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Mailing List Logs for ShadowRN

From: Gurth <gurth@******.NL>
Subject: Re: My Favorite Adventure Module
Date: Mon, 15 Dec 1997 12:58:54 +0100
Bull said on 13:01/14 Dec 97...

> I have read through Mob War (Though I don't own that one) and I actually am
> thinking about using a couple of the sub-plots from it to base adventures
> on. The adventures themselves aren't all that interesting, at least not
> for this particular group (Though I'd love to runa group of Mafia Torpedos
> with this:)), but it's full of really good ideas...

True, but when I buy an adventure I expect to be able to run it after
reading through it once or twice, not being handed a load of facts, ideas,
maybes and possibilities which turns the book into a Build Your Own
Adventure Kit.

> > The end result of the adventure was a few Karma, some
> >nuyen, and the PCs reputation going down...
> >
> Ewwww....
>
> While we will regularly frag with modules by completely ignoring 3/4 of the
> stuff in it and skipping right to the end (We did that with Divided
> Assets.:)), we also usually make it a point to do things like keep our
> "contacts" alive :)

Recently the PCs here even took to shooting their own contacts, which will
be VERY bad for them once it gets out (and it will). What happened was
that two of the PCs went to the fixer contact of one of them in order to
sell a stolen watch they thought was worth 200,000Y (too bad for them it
was only a demonstration model *GM grin*). The fixer told them "I'll give
you ninety," which they took to mean 90,000Y but with which he actually
meant what he said -- 90 nuyen. Once the confusion had cleared, the
magician PC decided this wasn't enough and proceeded to cast Influence on
the fixer. In short, the fixer succeeded at his Perception test to spot
the spell and drew a gun on the shaman, so the other PC drew his own gun
and shot the fixer immediately...

[Harlequin]
> I know...:] That was back before the whole IE thing was well known... I
> miss those days... There's so many plots and stuff that I could have fun
> with if only my players didn;t know too much :]

I have similar problems, and I guess most GMs do. Recently running the
Universal Brotherhood was good, because only half the PCs involved had
ever encountered insect spirits, and the most experienced player and I had
agreed he'd keep his mouth shut about them. Still, the secret is out now
so I'll have to find other ways of putting bugs into the game ;)

> Hehe... I have 2 copies of Mecurial <grin>

Trying to sell one, Bull? :) Won't work, I've got one already :)

> But I would love to see something like Shadowrun Classic Adventures...
> Format them more like Mob War or Missions, and you could fit a couple
> adventures in a normal size books..:]

That was my idea too. Less art would do the trick, and making "essential"
art (like character sketches) a bit smaller would also save space. That
way, say four to six adventures should fit into a book the size of
Harlequin, I think.

[ShadowCreations]
> Hey now! I'm trying!
>
> If only we could get people to do something <Grin>

Busy, busy, busy... Or actually: I _should_ be busy but I'm not... :)

> Actually, I still think we need to refocus the project, but have no real
> idea yet what we'll do...

A good guide, either IC or OOC but preferably both, with dos and don'ts
for shadowrunners would be a good idea, I think. This idea is based mainly
on my own recent experiences with players who haven't really got a clue
about how to do successful runs...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
My mind is numb but my mouth's okay.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

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