From: | shadowrn@*********.com (Valeu John EMFA) |
---|---|
Subject: | Upgrading (Was: YotC questions) |
Date: | Wed Aug 8 10:25:02 2001 |
> stuff
> > gradually. I personally like to start at 2050, with SR1 era tech, and
> work
> > my way up from there. Mind you, I've never gotten past about 2054 this
> way
> > ;-)
>
> That kind of campaign is exactly why the dates list on my page is there :)
> My group started a similar campaign about 3 1/2 years ago, and in the
> roughly 2 1/2 years we played it (with usually one game session a week),
> we
> managed to get about 2 years into the timeline... By the end of the
> campaign they were just getting access to Shadowtech.
>
> > I think the better way to go is to start at a particular baseline, and
> > introduce new books one by one. This way players have a chance to
> understand
> > the rules better, and the game world is an interesting, dynamic place.
> You
> > could, for instance, start with SR3, which has no bioware, no metamagic,
> and
> > no fancy gun stuff, and then begin introducing the more advanced things
> > later on. This would be a little problematic, as the new gear books are
> > compilations of previous gear books, and thus do not exactly tie into
> the SR
> > timeline as nicely as the originals did
>
> If you have access to the original books that's not a problem, and if you
> don't, you can always make something up. "You want to get an Ares Predator
> II? No, that's not available yet -- wait a while, it's only 2053,
> remember?"
>
> > If nothing else, at least you'll avoid overwhelming new players and
> > bamboozaling them with a myriad of a hundred million different options.
>
> IME, that doesn't matter much -- they'll only pick the immediately-obvious
> items anyway. Very few players I've seen take the time to really look
> through the various books and pick the best equipment available, or the
> things they like the looks of. Most of them stick to the stuff they know,
> and/or ask the GM (or me, if I'm not GMing :) "I now have <insert list of
> equipment here>, what else do I need?" Then there's the player who does
> read through pretty much all the available stuff, and then falls back on
> the same old kit because he only sees the drawbacks, and not the
> advantages
> of all the other stuff :)
>
> I have a feeling many players will do it this way, whether you give them
> all the books at once or introduce things gradually.
>
>
[Valeu John EMFA]
yeah, I would like to have done that, but like you said, the
equipment books aren't exactly staggered anymore.
One way I figured I could do this is the fact that they get better
contacts (This would introduce Cannon Companion anyway.)
I also wanted to do an Auto Duel/Twisted Metal contest for the
Rigger that would bring in Rigger 2/3.
As for the new Bio-/Cyber-ware, I think I'll try something similar
to what Damion suggested.
The Matrix isn't much of a problem right now (no decker).
And Magic I could do it spurts (I like the fact that magic has
always been "unpredictable").
I guess pretty much the plan is to show the players before they can
get their greedy little (or in the troll's case, big) paws on the items in
question.
One thing though, how would you guys (and I mean everybody on this
list) get a few newbie into the main story line? Should I start them off
with Brainscan (is that too cruel?) or like I stated earlier, let them get a
few runs under thier belt and then throw the Comet at them?
Oh, one last thing... Damion, I would like that list if it isn't too
much trouble. I still have a good amount of the 2nd Ed and a couple of 1st
Ed too.
EMFA John Valeu
-AKA- TimeKeeper
"If equally matched, we canoffer battle; if slightly inferior in
numbers, we can avoid the enemy; if unequal in every way, we can flee from
him"
-- Sun Tzu, from the Art of War
(this guy was just full of useful advice, wasn't he?)