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> Life in the Barrens AAR, How did it come to pass?
Crusufix
post Jun 19 2007, 12:50 PM
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Sounds like a good run!.

Queen Euphoria was another favorite of mine. Interesting twist in an otherwise standard mission.
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FriendoftheDork
post Jun 19 2007, 01:40 PM
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QUOTE (Crusufix @ Jun 19 2007, 01:50 PM)
Sounds like a good run!.

Queen Euphoria was another favorite of mine. Interesting twist in an otherwise standard mission.

Yeah well the last time I tried to run it the players didn't like it much, mainly because they didn't like accepting a run where they didn't get paid in advance, and because the "tell it to them straight" sections seemed like railroading on part of one of the PCs.

But this party was much better suited, and we had a fun time even though we got very tired in the end.

PS you still haven't answered my questions about Double Exposure crusufix, please post it here or PM me.
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Crusufix
post Jun 20 2007, 10:25 AM
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I PMed you a couple days ago with those answers 8)
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FriendoftheDork
post Jun 20 2007, 10:43 AM
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Heh, look at that I didn't notice those... strange that there is no popups like on other fora.
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Meriss
post Jun 20 2007, 10:50 PM
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Hey FoD! Great writeup, it's always fun to see what your players come up with. Quick question. How are they progressing? Like is your hacker getting better programs or links?
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FriendoftheDork
post Jun 20 2007, 10:59 PM
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QUOTE (Meriss)
Hey FoD! Great writeup, it's always fun to see what your players come up with. Quick question. How are they progressing? Like is your hacker getting better programs or links?

TY! Why yes, he has gotten more programs, although he still has only about rating 3 in common progz and 3-4 in hacking progz. He still lacks some hacking progz though, like defuse Data Bomb and Armor. I let him try to defuse the data bomb in the last adventure by having him spend 1 edge, but he'll have to get it later.

Most of the time he has 7 (9 hot sim) dice with any computer test. He has invested points in skill groups so it's very expensive to raise them with the 12 karma they have so far.

The mage has a harder time, with magic 4 and only 1 or two in most magic skills. This leads to fun situations though when he's Assensing, as he's already told his talismonger that Uzz the adept is a Dual-Natured creature (critical glitch) ;)

Uzz is pretty kickass, always was. Tons of dice in shooting, stealth and social skills. His main powers are the one that allows you to change your voice and some combat sense.

Trog - tough grunt. Not quite as many dice in shooting, but can also do close combat very well, and really can take a hit. Both combat characters have wired reflexes lvl 2.
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FriendoftheDork
post Jul 8 2007, 12:15 AM
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Ok, it's high time you got the update on this. I didn't post last week as we basically spent the whole evening with the Euphoria part, and we didn't finish the adventure before last friday.

Well, well, spoiler tag time again:

[ Spoiler ]
, since Simon's player will be away two fridays, so not to leave him too much behind in karma and nuyen.

Until next week: 10' under!
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FriendoftheDork
post Jul 9 2007, 08:38 AM
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To those of you who have taken an interest in this thread:


BUMP!
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FriendoftheDork
post Jul 15 2007, 09:00 AM
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Alright, last we played the minirun called "10 feet below."

Basically, it was a very straightforward mission, to capture a shipment of DNA samples, from none other than DocWagon™.

Their fixer Mr. Singh called them up and offered them the evening's job, a simple mission but only 8000 nuyen payoff. Ok, it was not paying the rent, but it was a datafist of nuyen more, so why not.

They learned from Singh that a small vehicle called a Jackrabbit would leave the DocWagon research facility 10am and head for Emergency station 1. Since there was more than one route there, they couldn't lay an ambush like the last time.

Instead, they went to the research facility. When they saw the correct vehicle leaving about 10am Jimmy sent his MCT-spy drone rigged with a powerful magnet to fly behind the vehicle and attack itself to it. It worked very well, and the drone passed it's pilot test. Now he could easily track the vehicle by accessing the drone's GPS.

