QUOTE (clangedinn @ Feb 7 2008, 06:49 PM)
Lets start off by saying hello to all and man i cant beleive it took me this long to find this site.
Hey, welcome
home. I felt the same way seven years ago. Now spread the word.
QUOTE (clangedinn @ Feb 7 2008, 06:49 PM)
I have been playing shadowrun since 2nd ed. (worked in a comic shop and lived gaming for many years). I have moved from my normal group from Ohio to Florida and have hooked up some fellow gamers down here. (man they are rare in a state with no snow hehe) All of these players have played various games in their time from D&D to stalking the nights to champions. None have ever played Shadowrun. Now that we have a little background let me roll out with the questions or requests for advice.
My players are all new to the system, the close[s]t most of them have gotten to a d6 system is the d10 system of whitewolf. Out of all four editions which would you say is the first off easiest to teach experianced gamers but inexperianced to SR? I personally am partial to 2nd ed but that is really due to it being the first ed i was introduced to and the ed i played the longest so it is the one i know the best.
Prior to SR4, new members to our SR group had a tendency to use the Skill + Attribute method for creating a dice pool. This mechanic looks like it is familiar to your group. I know I like dice pools, but explaining them to new players was sometimes problematic. As others noted, SR4 is the current edition, so it may influence your choice. Prior editions though mean not having to invest in any more new books, so if you have a nice collection for what you want to run go with it.
I think you should discuss what features you like and dislike between the editions with your potential group and see if they think the same way. I know a ton of people who like the Grounding rules from SR2. If they sound neat to the players, they will want to go that route. Ditto the way dice pools are formed between SR4 and prior editions, or TNs. Some people like the fixed TN, some hate it.
QUOTE (clangedinn @ Feb 7 2008, 06:49 PM)
If it is decided to play 4th ed any advice on building beginning characters? should i start em off as small fries or allow them the full complement of the rules? I can run a scenario for any type of gamer.
I would plan at least one night building characters with the group. Let them diversify their skills and focus a bit so they have a functional team. I have heard people argue that this seems unnatural, as it would not happen in RL (people covering each others weaknesses and each bringing a strength to the table), but I would disagree in that you are immediately acting like a fixer somewhat in putting together a balanced team for hire.
Other than that, it depends on what kind of game you and the players want to play. I favor full complement of rules and gear just because if I bought a book that the stuff appeared in, I want to get my moneys worth.
But first things first - you must properly initiate them in
Food Fight. Any SR player who did not have this be their first experience with the game should feel like they got hosed.
QUOTE (clangedinn @ Feb 7 2008, 06:49 PM)
And the last question. I am planning on running the world more akin to 2nd ed due to my personal preference of the fear that technology places into the game and the fear fo the unknown. I kinda want a what the hell is gonna happen next feel to the whole world. So the question is would you restrict players from gaining information from modern rule/sourcebooks to assist in this.
Thanks in advance and i apolgize that my first real post is a huge question lol
Then by all means tell them to save their money and also not read the sourcebooks. This even goes to having to edit the history given in the SR4 main book, as it lists quite a few things that you might want to spring on them.
Asking questions we can answer makes us feel needed.
QUOTE (Lionhearted @ Feb 7 2008, 07:18 PM)
If the players are unfamiliar with the world, I'd suggest that you recommend them to read the first chapters of the sourcebook (Up til, creating a shadowrunner that is) that really gives quite some insight into the world.. Beginning of the matrix chapter is pretty good read to for a beginner, what type of players do you have really?
I agree, but instead of having them read it, you will want to edit it to omit things you plan on introducing (If I understood what you were getting at in your original post.) You may want to type up an edited version for them to read.
QUOTE (fistandantilus4.0 @ Feb 7 2008, 07:22 PM)
A good movie session before hand might set the mood as well. Stuff like The Usual Suspects, Ronin, and Things to do in Denver are some favorites of mine. They give a good idea of 'yes, you can die' I think. You can also go with the classic, albeit dated Johhny Mneumonic, and also the Mission Impossible movies if you're looking for more cinematic games.
The nice thing about movies is in trying to show what kind of game you want to run and how the movie relates to your vision of the SR world. It also lets the players express what kind of game they would like to play without actually knowing anything about the SR universe. Do they want to play a group of criminals like
Heat, or a band of do gooders like the first
Star Wars trilogy? Do they want
Mission Impossible or
Boondock Saints planning, technology and runs?
QUOTE (Cain @ Feb 7 2008, 07:29 PM)
I can't say that I recommend On The Run. It's a good resource for the GM that has a mediocre adventure added to it. If you need source material, I would instead suggest the
Shadowrun Missions campaign arc. It's very good for what it does, and introduces players to Shadowrun and Denver much better than On the Run does to SR4/Seattle.
I agree. I would run Food Fight, then start into the SR Missions and weave your campaign throughout it. The only caveate is SR Missions is post-Ghostwalker. I have not lookd at all the missions to see how this impinges, but the few that I have run could have as easily been pre-Ghostwalker.