From: | "S.F. Eley" <gt6877c@*****.GATECH.EDU> |
---|---|
Subject: | Re: munchkins and game masters |
Date: | Tue, 22 Aug 1995 12:14:55 -0400 |
> my mind. Usually, what I'm thinking of is: "Wow, they blew through the
> place and STOLE THE FRAGGIN OD, now what do I do??? I sometimes wish I
> DIDN'T have such CREATIVE players. But, frag, it's fun...";)
Heh.. Wholehearted agreement with THAT one!
Which brings up a new thread idea.. What are some of the more 'creative'
plans that have been pulled in Shadowrun games? Either stuff you were
involved in, if you were a player, or stuff your players did if you're a GM.
My campaign's too new to have anything downright brilliant yet, but I was
amused last week during the second DE mini-run (intercept the DocWagon
courier).. The plan my players came up with was to dress up the Raven
shaman and the Chinese ganger (who's male) as Girl Scouts, then go up to
the Jackrabbit and try to sell the guy cookies. When he winds down his
window, the ganger slaps him in the face with a tranq patch, and the troll
ties the Jackrabbit to the front of the team's van.
They actually spent about an hour working up variations of the Girl Scout
plan.. Finally, the Phys Adept arrives and hits 'em all over the head.
"When was the last time you saw ANYONE stop for Girl Scouts, much less a
courier on a run?" I gave everyone involved a Karma Point for creativity
(in the middle of the game, yes) and told them to get on with it.
The best part was trying to explain Girl Scouts to the shaman, who's
Russian. Young girls in uniform.. "You have those in THIS country TOO?"
>8->
Blessings,
_TNX._
--
Stephen F. Eley (-) gt6877c@*****.gatech.edu )-( Student Pagan Community
http://wc62.residence.gatech.edu|
My opinions are my opinions. | "God is a polytheist."
Please don't blame anyone else. |