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From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: Harley's Back
Date: Thu, 19 Dec 1996 11:45:55 GMT
Court Schuett writes

> Just picked up Harlequin's Back yesterday, and I noticed something really
> weird as I was flipping through it. A chunk of the book repeats itself.
> Here's the order my pages go 31, 32, 33, 34....47, 48, 33, 34...47, 48, 49.
> Does anybody else's do that?
No that i haven't heard of, hope you can get it replaced. It should
be 150 pages i think.

> What are things are good for ED/SR crossovers? I'm planning on running a
> fairly huge and complex campaign this summer with my friend, I'll be
> GMing SR, and he'll be GMing ED, but I was looking for more stuff
> relating to this. Sourcebooks, adventures, novels, etc. If anyone would
> like my ideas, mail me, and if anyone has any ideas to offer please share
> them.
I am given to understand the lake under Parlainth (ED) bears
investigation, i think its FASA official.
All immortal elf stuff.
The bugs are in both games, note the ED versions are VERY hard!
converting the SR ones to Ed (to fill the gaps) is frighteningly
nasty, (from experience of the mandible equiped end)
The Atlantean foundations investigations of 'Atlantis' = Thera!
Its more a 'you need to read it and work it out yourself subject'
though, some of the guesses made soon after ED was published were not
very accurate.
Note that converting between the two is a job for GM 'thats
equivalent' using knowledge of the systems, the game mechanics are
just about totally incompatible, you can add 2 to SR attributes to
get ED steps as a guide though.

> Harley Spoliers
> Kinda.
i seriously mean it, this assumes you have read HB.

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> How do GMs deal with death on this adventure in other groups?
i set it as only for the one plane, which considering the body count
was just as well.
Though more sense and no inter party fighting would have helped.

> I know
> it's an Astral Quest, and it gives options, but what I haven't run it
> yet, so I don't know what the power levels will be like compared to the
> group.
Karma totals of around 100 per PC are advised on starting it.
Brains and some moderate meele / archery skills are more important
than most things. spell casting can replace the latter.

It is important both the players and PC's are prepared to put up with
really 'Way out there' power as part of the background setting, the
stuff PC's actually roll dice over is fairly sane.
Note 'a fistfull of karma' is very dangerous with no armour, however
sense and partial cover will save your butts.

> How has it gone for other groups.
Quite well, it was completed when i ran it. You have to watch the
main bad guy his defences vs guns leave far too much to be desired at
the end, but some quick teaing and it runs ok.
Note on 'crawlers' don't give them bonus reach for two attacks, or
friends in melee, i did at the bridge part one and watched PC's
'flying through the air with the greatest of ease!' till the guy with
th combat axe got going.

> On that same note, what kind
> of karma awards were giving out?
about 90 - 98 for completion.

the full team awards in the mid 60's. A reasonable effort should net
about 90 including personal, though when another GM ran in a couple
of folks got 125 odd, which for good roleplaying throughout is
believeable, though i'd guess the upper end of the envelope.

Mark

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