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> Would like some critiques on an adventure.
ShadowPavement
post Dec 2 2009, 07:18 PM
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I'm getting ready to run a con game next month and I was hoping that the good folk here would be willing to take a look at what I have and give their critiques and comments about what I have.

The files can be found HERE

The characters I made using the priority system, which I prefer, so I could keep them simple and straight forward without having potentially new players worry about what wierd things qualities did. I pretty much just tried to emulate some of the archetypes out of the BBB.

The adventure itself is one that I found a long time ago on the SR Archives. I've rewritten it a bit to keep things tight and concise but have pretty much used what was there.

The help sheet is modified from one that was posted here. I streemlined it a little and added in the edge rules on the front page and spirit commands on the back sheet with the spell casting rules.

Any feed back that folk have would be appreciated and if you like what's there please feel free to use it. Sharing the love and all that.
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The Jake
post Dec 3 2009, 05:21 AM
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Haven't checked it properly but the Hacker character doesn't even have the Computer skill - which is a massive design fail.

That suggests potentially much larger systemic problems...

- J.
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Thanee
post Dec 3 2009, 09:33 AM
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Yeah, the Hacker needs Computer and Software at the very least (probably just the full Electronics Group)!
The Hacker also has Cracking Group at 5, which is not possible in chargen. 4 is max for groups.

Better to give him the seperate skills (Hacking 5 and the rest at 4).

Besides, if this is meant for folks new to SR, I would not list groups but rather list all skills seperately (otherwise they do not know what skills they have).


Covert Ops also has a Skill Group at 5 (Stealth). Also Close Combat Group with Spurs/Katana and Strength 2 is not that good.


The Shaman has no Assensing and his Willpower could be higher (he's a dwarf, don't they get a bonus there? 4 seems fairly low, considering he uses that for Drain all the time).


The Samurai looks good.


The Weapon Specialist looks silly with all skills at 4 when compared to the others, who are more organic. Also Firearms Group 6 (again, max is 4).

Bye
Thanee
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ShadowPavement
post Dec 3 2009, 12:56 PM
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QUOTE (The Jake @ Dec 3 2009, 05:21 AM) *
That suggests potentially much larger systemic problems...


That seems a bit harsh.

So I made a mistake on some chargen. That's why I wanted to put this up for others to take a look at. I'll change it to make a better character. I admit that hackers/technomancers aren't my strengths in building, but to imply that there is a systemic problem throughout my entire repitoire was a bit uncharitable.
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ShadowPavement
post Dec 3 2009, 01:44 PM
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QUOTE (Thanee @ Dec 3 2009, 09:33 AM) *
Besides, if this is meant for folks new to SR, I would not list groups but rather list all skills seperately (otherwise they do not know what skills they have).


You're totally right about that. One of those things you forget after running a system for a while.

QUOTE
Covert Ops also has a Skill Group at 5 (Stealth). Also Close Combat Group with Spurs/Katana and Strength 2 is not that good.


Yeah, that should change. I was hesitant to give this character the melee stuff that they have. If I leave the strenght the way it is I think I may just give them Unarmed and leave them with some shock gloves so strength won't be as big a deal.

QUOTE
The Shaman has no Assensing and his Willpower could be higher (he's a dwarf, don't they get a bonus there? 4 seems fairly low, considering he uses that for Drain all the time).


Hmmm....I didn't remember making it that low. Will have to fix. Thanks for the catch.

QUOTE
The Weapon Specialist looks silly with all skills at 4 when compared to the others, who are more organic. Also Firearms Group 6 (again, max is 4).


Dang, missed that 6.
Yeah, I was never quite happy with the way the char felt. I'm just going to scrap it and start over.


Thanks Thanee.
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crash2029
post Dec 4 2009, 10:11 PM
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I took a browse through the adventure and it seems fine. It would probably be pretty fun. The only problem I can forsee is that it is maybe scripted a little too tight. I would be careful in running it because, from personal experience, as a GM you come up with a couple of ways you think they might tackle a problem but the way they end up using will almost certainly throw you for a loop. As the adventure is written you may very well have to choose between breaking script and railroading. Just a warning. Apart from that I think the adventure is good and I'd love to play it if I could. I might run it one day. Anyways that's just my 0.02 (IMG:style_emoticons/default/nuyen.gif) .
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Eugene
post Dec 5 2009, 12:11 AM
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I'd be careful how you set up the part where Rictus gets hit by the PCs. Especially if they play the chase in such a way that it's unlikely. Perhaps you could have them witness someone else hitting him as an alternate?
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ShadowPavement
post Dec 5 2009, 02:36 AM
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QUOTE (Eugene @ Dec 5 2009, 01:11 AM) *
I'd be careful how you set up the part where Rictus gets hit by the PCs. Especially if they play the chase in such a way that it's unlikely. Perhaps you could have them witness someone else hitting him as an alternate?


Hmmm...I'll think about that.

QUOTE
The only problem I can forsee is that it is maybe scripted a little too tight.


I just listed the most likely and obvious options for things in the run. I know that PC's often do something silly to mess up a good plot, so I can run with whatever happens.


I decided to scrap the original characters that I had made for the run and pulled out the big list of priority build characters that Paws2sky (I hope I got his name right) made and posted on the boards a while back.

I decided to go with the Troll combat mage, the technomancer, the ork street samurai, the elven covert ops specialist, and the dwarven merc.
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