back is a mean fragger to send your players way. I ran it
as a beginning adventure at a convention, and it was only player, not
character, experience that saved them. Don't know much about the first,
except that it's out of print (I haven't been able to find it, and i've
looked pretty hard), and it ties in great with the second adventure
(obviously).

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Message no. 2
From: 00DNA <mcmanus@******.ALBANY.EDU>
Subject: Re: starting adventures
Date: Fri, 4 Sep 1998 13:44:12 -0400
>> Whats a good starting level published adventure? My team has
>two
>>sammys, a decker, and a mage. We ran Double Exposure without two much
>>difficulty (I had toned it down a bit) I'm partway through setting
>them up
>>for double exposure, and think I'll start Harlequin.
>
>Are you referring to the first Harlequin adventure, or the second?
>Harlequin's Back is a mean fragger to send your players way. I ran it
>as a beginning adventure at a convention, and it was only player, not
>character, experience that saved them. Don't know much about the first,
>except that it's out of print (I haven't been able to find it, and i've
>looked pretty hard), and it ties in great with the second adventure
>(obviously).

I started two different campaigns each with the first Harlequin. I sent
them one run to introduce them to the game and then did Harlequin with my
own stuff thrown in between. Harlequin is set up as 5 or 6 separate
runs...if they don't figure it out, they'd have no idea that they are
related...well until I think it's number 4 where they get picked up by the
enemy...I love that one...

I always start the game with something on the personal side. Sometimes
it's even the pc's first run. Then I give them some easy stuff...their
fixer has to test them out, make sure they're ok...
My favorite beginning run is...break into Bill & Benny's Ice Cream and get
their receipt for their next new flavor. It's easy...except for the time
when one person mistook my campaign for some cyberpunked AD&D game and
thought the Ice Cream Factory was really a secret military installation
because it had reinforced glass on the doors that she was shooting
at...after murdering an unarmed guard...*geesh*


--00DNA
"The Matrix patterns itself on Nature" <<Replication Terminated>>
Message no. 3
From: paool <paool@*******.NET>
Subject: Re: starting adventures
Date: Sat, 5 Sep 1998 10:42:40 -0400
And OODNA wrote:

>>I always start the game with something on the personal side. Sometimes
>>it's even the pc's first run. Then I give them some easy stuff...their
>>fixer has to test them out, make sure they're ok...
>>My favorite beginning run is...break into Bill & Benny's Ice Cream and get
>>their receipt for their next new flavor. It's easy...except for the time
>>when one person mistook my campaign for some cyberpunked AD&D game and
>>thought the Ice Cream Factory was really a secret military installation
>>because it had reinforced glass on the doors that she was shooting
>>at...after murdering an unarmed guard...*geesh*

And if I ever see that two-bit good for nothing, dumb-as-drek slitch
ever again, I'm gonna club her so fraggin' hard that her little
physical-adepet head spins.
So all you deckers remember to never, ever let the muscle make the
plans,
no matter how lazy you're feeling, 'cause you'll just end up running
away
from a half a dozen corp goons praying to the Ghost that a stray shot
doesn't hit your 'deck, and seeing your smiling face on the 10 o'clock
news and having to move to Jeresy 'cause nobody will hire you after a
piece of drek run like that.

paool
Message no. 4
From: Randy Nickel <LrdDrgn@***.COM>
Subject: Re: starting adventures
Date: Sat, 5 Sep 1998 12:50:51 EDT
>Whats a good starting level published adventure? My team has
>two sammys, a decker, and a mage. We ran Double Exposure without two much
>difficulty (I had toned it down a bit) I'm partway through setting
>them up for double exposure, and think I'll start Harlequin.
>

You took beginning runners through Double Exposure and they lived?!? Wow, I'm
impressed. My character was an Initiate 6 Druid with some pretty cool stuff
and I got my hoop kicked.

We had to call in backup from contacts we had at the end.

Anyway to answer your question......

Mercurial, Bottled Demon, Dream Chipper, One Stage Before......those are all
good starting adventures. Not to mention the first adventure, DNA/DOA, but I
am not sure how easy that would be to find.

Otter
Message no. 5
From: Gurth <gurth@******.NL>
Subject: Re: starting adventures
Date: Sun, 6 Sep 1998 10:55:03 +0200
Randy Nickel said on 12:50/5 Sep 98,...

> You took beginning runners through Double Exposure and they lived?!? Wow, I'm
> impressed. My character was an Initiate 6 Druid with some pretty cool stuff
> and I got my hoop kicked.

The original poster did say it was toned down a bit, though.

> Mercurial, Bottled Demon, Dream Chipper, One Stage Before......those are all
> good starting adventures. Not to mention the first adventure, DNA/DOA, but I
> am not sure how easy that would be to find.

DNA/DOA is an okay kind of adventure, but I wouldn't recommend it for
starting GMs, mainly because it doesn't fit in very well with the later
releases for SR (both adventures and sourcebooks) -- IMHO stuff happens in
there that, even though it isn't actually impossible in SR, is at least
rather unbelievable. For that reason I feel the GM should modify the
background and some of the encounters a bit to make things believable, but
for that you need experience with SR.

Another good module for new players is Harlequin (if you can find it),
because it provides a ready-made campaign that starts off with a few easy
adventures and gets harder from there. Play other adventures inbetween the
Harlequin ones so your players don't catch on too fast, BTW.

Most of the adventures FASA published before they went to the "tracked
adventures" (so far, that's Mob War! and Blood in the Boardroom) are good
for new players, if you ask me. Exceptions are Harlequin's Back, Imago,
Missing Blood (part of the Universal Brotherhood package), and apparently
Double Exposure (which I don't own, so I don't know). These require more
experienced players, if not characters.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
It may look to the untrained eye I'm sitting on my arse all day.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 6
From: Mongoose <evamarie@**********.NET>
Subject: Re: starting adventures
Date: Sun, 6 Sep 1998 12:13:22 -0700
>Most of the adventures FASA published before they went to the "tracked
>adventures" (so far, that's Mob War! and Blood in the Boardroom) are good
>for new players, if you ask me. Exceptions are Harlequin's Back, Imago,
>Missing Blood (part of the Universal Brotherhood package), and apparently
>Double Exposure (which I don't own, so I don't know). These require more
>experienced players, if not characters.

Really? Iamago seemed like one of the EASIEST adventures we've run.
Our character WERE butch, but I remember minimal combat until the end-
maybe we played smart. At the end, One character did die, and the GM
upped the nastiness of the bad guys, or at least their numbers.
Message no. 7
From: Gurth <gurth@******.NL>
Subject: Re: starting adventures
Date: Sun, 6 Sep 1998 20:54:32 +0200
Mongoose said on 12:13/6 Sep 98,...

> Really? Iamago seemed like one of the EASIEST adventures we've run.
> Our character WERE butch, but I remember minimal combat until the end-
> maybe we played smart. At the end, One character did die, and the GM
> upped the nastiness of the bad guys, or at least their numbers.

I haven't actually run or played Imago, but from reading through it some
time ago it seemed like a tough adventure. It'll be some time before I
inflict it on my players, though, so I can't _really_ tell how hard it is
yet.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
It may look to the untrained eye I'm sitting on my arse all day.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998

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