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Moon-Hawk
post Feb 9 2006, 09:51 PM
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Only if you know the fight is coming.
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mintcar
post Feb 9 2006, 10:30 PM
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300BP, 200BP of those for mental and physical attributes.

No skills over 4

Availability cap at 8

Be restrictive on monetary resources and lifestyle


That's about it. Make them understand that 1 or 2 in a skill is enough if they don't want to be fully trained pros.
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Guest_MK Ultra_*
post Feb 9 2006, 11:36 PM
Post #28





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QUOTE (Dale)
p.s.I also would get with that Food Fight Stuffer Shack elf cashier girly.


She became a gangmember after loosing her job at the stuffer (it didn´t open 24/7 anymore, after the repairs were done) and one pc had it on with her, but she´s realy got no talents besids her looks :P

QUOTE (TinkerGnome)
Who needs wired reflexes? Jazz and Cram do the job well enough for a street punk.


I´m telling them all the time, but none of them would touch any of this, which is a good thing in rl but seams a bit ooc in a gang champaign, does it? They allso don´t smoke or drink or anything (the pc´s don´t, the players do ;)).

They didn´t even take K when the whole groups life was at stacks and silly me forgot to punish them for it.

QUOTE (mintcar)
That's about it. Make them understand that 1 or 2 in a skill is enough if they don't want to be fully trained pros.


Man, did I have a hard time to point that out to them, and still, they would have given thair non-combat teenies Close Combat and Pistols 6 if I´d only allowed it.
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mintcar
post Feb 9 2006, 11:50 PM
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I'm having a bit more luck both when it comes to drugs and skills :) .

We've played a lot of free-form games were we chose our own skills to match the character we pictured in our heads. Picking values out of what's most appropriate comes sort of natural to us.

If you could stomach it, maybe you should try and let them choose whatever ratings, weapons and spells they want some time. And see how fun that becomes in the end. Maybe they would have fun playing a goofy super-hero game for a while, but my bet is they would soon miss having some grounding, some common sense, in the game.
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Moon-Hawk
post Feb 10 2006, 12:03 AM
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Maybe they still have SR3 addiction rules stuck in their heads. You know, the ones where if you drink occasionally on the weekend you die in three months!!!
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Guest_MK Ultra_*
post Feb 10 2006, 12:09 AM
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Trust me, I tried it. No restrictions simply means no restrictions with this group, or at least 1 or 3 of them. I´d have a group with 1 Great Feathered Serpent, who´d probably be Lofwyr´s best buddy, a vampire-mage-double-digit-initiate-slitch, and some "comparatively lowpowered" initiate Adepts and Deltaware-staches. On the side thay´d play what they´d consider weak from time to time, that is singledigit-initiate-shapeshifters and the like.

They do present quiet decent roleplaying most of the time, if given (normal) restrictions on character building. The gang pc´s i.e. were build mostly freeform (they had no actual stats in food fight, which was quiet fun, we improvised during this scenario, only had the basic bg). That was still SR3. The problem was wen we converted to SR4.
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Guest_MK Ultra_*
post Feb 10 2006, 12:12 AM
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QUOTE (Moon-Hawk @ Feb 9 2006, 07:03 PM)
Maybe they still have SR3 addiction rules stuck in their heads.  You know, the ones where if you drink occasionally on the weekend you die in three months!!!

I did never enforce the rules that harsh. But maybe I should, and than have them all addicted to something by an enemy. :dead:
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Shrike30
post Feb 10 2006, 12:13 AM
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QUOTE (Moon-Hawk)
Only if you know the fight is coming.

When the bullets start flying, get some cover and take a hit off the inhaler. Only trick is not getting a round in the head right off the bat.
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mintcar
post Feb 10 2006, 12:15 AM
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QUOTE (Moon-Hawk)
Maybe they still have SR3 addiction rules stuck in their heads. You know, the ones where if you drink occasionally on the weekend you die in three months!!!

