Rules of Shadowrun, The dos and don'ts |
Rules of Shadowrun, The dos and don'ts |
Jul 13 2010, 09:29 PM
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#1
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Moving Target Group: Members Posts: 254 Joined: 9-July 10 From: Zeist, NL Member No.: 18,807 |
We were chatting in the Spells are Strong thread when it came up that someone should make a thread that lists the rules of Shadowrun. Here are a few examples:
First rule of combat in the Sixth World: Geek the Mage. Second rule of combat in the Sixth World: Geek the Ork with the big gun. Third rule of combat in the Sixth World: If you're an Ork with a big gun, get a magician partner. DGIF: Drones Go In First. Please feel free to add more! |
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Jul 13 2010, 09:32 PM
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#2
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Moving Target Group: Members Posts: 492 Joined: 28-July 09 Member No.: 17,440 |
Have fun.
Anything the PCs can do, the NPCs can do too. Use MORE explosives is not the back up plan, it's the last resort plan. |
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Jul 13 2010, 09:36 PM
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#3
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Running Target Group: Members Posts: 1,336 Joined: 25-February 08 From: San Mateo CA Member No.: 15,708 |
Perhaps alt schule for you whippersnappers
Never deal with a dragon Never trust an elf Don't shoot till you see the points of their ears BlueMax |
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Jul 13 2010, 10:26 PM
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#4
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Neophyte Runner Group: Members Posts: 2,026 Joined: 23-November 05 From: Seattle (Really!) Member No.: 7,996 |
Are you talking Do's and Don't in Character or out of Character?
My OOC Don't Argue with the GM during gameplay Do have fun Do have a working knowledge of the rules Don't be a rules lawyer during play |
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Jul 13 2010, 10:38 PM
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#5
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Moving Target Group: Members Posts: 765 Joined: 28-December 09 Member No.: 18,001 |
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Jul 13 2010, 10:44 PM
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#6
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Moving Target Group: Members Posts: 316 Joined: 21-June 10 Member No.: 18,737 |
Are you talking Do's and Don't in Character or out of Character? My OOC Don't Argue with the GM during gameplay Do have fun Do have a working knowledge of the rules Don't be a rules lawyer during play Lol, what's the point of knowing the rules if you're not going to correct mistakes. No offense, but GMs who won't swallow their pride are IMO one of the biggest sources of arguments at the table. There's no shame in taking the 30 seconds to check a rule critical to the situation, especially in an era of searchable .pdfs. Obviously for something unimportant people should just make a note of it and point it out later to not disturb the flow of the game, but if it's going to make a difference in how the scenario plays out then you owe it to your players to not fuck it up. |
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Jul 13 2010, 10:48 PM
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#7
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Shooting Target Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 |
Works for republic commandos, works for shadowrun:
Rule 01: Kill 'em before they kill you. Rule 17: Always make sure they're dead. Rule 23: Never pull sentry duty on an empty stomach. Rule 39: Never say no to a healing spell. Rule 45: Any crash you can walk away from is a good one. Rule 89: One's an anomaly, two's a trend. Other rules I would add: Keep your back to the wall. Trust no mage. Ghouls are NOT people too. Don't shit where you eat/sleep. |
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Jul 13 2010, 10:50 PM
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#8
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Neophyte Runner Group: Members Posts: 2,026 Joined: 23-November 05 From: Seattle (Really!) Member No.: 7,996 |
Lol, what's the point of knowing the rules if you're not going to correct mistakes. No offense, but GMs who won't swallow their pride are IMO one of the biggest sources of arguments at the table. There's no shame in taking the 30 seconds to check a rule critical to the situation, especially in an era of searchable .pdfs. Obviously for something unimportant people should just make a note of it and point it out later to not disturb the flow of the game, but if it's going to make a difference in how the scenario plays out then you owe it to your players to not fuck it up. I've found most of the time it's not a case of one or the other not knowing a rule but a disagreement on interpretation or application, if it can be solved in 30 seconds it's not a big deal but if it takes longer than that and there are 3-4 other players not involved in the dispute let it go. |
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Jul 13 2010, 10:54 PM
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#9
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Moving Target Group: Members Posts: 104 Joined: 19-May 10 From: Melbourne, Australia Member No.: 18,592 |
Beware of any small child or pet animal that has more than one line of description.
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Jul 13 2010, 11:13 PM
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#10
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Moving Target Group: Members Posts: 316 Joined: 21-June 10 Member No.: 18,737 |
I've found most of the time it's not a case of one or the other not knowing a rule but a disagreement on interpretation or application, if it can be solved in 30 seconds it's not a big deal but if it takes longer than that and there are 3-4 other players not involved in the dispute let it go. Ah in that case by all means just pick one interpretation for the night and argue it out afterwards (or take it to dumpshock (IMG:style_emoticons/default/wink.gif) ). I was thinking more along the lines of "you're doing it wrong" than "I think X should be read as Y". |
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Jul 13 2010, 11:35 PM
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#11
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Running Target Group: Members Posts: 1,424 Joined: 7-December 09 From: Freedonia Member No.: 17,952 |
27 always have an escape plan
28 always have a backup for when plan A through Z fail or don't apply. 29 never piss of the GM in or out of play when its close to gaming time 30 unless you REALLY want to. |
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Jul 13 2010, 11:58 PM
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#12
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Neophyte Runner Group: Members Posts: 2,026 Joined: 23-November 05 From: Seattle (Really!) Member No.: 7,996 |
Ah in that case by all means just pick one interpretation for the night and argue it out afterwards (or take it to dumpshock (IMG:style_emoticons/default/wink.gif) ). I was thinking more along the lines of "you're doing it wrong" than "I think X should be read as Y". I was in a group once where the GM and a player argued for 20 minutes about the implications of the placement of a comma in an adept power description, that really was a waste of a night. |
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Jul 14 2010, 12:02 AM
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#13
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
Pillage, then burn.
