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DocTaotsu
post Apr 9 2008, 10:17 PM
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How do you describe your game to new players/interested parties?

I typically describe my game as, plot wise, a combination of Ronin and Ghost in the Shell:Stand Alone Complex, culturally Transmetropolitan/Snow Crash and Neuromancer/Blade Runner for the darker bits.
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Stahlseele
post Apr 9 2008, 10:20 PM
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we're pretty much unexplainable . . or you can sum it up into one word . . either fun, frustrating, or chaos *g*
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CollateralDynamo
post Apr 9 2008, 10:32 PM
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When I'm trying to round up another player for my game, I tell them to picture Robocop meets American Psycho...then add some magic. If that raises their eyebrows, they'll usually make it at my table.
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ElFenrir
post Apr 9 2008, 10:50 PM
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Hmm...tough to describe. just a bunch of us having fun. Rules-wise, Moderate powered to a little above average; standard 400 BP game, but with no Availability chargen limits and a couple other houserules.

As for style? Hmm...a bit more action oriented, but with healthy stealth, social, and then just storytelling and the like; sometimes we go whole sessions just roleplaying and not even rolling anything. We're all big videogame fans and action movie fans, so stuff can creep in indeed.

We also like a decent dose of humor now and then; we don't have total silly campaigns, some parts can get quite serious and pretty heartbreaking even if a beloved NPC dies; but we aren't afraid to interject humor, like the current group's(in New Jersey) plan on sneaking in somewhere by contacting the Builder's Union to picket outside of a place hiring non-Union workers. The plan was to hide in the big union rat. The Trojan Rat joke lives on forever. (IMG:style_emoticons/default/grinbig.gif)

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Kyoto Kid
post Apr 9 2008, 11:38 PM
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...I usually describe my campaigns as "Loose Canon" in that I do not really deal with the overall metaplot (e.g. GDs, IES & ED tie-ins) and also take some liberty such as adding to available gear, corp players etc.

I tend to be a big fan of mysteries and intrigue so clue solving and pounding the pavement/matrix waves is a major part of the game and all sorts of clues abound. Unfortunately my style seemed better suited for previous editions in that the shadows were really "the shadows" as opposed to the RFID and Wireless Matrix infested world it is now.
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Fortune
post Apr 9 2008, 11:52 PM
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D&D with guns! (IMG:style_emoticons/default/wink.gif) (IMG:style_emoticons/default/biggrin.gif)
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WearzManySkins
post Apr 10 2008, 12:03 AM
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Self Basting Turkeys (IMG:style_emoticons/default/grinbig.gif)

They get them selves into more trouble with out any of my assistance. (IMG:style_emoticons/default/grinbig.gif) So I sit back and throw out some threads of maybe plots and watch to see how they go about it and such.

WMS
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Game2BHappy
post Apr 10 2008, 12:27 AM
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ummm... "Sneakers" meets "Escape from New York" via the plot of "Snatch".
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bjorn
post Apr 10 2008, 12:38 AM
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QUOTE (Fortune @ Apr 9 2008, 07:52 PM) *


Exactly what I say
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Kyoto Kid
post Apr 10 2008, 12:38 AM
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...WMS, I like that one.

I also like to play on suspense and the runners' sense or paranoia. How many times I've made the characters (& even players) sweat bullets over something that often had little or no real bearing on the actual job. Case in point during a recent "invisible bodyguard" mission, the PCs became rather nervous when a bunch of suits who entered the shopping arcade of an Office plaza they were in. Suddenly the decker was keeping a a close eye on the "intruders" through the sec cams while the others were busy figuring out how to deal with the threat. When the group walked towards where the PCs were (to get lattes at a Starbucks), I could almost sense that a confrontation was about to occur. Once the suits got their coffee, they turned around and headed to the lifts, paying no attention to the runners at all.

The group was nothing more than a contingent of businessmen from Fed-Boeing who were there for a presentation meeting upstairs.

...that's not too (IMG:style_emoticons/default/vegm.gif) is it?
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DocTaotsu
post Apr 10 2008, 04:11 AM
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Heck no! The red herring of untimely demise is half the fun of SR. (IMG:style_emoticons/default/wink.gif)
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Critias
post Apr 10 2008, 05:44 AM
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QUOTE (Fortune @ Apr 9 2008, 07:52 PM) *

Cyberpunk with magic! (IMG:style_emoticons/default/cool.gif) (IMG:style_emoticons/default/cyber.gif)
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BlueMax
post Apr 10 2008, 06:14 AM
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For Shadowrun players who may join
When I put up my post looking for players, it went as follows
Vitals
Setting: Seattle, 2070ish.
Seriousness Level: Low, but just above goofy. On average at least. Sometimes the metaplanes require goofy. Sometimes the plans require a strong sense of goofy.
Rules Mastery: Medium to low.
Style: GM grew up with Shadowrun. If you know 1st and 2nd ed think that style. If you don't think more dystopia, fewer people on the planet, powerful NAN.

