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Mailing List Logs for ShadowRN

From: "Bruce H. Nagel" <NAGELBH@******.ACS.MUOHIO.EDU>
Subject: Re: [SR3] Combat Spells -- Level 6?
Date: Thu, 10 Jul 1997 19:53:58 -0500
You wrote:
> Heck, in the book, Dirk himself admits that he's just a lurker at the
> edges...he's pretty overwhelmed by Argent and the other "real"
> shadowrunners.
Well, actually, he's more of just a private detective than anything.

> 1) They couldn't play it.
> 2) They didn't have anything to improve.
This allepends on how your characters want to improve, and what sort of
characters they want to play at the start. My players usually want fairly
experienced characters, not newbies, and can usually play them. Usually they
are either more intent on staying alive and keeping things going or expanding
their abilities outward (not upward). This is true of sammies, mages, and
non-traditional types.

> So I revamped it. Usually (varies with specific character, natch)
> they end up seeking something (fame, money, etc) and trying to get by
> becoming better runners.
Mine tend to play out the stories of their lives (meeting old enemies again,
making new friends, enemies, etc., and occasionally screwing up bigtime and
getting into hot water). Their increases are incidental, usually by
opportunity, as they spend much of their time making a living and hiding from
the 'list' of problems and enemies.

Balance this with some social situations,
> and you get some very good running. The characters can build
> themselves to be the best, but don't start there. If they start
> there, they have nowhere to go but down.
Only in stats, though. What happens when those characters change their
motivations (decide to go on a crusade to help X individuals or just decide to
learn magic theory for the frag of it)? Those powerful char's can still grow
in other ways through play that are very fun and rewarding.

losthalo

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