Average Joe Campaign, Need Advice on my Idea |
Average Joe Campaign, Need Advice on my Idea |
Oct 24 2012, 10:38 AM
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#1
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Moving Target Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Hi everyone
I'm trying myself in GM'ing soon and wanted to do a Campaign where my Players are all Average Joe from everyday life who slide into the world of shadowrunning as total noobs. My thoughts were: - Karmagen - 500 Karma - 200 karma (+/- 10) on Attributes - Availability 8 - 1 Karma = 2500 Nuyen - No Charisma x2 in free contacts - Knowledge Skills cost Karma QUALITIES Every Char starts as a SINner with a Rank 6 standard citizen SIN and a Rank 4 Corporate SIN GEAR - no Restricted Gear Quality - Restricted Gear only with a legit Licence from the government - Forbidden items are ... well forbidden at start - Free 3 month DocWagon Contract sponsored by their Corporation (Start bonus in case something goes wrong at the beginning) SKILLS - Best Skills shouldn't be higher than 3-4. Average Skills between 1-3. (Remember, they are total noobs) CYBERWARE - Cyberware is allowed but shouldn't be combat oriented, since the players don't expect "big trouble" but need those implants for their job at the company or in their private life MAGIC - Max Magic Attribute of 3 - No lethal Comatsspells at chargen - Foci are handled like gear, max availability of 8 MATRIX - Matrix Software are handled like gear, max availability of 8 BACKGROUND - You start as a normal average everyday Joe. All Players work for the same company that is specialized in Virtualpets and -personas. - The skills should somehow reflect the current position in the company. Jobs can be made up as long as they fit the corporation and the playstyle of this campaign. - The Players shouldn't have been in Prison or something other illegal activities in their life. - No "special forces" or something similar as character background, players should really be normal people that have no clue of the shadows. Missions would give a rather "high" Karma reward so that my runners would be equal to standard Chars in about 5-10 Missions so that I could to a bigger Campaign with them. But first they have to earn their shadow reputation to get such a big job. Has anyone tried something like that and can give me some advice or ideas to balance it? I would greatly appreciate some advice ... |
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Oct 24 2012, 10:56 AM
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#2
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
I would limit magic rating at 3 to avoid overly powerful mages and adepts.
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Oct 24 2012, 12:00 PM
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#3
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Moving Target Group: Members Posts: 745 Joined: 13-April 07 From: Houston, Texas Member No.: 11,448 |
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Oct 24 2012, 12:02 PM
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#4
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Start with Magic 3, Summon Force 6 spirit for combat, Force 6 spirit steamrolls opposition designed for everyman group. this game breaks at lower than 300-350BPs. Go with SR3 Spells must be BOUGHT at the maximum force. Go with opposed rolls for spirits if their magic is TWICE of the caster or when over-summoning. |
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Oct 24 2012, 12:07 PM
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#5
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
or simply up the opposition... have the spirits use edge. >;3. or, put some mages into the opposition, banish the spirits.
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Oct 24 2012, 01:20 PM
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#6
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Running Target Group: Members Posts: 1,229 Joined: 20-December 10 From: Land of the Oatcakes Member No.: 19,241 |
Average Joe's aren't awakened. If you're awakened, you're already not average. Limit magical ability to latent, or none at all.
That'll balance things out (IMG:style_emoticons/default/smile.gif) |
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Oct 24 2012, 01:22 PM
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#7
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
or, go for what i have seen alot of people doing, take magic completely out of the game :/
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Oct 24 2012, 01:27 PM
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#8
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Running Target Group: Members Posts: 1,229 Joined: 20-December 10 From: Land of the Oatcakes Member No.: 19,241 |
I think the setting loses a lot of it's uniqueness with the magic removed, but you can certainly run a campaign that doesn't emphasise it. It can be more of a background thing and not something this particular set of characters experience every day.