For other Gamers
I tell them "D&D in the future. Replace country with corp. Replace thieves guild with organized crime." The usual response "So nothing changes! (IMG:style_emoticons/default/nyahnyah.gif) ". I freely admit that 13 years ago, I would waste their time telling them about the "organic" nature of the system. Foruth Ed is so easy to teach, target number five.

For people entirely new to gaming
I dont even describe shadowrun. I don't go that far into covering Role-Playing. I just ask them to come on over and give it a try.
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DV8
post Apr 10 2008, 08:39 AM
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QUOTE (Stahlseele @ Apr 10 2008, 12:20 AM) *
we're pretty much unexplainable . . or you can sum it up into one word . . either fun, frustrating, or chaos *g*

Wait...you're in my game!? (IMG:style_emoticons/default/smile.gif)
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vladski
post Apr 10 2008, 12:48 PM
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QUOTE (WearzManySkins @ Apr 9 2008, 07:03 PM) *
Self Basting Turkeys (IMG:style_emoticons/default/grinbig.gif)

They get them selves into more trouble with out any of my assistance. (IMG:style_emoticons/default/grinbig.gif) So I sit back and throw out some threads of maybe plots and watch to see how they go about it and such.

WMS


Oh god, tell me about it. One of the most hilarious times was a few years back when I was running Paradise Lost, where the runners have to go to Hawai'i. (And excellent adventure if you have never run it and the back half of the adventure is the Hawai'i source book... very worth picking up) What follows is a scene straight out of the adventure, so don't read if you do not want to be spoiled on one of the scenes.

Minor Spoiler for Paradise Lost below:
[ Spoiler ]


Vlad
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Fuchs
post Apr 10 2008, 12:52 PM
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[ Spoiler ]
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vladski
post Apr 10 2008, 01:18 PM
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QUOTE (Fuchs @ Apr 10 2008, 07:52 AM) *
[ Spoiler ]


[ Spoiler ]


Vlad
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DocTaotsu
post Apr 10 2008, 01:28 PM
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Cyberpunk with magic and D&D with guns. I think that pretty much covers the bases (IMG:style_emoticons/default/smile.gif)
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Prime Mover
post Apr 10 2008, 01:35 PM
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Almost all of my players have come from another game before Shadowrun and have basic concepts down. Usually give a copy of Time Line and Slang Guidebook. (I find it as important to give my players the background of SR as I do giving them rules mechanics.) Then like most games to teach the basics we make a Character with input from the other players and then proceed to a mock combat breaking the players into teams and putting them in situations to have to use skills and abilities to defeat the opposing team.

As for our play style, its changed alot from 1st-4th edition. But current teams can be summed up with a sentance. Negotiate for more money,plan,legwork,collect needed gear,replan,pull the job then freak out cause things start to come unraveled and there was'nt enough post run planning!

Had teams that had 5 pre and post run backups and had groups that just wanted to drive in the front doors gun blazing. A mix of these styles and players makes current runs actually fun to GM.
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vladski
post Apr 10 2008, 01:36 PM
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Anyway, not meaning to hi-jack the thread with my amusing (to me anyway) anecdote.

When I try to describe Shadowrun it depends on my audience.

To Non-roleplayers:

OKay, the game is set in a near future fantasy world. Ever seen the movies Blade Runner or Johnny Mnemonic or... FastJack? Sorta like that, except magic has also returned to the world and there are orks and trolls and elves and dragons. Think of hte ovie Big Trouble in Little China! In my current game the players are all special ops detectives that go around solving cases or storming the bad guys enclaves or are breaking-in ala Mission Impossible.

To Role-players of other games:
OKay its set about 60-70 years in the future where magic has returned and there are elves and trolls and orcs and such. IN my current game, the characters are government agents that do all sorts of things from breaking and entering missions, to gun fights, to solving mysteries. Corporations pretty much rule the world and the characters are typically folks that work as freelancers outside the system, doing the corps dirty work.

To former Shadowrunners from other editions:
No explanation needed! My world is no different than it really ever was. (IMG:style_emoticons/default/nyahnyah.gif) The mechanics are all that has changed. I'll simply give them a low-down on what my current campaigns flavor is.