The team all drove off on Trog's motorcycle (large enough for 2 passangers). They wanted to get past it at a time when it could not change it's route and still reach it's destination efficiently, so I called for Log+Int test from Trog, with a +2 for using AR and a mapsoft rating 5 of seattle. Additionally I let the others help (as long as Trog didn't glitch), and they managed this very well. However, at the location they spotted Lone Star security drones, so they had to delay.

They were forced to delay some more times (bad luck) because of risky locations, but eventually they managed to stop it. Jimmy hacked the vehicle in front of the Jackrabbit and stopped it, Jimmy and Uzz dismounted the boke, while Trog drove on the side of the Jackrabbit to prevent it to go past the vehicle in front.

Uzz was disguised as a carwindow-cleaner, and started to clean the windows of the front car, and when they shouted him off he continued to the Jackrabbit, who's driver got quite upset, thus not noticing Jimmy spoofing the back door to open and "palming" the samples. The car behind saw it and called Lone Star, but then the team managed to escape before getting Lone Star on it's tail.

Mission accomplished. Too easy? Bet'yah. No one managed to spot any of the two spy drones that had followed Trog all the time, getting both their planning and the theft. :evil:


Well there be no playing next week, but perhaps the week after.
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DTFarstar
post Jul 15 2007, 10:30 PM
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Just wanted to say this game sounds awesome and that I wish my players were as adept at getting past problems as yours seem to be. Hell, I guess their feelings of immortality stem more from lingering taint from the Game Which Must Not Be Named. Can't really blame them, but it makes it hard for me to keep them alive and not fudge rolls. The Technomancer (last time I allow one till their rules get improved) in the group almost got himself killed registering sprites. Partly my fault because I rolled really well, but still.... don't try to register Force 6 Sprites when you only have 11 dice, 1 edge, 2 stun on you, and 10 dice to soak. Just my opinion. I let the dice fall where they may and he had to soak 18. With his low body it almost took him out. Anyway, don't mean to co-opt the thread just wanted to say good job, and that I look forward to the next update.
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Jaid
post Jul 15 2007, 11:58 PM
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registered sprites aren't supposed to be massively powerful. multiple rating 6 sprites is just excessive... for registering (or binding spirits, for that matter) you shouldn't be routinely dealing with more than about rating/force 4.

that's not a "flaw" that's how you keep the TM from having an automatic "i win" button.
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DTFarstar
post Jul 16 2007, 12:14 PM
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I realize. however there are no real repercussions for compiling and registering sprites other than the fading and so if he has downtime he spends about half of it trying to do so with Rating 6 sprites, one of each type. Or re-registering for more favors. In his game I am the mage and currently I have one bound force 4 spirit which I routinely use to possess enemies and create a little flanking for us and chaos for them. I also have the channeling metamagic so I have one force 6 spirit that I have possess me if a run looks like I'm going to be getting shot at alot for increased reaction and body. That is it. I have as yet to currently even summon one during a run. It's been all those two bound ones on 3 different runs spanning 5 sessions. He however uses sprites ALL the time practically. It's getting excessive and as he built his character to be useless outside the matrix (till, god help me, he figured out he could rig and now he's buying up dobermans) He's basically a god inside unless I just give everone rating 6 everything. Even then he usually has more dice because he's probably siphoning a favor off of a sprite. So.... it's annoying. I hesitate to impose the -2 for sprites being distracting/draining because he will immediately throw that on me as well with the spirits I have with me. Even when not using them. This is a GM who has decided that you have your movement and you use it all during your turns so, while I have 1 IP and the Street Sam has 3 and much higher physical stats, I move farther than he does in one IP. I go and move 10 meters, he goes and he moves 3/3/4 during his IPs. Anyway, not looking to derail FotD's thread, your comment just sparked the need to respond in me because we actually played 3 times this week. One my game and twice in his.


Anyway, thanks for the response, sorry FotD, can't wait for the next update,
Chris
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Aku
post Jul 16 2007, 12:17 PM
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wow, thats a really gimpy houserule, isnt RAW that everyone's movement get's spread out over ALL ip's?
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FriendoftheDork
post Jul 16 2007, 05:02 PM
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Ah guys, ty for commenting, nice to see that there is still interest here.