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Oct 24 2012, 01:57 PM
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#9
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
or, go for what i have seen alot of people doing, take magic completely out of the game :/ Nah, a magic rating of 1 is what most of joe public has at best if we look at the percentage of magically active people as compared to POWERFUL magic people. Magic 1 is pretty powerful in it's own right for a magician. Useful F1 Spells -Levitate -Analyze Magic -Borrow Sense / Animal Sense / Eyes of the pack -Mindnet (limited to FX2 at best) -Thermographic Vision -Night Vision -Fashion -Orgasm -Orgy -Gecko Crawl -Makeover -Increase Reflexes 1 [Overcasting Required] -Ignite [Limited to easily affected materials] -Magic Fingers [Better than nothing] Combat spells might be more limited but a F1-2 elemental spell might do the trick with a few successes. |
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Oct 24 2012, 01:59 PM
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#10
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
maybe a magic of 2, if they focused more on gettin better at it, or have had more exp using it.
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Oct 24 2012, 02:02 PM
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#11
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
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Oct 24 2012, 02:34 PM
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#12
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Moving Target Group: Members Posts: 664 Joined: 26-September 11 Member No.: 39,030 |
I did a similar thing and it worked pretty well. Everyone was a SINner to start out with. Magic can be overpowered at that end.
-It was a 300 BP game, but everyone picked an NPC stat block that matched with their character concept and then rounded the character out to 300 BP. Most of the NPC's were around 200-250 BP, so that's about 100-50 BP of customization. The only one that's a real problem is the Janitor (it's around 160 BP if I remember), since a min-maxer will have way more points than everyone else. The streetdoc and Talismonger are both much more powerful than the standard NPC, so were thrown out. The only other NPC that has magic is the Parasecurity expert (I only pulled from Contacts and Adventurers and SR4A) and it's hardly overpowered since it has no customization. Knowledge skills can be swapped to be more appropriate to the actual career that the player chose. -Any other character can buy the magician quality and up their magic. One player did, but with only 60 BP for the Magician quality, raising magic and getting the magic skills, it keeps things pretty reasonable. -Some active skill swapping was allowed, but only if it made sense, because not all possible jobs matched with NPC stat blocks exactly. -All awakened characters start the game with the cursed quality level 1, because they have not fully learned to control their magic. (this helps to keep magic from being too game breaking) -Restricted to 50,000 nuyen worth of gear to start with and similar legal requirements. -Legal requirements included spells known. (So no combat spells and a license for any other spell) -Everyone must have at least two contacts. -No one was allowed to have a combat skill higher than 2, unless their career required it. -Everyone had the day job quality and SINner quality (5 BP each if you wanted to start without them) The group was onboard with this to start with, so there wasn't anyone that abused it too bad. At this level of play, Tasers are the most powerful weapon that the group will probably have (and they are powerful). |
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Oct 24 2012, 02:42 PM
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#13
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Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
You might want to keep an eye on changelings since someone with Astral Hazing would keep the group literally safe from most supernatural threats if they have high essence.
Not to mentioning nullify any magically active person in your team. |
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Oct 24 2012, 02:50 PM
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#14
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
based on the OPs outline I will attempt to make a power char, possible min/max points :3. just to see how bad something can be done.