Shadowrun has long been tuging around a lot of moral baggage. SR4 got rid of a lot of that. Does anyone know if that has had any consequences?
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evil1i
post Feb 10 2006, 12:49 AM
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Restrict Skills/Magic/Resonance to a max of 4.
Disallow group skill buying unless a good reason can be provided (group skills suggest structured training to me).
Have a bunch of minimum purchases (eg have to have 2 contacts at 2/2 minimum)
No more than 500 nuyen spent on any one purchase during character creation except a vehicle and maybe 1-2 pieces of cyber.
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Dale
post Feb 10 2006, 03:14 AM
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Fair enough...so for the non-Awakened what would be that 1-2 pieces of cyber?
For example would it be like "Pick any two" from - Wired Reflexes 1,Bone Lace,Cybereyes,Dermal Plating 1,a Cyber Spur,Datajack,Muscle Replacement 1.

Or would it be money based as in - Cyberware costs cannot exceed a total of 20,000 nuyen?
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Halabis
post Feb 10 2006, 03:51 AM
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I love this stuff. Im realy digging the 10-14 year old street kids idea. For soem reason that sounds like the most absolutely fun thign ever. Screw gangers. let they players work up to school bullies, then maybe one day they can be real gangers.

200 Bp. Str, Bod, & Magic/resonance capped at 3 (the realy big kids!) no skill higher than 2. Max Bp spent on cash 1. Availability capped at shit you can get at walmart. Sounsd liek the most absolutely fun game ever. I command you run it!
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killerjoel
post Feb 10 2006, 06:38 AM
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QUOTE (Halabis)
I love this stuff. Im realy digging the 10-14 year old street kids idea. For soem reason that sounds like the most absolutely fun thign ever. Screw gangers. let they players work up to school bullies, then maybe one day they can be real gangers.

200 Bp. Str, Bod, & Magic/resonance capped at 3 (the realy big kids!) no skill higher than 2. Max Bp spent on cash 1. Availability capped at shit you can get at walmart. Sounsd liek the most absolutely fun game ever. I command you run it!

Hehe, your wish is my command. Seriously, though, this could be an awesome game if I don't screw it up. You think it'll go over well with the others? You guys could definitely work your way up to being gangers, we have the time.

We'll have to get together with the interested players and just run these ideas by them. None of us are squeamish about drugs or young violence or crazy stuffl ike that, so we could have some really interesting situations. :)
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Guest_MK Ultra_*
post Feb 10 2006, 04:23 PM
Post #39





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I played through all of the Gang-Scenarios in Sprawl Sites with my group after Food Fight.
The 3. was the one with those Norm and Troll trying a protection racket, while a cop came around the corner. The Kidz throw dirt at the cop and ran, loosing him because they kneew the tarrain allready. So the two wouldbe thugs could run, they shared the money and thair squatt with the Kidz after that and became the second and third member of thair Gang. That was really funny!
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imperialus
post Feb 10 2006, 05:39 PM
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one other thing you might want to consider is suggesting various "toned down" archetypes for the various runner roles so that you don't end up a whole bunch of thugs and mages.

Perhaps instead of having a dedicated hacker the gangers might have a PC who specializes in jacking cars, this would be especially good since the line between decker and rigger no longer exists so as the group gains experience and becomes real runners eventually he could seamlessly morph into the groups hacker.

The group face could be a street corner dealer, a dirty vice/narc. cop, or even a hooker depending on how gritty you want it.

I'd consider banning hermetics and possibly adepts as well since both archetypes require a certain amount of professional training usually absent from the streets.
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Moon-Hawk
post Feb 10 2006, 06:04 PM
Post #41


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Adepts require professional training? I disagree.
As for Hermetics, there ought to be plenty of resources availible on the Matrix. Or maybe the character had a Hermetic uncle that taught them everything. It needs some background justification, but I wouldn't disallow it.

I love the suggestions for the jacker/hacker and dealer/face.
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imperialus
post Feb 10 2006, 11:02 PM
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Well this thread has inspired me to start toying with the idea of my own gang campaign. I've compiled some of the suggestions here and added a few of my own. This is what I've come up with, lemme know what you think.

QUOTE
1) You are street punks.  Keep that in mind when designing your characters.  Think of what skills, gear, qualities and abilities a street kid would have and try not to min max.