An ordnance technician at a dead run outranks everybody. Close air support covereth a multitude of sins. Close air support and friendly fire should be easier to tell apart. If violence wasn’t your last resort, you failed to resort to enough of it. Mockery and derision have their place. Usually, it's on the wrong side of an Ares Predator. Never turn your back on an enemy. Sometimes the only way out is through. . . through hostile gang territory. Everything is air-droppable at least once. Especially enemies. A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head. Do unto others. Your name is in the mouth of others: be sure it has teeth. Give a man a nutrasoy, feed him for a day. Take his nutrasoy away and tell him he's lucky just to be alive, and he'll figure out how to hack a dispenser to get another one for you to take tomorrow. Don't be afraid to be the first to resort to violence. The enemy of my enemy is my enemy's enemy. No more. No less. A little trust goes a long way. The less you use, the further you'll go. Only cheaters prosper. That which does not kill you has made a tactical error. When the going gets tough, the tough call for magic. There is no 'overkill.' There is only 'open fire' and 'I need to reload.' Just because it's easy for you doesn't mean it can't be hard on your clients. |
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Jul 14 2010, 01:04 AM
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#14
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Runner Group: Members Posts: 3,179 Joined: 10-June 10 From: St. Louis, UCAS/CAS Border Member No.: 18,688 |
Ah yes, Seven Habits of Highly Effective Pirates, Shadowrun style.
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Jul 14 2010, 01:08 AM
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#15
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Running Target Group: Members Posts: 1,424 Joined: 7-December 09 From: Freedonia Member No.: 17,952 |
no one ever see one of these type threads before? numbers for the rules in incrementing values?
52. never leave the big guns at home. 53. when the gm tries to make you leave the big guns at home bring extra ammo and keep the big guns. 54. always have a spare house filled with replacement gear. 55. always have a spare runner for when someone gets geeked 56. always have a spare group for when everyone gets geeked. 57. always have a spare GM for when he gets geeked. |
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Jul 14 2010, 01:13 AM
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#16
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Runner Group: Members Posts: 3,179 Joined: 10-June 10 From: St. Louis, UCAS/CAS Border Member No.: 18,688 |
There is no overkill. There's only "Open Fire" and "I need to reload."
Incoming fire has the right of way. Incoming fire (and Lone Star) doesn't differentiate between friend and foe. Unless they're the foe. |
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Jul 14 2010, 01:19 AM
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#17
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
Playing a "Corporate Security Force" drinking game while on a 'Run is never a good idea.
No longer allowed to "Experiment" with cleaning supplies while on an Extraction 'Run. No longer allowed to "Experiment" with cleaning supplies while on a B&E 'Run. No longer allowed to "Experiment" with cleaning supplies while on a Datasteal 'Run. Encouraged to "Experiment" with cleaning supplies on a sabotage 'Run. |
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Jul 14 2010, 01:28 AM
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#18
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Target Group: New Member Probation Posts: 1 Joined: 15-June 10 Member No.: 18,708 |
As a complete Shadowrun and tabletop gaming virgin this is the stuff I like to read.
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Jul 14 2010, 01:48 AM
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#19
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Running Target Group: Members Posts: 1,379 Joined: 16-April 02 From: the LI shadows Member No.: 2,607 |
Always do the legwork.
The Johnson can (& most likely will) try to slot you one. Emphasis on the word "try". Leave as little as possible to chance. If you don't trust your team, don't do the gig. Always have the correct ammo. Make sure your permits are up-to-date. NEVER get the mage mad at you. ALWAYS get paid up front first. Make sure you can get to the Johnson if things go sour. |
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Jul 14 2010, 02:04 AM
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#20
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Running Target Group: Members Posts: 1,424 Joined: 7-December 09 From: Freedonia Member No.: 17,952 |
If you don't trust your team, make sure you can track them down and kill them.
Always have extra types of ammo. permits are for smucks. Always be ready to geek the mage, even when he's yours. Always know where the Johnson's safehouse is. Always have a backup buyer. Always steal something to sell. |
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Jul 14 2010, 02:53 AM
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#21
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Running Target Group: Members Posts: 1,451 Joined: 21-April 03 From: Austin, TX Member No.: 4,488 |
Spend a good amount of time making your plan, because it will save your ass.
Always have a back-up plan because the first plan will never work. After the first two plans fail, make sure you have enough CXII to blow the place to hell. Oh, and the classic: Shoot straight Conserve ammo And never, ever, make a deal with a dragon. |
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Jul 14 2010, 10:31 AM
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#22
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Moving Target Group: Members Posts: 265 Joined: 15-September 08 From: Florida Member No.: 16,346 |
Always be ready to geek the There. Now it applies to Dark Heresy, too. Mages are like condoms. Its better to have one and not need it, then need it and not have one. If at first you don't succeed, there's DocWagon. Never go into a place without knowing how to get back out. You don't have to get in the first shot. . . . but it helps. If you see a dragon, run. You're obviously not supposed to be there. If it bleeds, you can kill it. |
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Jul 14 2010, 02:28 PM
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#23
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Neophyte Runner Group: Members Posts: 2,026 Joined: 23-November 05 From: Seattle (Really!) Member No.: 7,996 |
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Jul 14 2010, 02:31 PM
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#24
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
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Jul 14 2010, 03:11 PM
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#25
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Moving Target Group: Members Posts: 272 Joined: 5-April 10 Member No.: 18,416 |
Most would still apply to shadowrun:
[ Spoiler ]
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