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From: Bryan Prince <WALAB@******.HH.VANDERBILT.EDU>
Subject: Re: SR and Munchkin players
Date: Tue, 26 Apr 1994 12:45:18 -0600
Date: 26 Apr 1994 15:56:37 +0100
From: Darth Vader <j07c@***.UNI-BREMEN.DE>

I thought this might help...

> just standard stuff from SRII and make even some legal stuff
> from ShadowTech can reach initiative values of 10-15+4d6!!!!!!
> What on earth can rival that?
> The only way to challenge the sammies is to either use other
> cybergrunts (wich I personally despise, because lets face it
> how many people have a million to spare for cyber!!!!!!),
> ambush them(I am sick and tired of using that one) or heap
> GUNS and super armor on them NPC's (I refuse to do that).


1) Make your NPC's using the same rules for character generation
that your PC's use--or significantly boost the listed
archetypes/contacts power levels.

2) MegaCorps have the 1M=Y= to spend on cyber. In fact, with as
much trouble as they have been having with runners , it
becomes cost effective to have cybered guards (1 or 2 squads)
securing the premises.


> Not to mention the mages. The few times where I managed to
> make things a bit tough for the grunts the parties mage
> waltzes it and manaballs the bad guys to hell!!!!!!!
> I mean you cant excpet that every other punker has a
> willpower of 6 can you, but anything less means that
> he is nothing but cannon fodder in the hands of a
> competent mage. Even the ones that do have such
> enormous willpower stats can pose only a minor threat
> with no karma to reroll and with only 6 dice(+ any threat)
> as opposed to the mages min12!!!!


3)Keep your mages busy with elementals, spirits and spell
attacks. They don't usually get as many init phases as
a PhysAd or SSam, so they can't react as fast to new
threats.

4)If you are allowing the mages to use Combat Sense, Clairvoyance
Incr. Reaction on spell locks to boost their init., you
might consider limiting the number of active spell locks to
1+1/initiate level. We had problems with mages having too many
active spell locks, and destroying the balance of the game.

5)Use the Background Count optional rules in Grimoire to mess
up the astral-- it will make anyone your mage faces more
powerful by incr. the T#'s.

6)Mages have lower reactions and d6 for init. than a cyber
char. They shouldn't be reacting as fast to combat as your
NPC bad guys.

6)Magic is deadly. Welcome to the sixth world, chummer :)


The only other advice I can offer is to maintain game balance:
Make the characters provide you with backgrounds for their
characters detailing how they got to be so bad ass to start with.
This gives them motivation for their character and reasons as to
why they are running the shadows instead of being a corporator.
It also allows you to determine if there is a person or group that
is going to go out of their way to make life fraggin' nasty for
the PC. If that person is highly enough placed, or can scam
someone who is, your PC is in lots o' trouble.

Remember 2 things-
1) The rules on legality are there for a reason. (seattle sourcebk.
shadowtech)

2) Security forces of any type will call for backup before the
drek hits the fan 5/6 times. And if you are giving them grief,
they will swarm you.

Hope this helps--good luck..

...Bryan Prince...
...no neat .sig yet....

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