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Oct 24 2012, 02:52 PM
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#15
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Running Target Group: Members Posts: 1,229 Joined: 20-December 10 From: Land of the Oatcakes Member No.: 19,241 |
Generally I don't think it's necessary to limit characters strictly. If the players all know the type of game it is and the GM has a veto rule then all should be good. If someone does try to abuse the system just a simple 'haha, no, try again' would suffice. (IMG:style_emoticons/default/smile.gif)
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Oct 24 2012, 03:19 PM
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#16
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Running Target Group: Members Posts: 1,150 Joined: 15-December 09 Member No.: 17,968 |
Start with Magic 3, Summon Force 6 spirit for combat, Force 6 spirit steamrolls opposition designed for everyman group. this game breaks at lower than 300-350BPs. Edge will sort that out. Force 6 spirit adding 6 Edge pre-roll to resist the summoning will give 10DV physical on average, whilst with the skill and attribute caps the summoner will rarely gain a service - assuming a Summoning DP of 8 the summoner will fail more than 80% of his attempts on average. |
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Oct 24 2012, 03:37 PM
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#17
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
[ Spoiler ] I hope I did the spoiler thingy right O.o anyway that's the main part of the char. lol. |
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Oct 24 2012, 04:18 PM
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#18
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Moving Target Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Nice try with the Streetcop. Really forgot about the cyberarm "cheese" hehe
But you made a mistake with your cyberarm: Obvious Full arm = Availability 4 Customized Agility 6 = +3 Availability Customized Strenght 4 = +1 Availability Customized Body 5 = +2 Availability = 10 Availability but the game MAX is 8. but I also see that you don't have any contacts (they aren't free) and you haven't got knowledge skills since they cost karma in karmagen. and since you also used restricted gear (gun and shotgun), be aware that you have a official licence for them and they can easily be tracked back to you (IMG:style_emoticons/default/smile.gif) when i'm bqck home and have a computer in front of me instead of my mobile phone I will analyse all the advise you people gave me |
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Oct 24 2012, 04:25 PM
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#19
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
i had about 30 karma left over, I didn't feel like doing the contacts and probably would have to drop a tad bit for a few more points for knowledge like leadership but (he would'nt have that many (IMG:style_emoticons/default/nyahnyah.gif) ) but precautions can be taken to get out of the licensed weapons hole, specially with a good gunsmith contact. that's also a reason I gave him gel rounds :3 I probably could have done worse things in min/maxing but meh. I did not feel like putting A LOT of effort into it XD and of course when firing the shotgun I would use the avg. of the cyberarm and my nat agi. so only a 6 lol
EDIT: besides, all guns are restricted sooo. |
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Oct 24 2012, 05:03 PM
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#20
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
Nice try with the Streetcop. Really forgot about the cyberarm "cheese" hehe But you made a mistake with your cyberarm: Obvious Full arm = Availability 4 Customized Agility 6 = +3 Availability Customized Strenght 4 = +1 Availability Customized Body 5 = +2 Availability = 10 Availability but the game MAX is 8. There is no customized body, I THINK (still new to cyberlimbs) it started at base 3? and so added ENHANCEMENT 2, which increased capacity not availability. |
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Oct 24 2012, 07:07 PM
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#21
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Moving Target Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
i've rewrote some of the rules I want to implement. do you guys think i've covered enough?
i want to be fair with my rules but still restrict enough so that my player won't min max too much i also have always the last word if a char gets accepted or not |
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Oct 24 2012, 07:16 PM
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#22
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
so my guy is now the head security guard (IMG:style_emoticons/default/nyahnyah.gif) lol. I hope they do not piss off some gangers O.o. but I am guessing my char would not get accepted XD lol.
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Oct 24 2012, 07:18 PM
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#23
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Moving Target Group: Members Posts: 755 Joined: 8-August 12 From: Geogia Member No.: 53,120 |
but I do like the idea. just want to know how and why they get thrust into the shadows
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Oct 24 2012, 07:43 PM
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#24
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Moving Target Group: Members Posts: 138 Joined: 1-October 11 Member No.: 39,548 |
Well ... I need to write you a PM about that, since my players casualy read dumpshock too (IMG:style_emoticons/default/wink.gif)
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Oct 24 2012, 11:55 PM
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#25
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
I did something similar in 2nd ed, but I just used contacts out of the books.
I put 10 contacts from the books on character sheets, told my 5 players that these were the guys on the Renraku shuttle that's leaving the Arc right now, and they should pick which one they wanted. We had a dwarf technician, a mr johnson, a security guard, a corp secretary (I made her a phys-ad to make some one want her) and a wiz-kid mage. Then, the shuttle got shot down, and the PC's were the only ones to survive the crash and the followup strafing by the attack chopper. "Hey, your corp wants you dead, you're 20 miles outside of Seattle and ony 2 of you have guns. Welcome to the shadows". |
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