Vlad
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Yoan
post Apr 10 2008, 01:50 PM
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Usually start with slightly lower BP, but may begin at 400BP standard next game (Any Montrealers around, btw?)

It has a heavy Sprawl Trilogy/Neuromancer feel, though I try to distance myself from the whole 80's thing-- much to my chagrin! I even infuse some of Gibson's latest works ie: Spook Country into it-- the image or feel it invokes, that is, not plot hooks. (IMG:style_emoticons/default/wink.gif) I try to guide them into Ronin/Heat types of runs/planning, and I TRY to add emphasis to legwork and contacts a bit more... violence is never lacking, of course.

Despite the common grit/paranoia, there are healthy doses of humour, lulz & fun.
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Whipstitch
post Apr 10 2008, 02:15 PM
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Deadly.
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Kyoto Kid
post Apr 10 2008, 03:16 PM
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QUOTE (vladski @ Apr 10 2008, 05:48 AM) *
Oh god, tell me about it. One of the most hilarious times was a few years back when I was running Paradise Lost, where the runners have to go to Hawai'i. (And excellent adventure if you have never run it and the back half of the adventure is the Hawai'i source book... very worth picking up) What follows is a scene straight out of the adventure, so don't read if you do not want to be spoiled on one of the scenes.

Minor Spoiler for Paradise Lost below:
[ Spoiler ]


Vlad

...now that is an excellent story, and all generated by the players. I've had that kind of thing happen before. Most recently a similar "misunderstanding" occurred during my March Madhouse mission when the Troll Decker (who had a couple LAW rockets) almost took out a suite at the Four Seasons Hotel where Leela and her party ere staying. The PC's mage was spooked into believing they were assassins who were to kill the person the team was protecting after he assessed them from astral space. I just mentioned what he saw: one Cybered up dude (Leela's Bodyguard Anatoli) two highly awakened auras, (one a bodyguard mage, the other a high force Spirit of Man) and one sort of "odd" aura (Leela) Seeing as the character never met any of them before he didn't recognise any of their auras. Would have been very interesting, particularly since Leela had nothing to do with the mission at hand and was there by happenstance (she was giving testimony at a hearing that stemmed from what happened during the previous Drek the Halls scenario).

Lots of fun letting them run the scene for a while.

BTW, also ran Paradise Lost, but the scene went pretty straightforward (had players who knew the definition of satchel).
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Stahlseele
post Apr 10 2008, 07:40 PM
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we're(if we can roud em up) still playing SR3 . . if you want to call it that, with our houserules . . but basically, we are about having fun . . and the real fun starts, when the GM's and the players idea of fun differs in varying degrees ^^
i basically just play to hang out with the boyz and the gitz . .
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nathanross
post Apr 10 2008, 08:47 PM
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QUOTE (Kyoto Kid @ Apr 10 2008, 11:16 AM) *
...now that is an excellent story, and all generated by the players. I've had that kind of thing happen before. Most recently a similar "misunderstanding" occurred during my March Madhouse mission when the Troll Decker (who had a couple LAW rockets) almost took out a suite at the Four Seasons Hotel where Leela and her party ere staying.

Okay, now this needs explaining:

The group consists of two hacker/riggers, a mage, and a paranoid face who wants his money (me). Our target, who we were hired to guard without him knowing, has safely made his way back to his room at the Four Seasons Hotel. We are constant surveillance for abnormal people when the GM makes note of a suspicious girl who just came in the front door (no perception tests called for). She goes into the room above the room across the hall from the target. We send the mage up to assense the girl. As he is watching the room, first a fully decked out cybersam comes in, then a high force spirit of man and a very powerful mage. The mage doesn't have time to do anything before they start to cast a mana barrier on the room. He comes back and report this to us. Now the man we are protecting is in the Vory's sights and my character who is an expert on the underworld is smelling Chimera a mile away. I'm on the radio to the troll rigger (who's currently outside in his old DHL van stocked with LAWs) within seconds, "Rocket that Room!" Unfortunately, I am the only one in our group who ever thinks to act instead of wait, so they just sit there, content that we will know if they act. Then the GM gives us a perception test to realize that it is our favorite million dollar girl, Leila, who we should know by sight instantly (like I said, this girl is worth at least a million dollars to the group), as we have chased her around Seattle, and in a previous life across Europe.

I am all for player action, but common GMs, you gotta at least give em a Perception check! Even if the players dont notice things, the characters would. And who the hell would confuse a satchel with a satchel charge? Dont you people speak English?
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