2) Buildpoints are capped at 300, however you get the home ground quality for free representing your characters knowledge of his/her home turf.

3) No more than 15 buildpoints can be spent on money or 75000¥

4) The magic stat is capped at 4.  This is to prevent a team consisting entirely of mages and adapts and to keep their power level in sync with team members who rely on gear.

5) You may pick a single piece of equipment (weapon, armour, cyberware ect.) with an availability of up to 8, everything else is maxed at availability 6.

6) You cannot take a lifestyle higher than low, and cannot take a lifestyle higher than squtter unless you have a SIN (either real or fake), however you must purchase a minimum of 2 months worth of a given lifestyle representing first and last months rent.

7) Try to come up with character concepts in keeping with the gang theme.  For instance, if you want to play a hacker perhaps create a character who has limited hacking skills but focus’ on jacking cars.  If you want to play a face, a street corner dealer might be appropriate.

8) Don’t focus too much on firearm skills.  Unarmed combat, and weapons such as knives and clubs are generally acceptable in a brawl.  Pulling out a pistol and shooting someone however is likely to trigger a gang war and remember you can’t run and hide as easily as a regular runner, you have to protect your turf.  It’ll be a lot easier to get revenge if they know where you live.

9) In keeping with point 8 the gang does not operate in the barrens.  You will be based in an area like Tacoma or another lower class neighborhood.  This means that there will be a police response to overt acts of violence, and even if they can’t prove anything the star can still make your lives miserable.  A couple of pistol shots isn’t likely to get a response until the body is found the next day but a burst of automatic fire almost certainly will.
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Guest_MK Ultra_*
post Feb 10 2006, 11:11 PM
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I think the point 8) is really funny :D otherwise it sounds quiet cool.
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imperialus
post Feb 10 2006, 11:12 PM
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yeah, that's what you get for copy/pasting from word I guess. *edit* or if you mean that the point itself is strange, trust me it's nessesary for our group. There was one incident that involved offencive handgernades being used as "crowd control". If I didn't include that in there someone would pull out an AK during a streetfight and then wonder why the rival gang targeted him.*/edit*

The one thing I'm kinda wondering about is the BP cap on gear. Do I want to make it 10 points, therefor maxing starting cash at 50,000 or would that castrate sam types too much?
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stevebugge
post Feb 10 2006, 11:25 PM
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My .02 is no, 50,000 doesn't hurt Sammies too much. If you can get hold of the SR2 Book Cybertechnology and read Hachetman's fiction piece about his background you'll find that his level of 'ware was very modest in his ganger days.
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Guest_MK Ultra_*
post Feb 10 2006, 11:35 PM
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Ah, that was one of the best sb-fiction ever IMHO.
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Shrike30
post Feb 10 2006, 11:56 PM
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It certainly gave us a better understanding of the context.
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Dale
post Feb 11 2006, 04:42 AM
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If I recall he had cyberoptics and 2 Spurs...and a gun. Anyone without a gun should die.
In-game of course :please:
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killerjoel
post Feb 11 2006, 01:57 PM
Post #49


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QUOTE (imperialus)
one other thing you might want to consider is suggesting various "toned down" archetypes for the various runner roles so that you don't end up a whole bunch of thugs and mages.

Perhaps instead of having a dedicated hacker the gangers might have a PC who specializes in jacking cars, this would be especially good since the line between decker and rigger no longer exists so as the group gains experience and becomes real runners eventually he could seamlessly morph into the groups hacker.

The group face could be a street corner dealer, a dirty vice/narc. cop, or even a hooker depending on how gritty you want it.

I'd consider banning hermetics and possibly adepts as well since both archetypes require a certain amount of professional training usually absent from the streets.

Yeah, these are really good points, although I agree with Moon-hawk on the magic part. I think a Magic cap would be sufficient to rein them in.

Man, I need to get some of these old books.
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Guest_MK Ultra_*
post Feb 11 2006, 02:17 PM
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Adam said thay plane to have them all available as pdfs with time. Don´t know if thats just with flavor-heavy books or with equipment and rules books, too.
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