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Mailing List Logs for ShadowRN

From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Re: Starting a new party
Date: Tue, 26 Oct 1993 22:08:43 GMT
>But THEY DON'T KNOW S**T ABOUT MAGIC, CYBERPUNK MOVEMENT AND STUFF LIKE THAT.

Hard Sell. How good are you at writing?

Seriously, one thing I did when I GM'd was write up 1 or 2 page papers that
sort of acted as a FAQ for whatever campaign I was running. Campaign background,
basic game mechanics, and other things digested for immediate understanding.
If you do that for each one of those topics and hand your players the pages,
it'll help them understand things and prompt questions for you to answer. It
focuses things for you.

As for characters, rather than recommend certain spells, equipment, and skills
that you use, I would tell them which ones are used frequently and help out
the most. For instance Willpower is really important for magic, both for caster
and subject, and that Intelligence and Quickness determine Reaction, and how
important Initiative can be. Cite a few examples.

Point out some special combinations of equipment. For instance, the rangefinder/
smartlink/grenade set-up. ALso point out neat combinations that will be of
limited use.

I would spend your first 'session' getting everyone together and going over
characters an mechanics, perhaps running a few rules sections (decking, combat,
magic) with the assumption that it won't affect the campaign much, and then
actually starting play at a later date.


J Roberson

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