As for my players doing well, yeah almost too well. So far there has been no reason for them to burn edge, no casualties in combat. Simon was hurt quite a bit in the Intro sessions, but after that except for Uzz being injured by an insect spirit there has been no serious damage. Usually the team decides which battles to fight and superior planning makes sure the enemy can't fight back.

Ah, so even if this is more realistic for a successful Shadowrun team I sometimes miss big fights common to D&D (oh no I mentioned it!), where the team only barely wins. Well not that I want to kill them but... you know.

As for techies, well I don't have much experience with them fortunately. Our mage does summon alot (he thinks binding is too expensive), but he has yet to try to summon above his magic rating, that would be dangerous. Now he has Magic 5, and can get powerful enough spirits.

As for the speed thingy, well I've always ruled like everyone's movement is divided up, it should never be an advantage in speed to not use iniative encancers.
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FriendoftheDork
post Jul 28 2007, 07:45 PM
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This week 2 players were missing, and thus also their characters Uzz and Trog.

I found a module however made by Ancient History: Zero Sum Gained. Although this module is based on a full team, I thought it would work with 2 players by reducing the amount of grunts.

Anyway, I'll post it all in spoiler block, for your convenience:

[ Spoiler ]


OK, this post got a bit longer than anticipated. I will finish the story in my next post as soon as I have time.
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FriendoftheDork
post Aug 12 2007, 02:26 AM
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OK, sorry for having been away for so long but my last report was so lenghty I got bored.

Anyway, I'll try to wrap it up and later start on the report for the Double Exposure module we began last friday.

[ Spoiler ]
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Ancient History
post Aug 12 2007, 03:44 AM
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Heh. Sounds like you had fun. Certainly some scenarios I didn't imagine (showing up at Ms. Johnson's workplace, f'r example), but it sounds like you did very well. Hope you and the players had some fun.
[ Spoiler ]
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FriendoftheDork
post Aug 12 2007, 10:05 PM
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QUOTE (Ancient History)
Heh. Sounds like you had fun. Certainly some scenarios I didn't imagine (showing up at Ms. Johnson's workplace, f'r example), but it sounds like you did very well. Hope you and the players had some fun.
[ Spoiler ]

Yeah I think it was pretty fun, although the player didn't really like the cranial bomb thing. Some players hate having their characters forced to do things.

I'm not sure I missed it in the module, but there didn't seem to be any plan on how the "mcguffing" should be delivered, and I basically forgot to have Ms J tell the PC. She couldn't contact him either since he had his commlink cleaned and changed the commcode.
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Eleazar
post Aug 13 2007, 04:52 PM
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I just began taking a look at this thread today. Thanks for posting this, it is always great to read other people's shadowruns, especially ones that are so well done. ;)
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imperialus
post Aug 13 2007, 11:08 PM
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Just figured I'd let you know I've been following the campaign from the begining. Really enjoying it so far. Please keep em coming.
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FriendoftheDork
post Aug 14 2007, 04:32 PM
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Eleazar and imperialus, thanks for commenting that inspires me to continue this thread :D
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FriendoftheDork
post Aug 14 2007, 10:51 PM
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Previously on "Life in the Barrens"

We finally got to start Double Exposure as I've planned for quite awhile. So without further ado, here is the report in Spoiler tags :)

[ Spoiler ]
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FriendoftheDork
post Aug 18 2007, 11:09 PM
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Ok peeps, we played another bout last friday. Again, most of the session was legwork.

Previously on "Life in the Barrens"

[ Spoiler ]
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fumble
post Aug 21 2007, 10:33 AM
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Always a pleasure to read about those. :D

Do go on posting your team's adventures - it gives ideas as well as making for entertaining reading.

Cheers,
Fumble.
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darthmord
post Aug 21 2007, 02:53 PM
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Yes, yes it does.
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