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> Newbies on their first run, what kind of runs have you used 4 nubies
Mortax
post Nov 22 2006, 03:39 AM
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Okay, so I have a group of new runners about ready to go. As I'm plotting their demise...er.. I mean their first few runs, a question came to my mind.

When you first get a new group of runners (the characters or the players) what kind of runs do you have them do? B&E? Extraction? Wetwork?

My group is going to be 1 or 2 people have played, but most of them have never played before. Any sudgestions? Or just fun stories. :-)
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Kagetenshi
post Nov 22 2006, 03:52 AM
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Get a package from a pickup point to a dropoff point without being followed. The tail is interested in the final location, not the package itself.

Different groups take to it differently, but I've yet to see a group fail to have fun with it when run properly. It also gives a certain amount of insight into the players' approaches.

~J
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Jack Kain
post Nov 22 2006, 04:01 AM
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For my first shot as GMing, I'm planing on a simple B&E with a little twist, break into the building steal the package but at the same time instail a deviced designed to get the buildings wireless signal past the walls.
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fistandantilus4....
post Nov 22 2006, 04:07 AM
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Personally, I'd suggest something that can be done in one night, preferabbly with some legwork, and some NPC contacts. Tracking somethign down usually helps for that, because it's easy to incorporate a combat in to that as well.

My fav was the corp guy that hires the team to find his missing daughter , but is very unhelpful. He does it because he works for shiawase, but is caucasian. they're big on family, so when she goes missing, they help. The truth though is that he killed her because she was performing for online pron and he didn't want her to endanger his job. Leg work, possibel combat at the simsense studio where she performed (gamg or mob controlled of course). Possible matrix work, and a backstabbing Johnosn.
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krayola red
post Nov 22 2006, 04:11 AM
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Another option is to do a bodyguarding jig, where the players need to protect someone from someone else who's trying to capture, maim, or kill them. It'll ease them into the habit of thinking like shadowrunners and give you an opportunity to show them the kind of tactics real criminals would employ to get a job done.
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hyzmarca
post Nov 22 2006, 04:20 AM
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First runs should always include heavily armed and armored three-armed cyberzombies. Always.
B&E a secure facility, grab some paydata, and get chased by the cyberzombie on the way out.
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Fortune
post Nov 22 2006, 04:32 AM
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Shadowrun Missions can be a good source for a run or three. ;)
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Jack Kain
post Nov 22 2006, 04:51 AM
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QUOTE (Fortune @ Nov 21 2006, 10:32 PM)
Shadowrun Missions can be a good source for a run or three. ;)

the GM I play under uses those. So when I take my crack at GMing I can't use them cause its the same people.
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Shockwave_IIc
post Nov 22 2006, 07:47 AM
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QUOTE (Kagetenshi)
Get a package from a pickup point to a dropoff point without being followed. The tail is interested in the final location, not the package itself.

Different groups take to it differently, but I've yet to see a group fail to have fun with it when run properly. It also gives a certain amount of insight into the players' approaches.

~J

Cheers Kage, was wondering how to ease my new single player into the game. He's playing a Morph adept.

See if he remembers to check of bugs periodically, change clothes/ bag versus 3 man revolving tail.
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Blade
post Nov 22 2006, 12:46 PM
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I've got a simple B&E run which shows many aspects of the universe and allow the players to take many different courses of action.

It's described here
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Snow_Fox
post Nov 22 2006, 12:53 PM
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right, for that first go, B&E to steal something. That way they do a little leg work for some details and then have some stealth skills and if stuff goes south, combat without heavy work.

as a variation, hit a cargo on the road, a hijack requires leg work to find the target and will have more combat.
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nezumi
post Nov 22 2006, 03:05 PM
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QUOTE (hyzmarca)
First runs should always include heavily armed and armored three-armed cyberzombies. Always.
B&E a secure facility, grab some paydata, and get chased by the cyberzombie on the way out.

You forgot the part where they meet with two of the most powerful people in the world in their personal Seattle penthouse office for a payout that didn't cover the money the company lost having those two guys spending an hour meeting with a group of newbie runners.
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Wounded Ronin
post Nov 22 2006, 09:17 PM
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This is a subject I've thought a lot about. I finally wrote up a newbie run which I feel is the perfect campaign setting for new players.

http://forums.dumpshock.com/index.php?show...l=mullet+police

I'm sure that after you check it out you'll drop everything, emit a high pitched squealing noise, and run it right away for your players.
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Kagetenshi
post Nov 22 2006, 09:41 PM
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QUOTE (Shockwave_IIc)
Cheers Kage, was wondering how to ease my new single player into the game. He's playing a Morph adept.

See if he remembers to check of bugs periodically, change clothes/ bag versus 3 man revolving tail.

It's significantly rougher on a single person (obviously), but if he specializes in appearance-shifting he would be perfect for the run.

