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> What I should have done after my first run...., Hi and advice to first time runners - after their first run
flatch
post Dec 19 2012, 04:15 PM
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Hi and thanks to all of you who have posted useful stuff in dumpshock over the years. I just ran my first Shadowrun game in 15 years.
I’ll write up the evening’s action as News articles, old-school style, but I also want to provide the new runners a list of “Things I should have done after my first run”.

So if any of you ‘Elite-Runners’ feel like helping, please may I invite you to make one line in-character (let the chummers and drek flow) posts describing “What I should have done after my first run?”


For those who are interested:
The newbie runners began their game in a seedy Ork-drinking hole with a set of pregens (a big list to choose from) who all had negative qualities that put them at the bar, under it and in some cases in even worse NSFW positions. The players were all Shadowrun newbies.

Their shadow lives began with the barfly characters witnessing a clichéd runner crew screw up a fixer-meet. The cliché-crew muscleman tried to bring a LMG into the Bar while an Adept and Mage kicked of in support of their team member. I rigged events so that the barfly crew (new players) could intervene and help restore order, then take the place of the cliché-crew on the subsequent run.
The barfly-crew did fine smoothly moving into their role as runners. They even had the smarts to set up the Cliché-Crew from for their evening’s crimes. Very professional. Nice.

What I think has changed for the better in S-Run:
1) AR rocks as a tool for making hackers worthwhile and interesting (interesting for the hole group that it is)
2) I don’t miss combat pools or keeping track of their splitting!!
3) Lessening of the Shaman/Mage divide.


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