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From: Twist0059@***.com Twist0059@***.com
Subject: The Barrens
Date: Wed, 28 Jul 1999 13:30:58 EDT
In a message dated 7/28/99 1:23:00 PM Eastern Daylight Time, dv8@********.nl
writes:

> Okay Runners,...how dangerous *are* the Barrens? I own New Seattle and got a
> shite-load of information on the Barrens that I could use in my campaign.
> However, it doesn't actually stress how dangerous it is to walk around
> there, how inclined the populace is to try to kill you for your sneakers.
>
> The only two things that give an example of how lethal it is to cross the
> streets is that food-shipments to the few grocery-stores that can be found
> there get attacked, and that people will knife you over 5 nuyen in the bars
> in Touristville.
>
> Also I would like to know how people described the atmosphere and the
> general look of the streets and buildings. If anyone could help me on these
> two little things I would be most grateful.
>
> Dennis
>


The Barrens make the CZ look pretty. I'd say it's up to the GM on how tough
to make the Barrens, since the adventures tend to conflict on how the Barrens
are viewed. For instance, through Dreamchipper the characters are walking
constantly around the Barrens and never get attacked (unless you count Jack).


I think if the characters are tough, chromed, spell-slinging shadowrunners,
the masses of the Barrens most likely will leave them alone for fear of being
turned to goo. The go-gangs and thrillers are a different matter. Not to
mention organized crime. But the general huge human devil rat population
should shy away from runners who bodies scream death. Wearing an assault
rifle over your shoulder would be a good idea in such places. Concealment
works against you when others are sizing up their ability to attack you and
choosing the weakest targets.

Note that the opposite is true if you are facing the Mothmen with Mulder and
Scully. :-)





-Twist

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