~J
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Dog
post Dec 8 2006, 03:21 AM
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I've noticed that the general mode of though is: "What do I show the players?" Is there a "What can the players show me?" approach? Something really open ended? I've never tried it myself, but I wonder if anyone has. It might help GM's to know what sort of campaign to create for their new players.
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Kagetenshi
post Dec 8 2006, 03:38 AM
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Well, that's what my approach tries to get at. YMMV.

~J
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Dog
post Dec 8 2006, 03:55 AM
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True. What about some way for them to choose what sort of work they wanna do? Maybe the first "run" can be a night of meeting and greeting with contacts, finding out what jobs are available, seeing which ones they show interest in. Then throw a couple of "incidental" action encounters to keep it interesting.
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wargear
post Dec 8 2006, 02:04 PM
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One I like to throw in occasionally is to have another more professional team hire the pcs for a distraction run.

Pcs hit a site or act suspiciously in the wrong place and it pulls the heat away from the other teams real target.

Lots of potential for combat, chases, stealth, yadda...
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Lindt
post Dec 8 2006, 03:10 PM
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QUOTE (Dog)
True. What about some way for them to choose what sort of work they wanna do? Maybe the first "run" can be a night of meeting and greeting with contacts, finding out what jobs are available, seeing which ones they show interest in. Then throw a couple of "incidental" action encounters to keep it interesting.

Yes, it can be done, but its has its own dangers. Its possible that they just dont hook on to something, and get bored, or its also possible that they get sucked into a dead end vortex, and never get anything done either.

However, if your good on your feet, and can feel comfterable making shit up as you go along, it can led to some very compelling runs.
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Kyoto Kid
post Dec 8 2006, 03:52 PM
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...I usually like to use the aforementioned bodyguard scenario. I also try to tailor it to the theme of the upcoming campaign arc I am running if the group of players will be the ones participating in it. This way the characters become familiar with the setting and possibly some of the personalities involved.

I have also used an extraction now & then (the last of which actually finished the character backstory of one of my new NPCs).
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warrior_allanon
post Dec 8 2006, 04:55 PM
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it depends on how new the newbies are, if they are just new to SR, they get dropped in the pot wherever the rest of the team sits, the team usually protects them unless the players are extremely annoying, then the team tends to try to let the situations kill them. On the other hand, if they're totally new to gaming they get dropped into the group and usually get run through food fight.
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Dog
post Dec 9 2006, 02:22 AM
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The problem I've encountered is that inexperienced role-players, especially those that haven't read up on the background, tend to conclude that the whole game is variations on the first run. Intro is a bodyguarding job? They might think Shadowrunning is bodyguarding. Intro is a job against the Yakuza? They think that Shadowrunning is about fighting the Yakuza, and so on.

The world is just so damn big. How do you show them that Shadowrunners can be mercs, street thugs, scientists, primitive tribals, bodyguards, b and e experts, assassins, explorers, conspiracy theorists, orks, pacifists, religious fanatics, mafioso, and on and on and on... in one game?
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wargear
post Dec 9 2006, 10:02 AM
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QUOTE (Dog)
The world is just so damn big. How do you show them that Shadowrunners can be mercs, street thugs, scientists, primitive tribals, bodyguards, b and e experts, assassins, explorers, conspiracy theorists, orks, pacifists, religious fanatics, mafioso, and on and on and on... in one game?

The simple answer...you can't.

The point is that the world IS so big. You focus the game in on the bit that interests you. I've played gangers, lone star, mercs, doc wagon, corp execs. Whatever caught our gms interest at the time.

Go with what works for you, enjoy it while it lasts, then move on to another aspect of the setting.
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Wounded Ronin
post Dec 10 2006, 11:30 PM
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Food Fight is the best first mission ever, because in my experience it often results in a TPK. I always crack up when you read the text advising the GM that the team may lose if they're "outgunned" or something because that actually happens a lot.

I mean, what the hell. The scenario bends over backwards to make the PCs not carry very much weaponry but then it sics a full team of gangers with submachineguns on the team. And when you're dealing with people who have played other RPGs like D&D where characters soak attacks all the time with their hitpoints you just know that they'll be really shocked when they suddenly have to resist 9S damage twice because they just ate two bursts. It's like if your players aren't avid Rainbow Six or America's Army players who are all about cover, concealment, and strenuous efforts not to get hit at all in the first place, they are guaranteed to be blown away in a couple of combat turns.
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Wounded Ronin
post Dec 10 2006, 11:31 PM
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I've never thought about it this way before, but I suppose that Food Fight *could* be good if the GM were experienced and there were a couple of newbies mixed in with an experienced group. The experienced people could not get blown away right away and show the newbies how to act. The newbies might take a burst or something if they make a mistake but since there'd be experienced people to cover them or draw fire it's less likely they'd be blown away by a double burst after standing out in the open and mismanaging combat pool while trying to operate a light pistol.
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