QUOTE (Dumori @ Mar 29 2008, 09:41 PM)

Me and a friend are setting up an SR4 campien with the idea of each one of us running our own group of around 4 runners and alternating between GMs.
First off, I personally recommend you run the same 4 character's, and either the GM's share our they play the same role in the team and each one get's the same karma rewards. If you want to do a campaign from 2 angles that is an idea, maybe even different sides of the same conflict, the only issue is that the characters advance slowly and sometimes get confused as to which character they are using.
QUOTE (Dumori @ Mar 29 2008, 09:41 PM)

1) What build types would you recomend?
Standard 4 man team: Mage, Primary Hacker/Secondary Rigger/Tertiary Samurai, Primary Samurai(B&E+Stealth skills), Face.
Non-magic: Face, Samurai, Hacker/Rigger, and either another Samurai (with different secondary skills from 1st), Technomancer, or Rigger/Hacker.
QUOTE (Dumori @ Mar 29 2008, 09:41 PM)

2) Wether we should have a set Bp for each runner or a pool for the group?
Standard build rules are fine.
QUOTE (Dumori @ Mar 29 2008, 09:41 PM)

3) Any ideas for an overall plot linking both groups togever but in an none dierect way?
There are as many possible stories as clouds in the sky. There are also over 10 years of campaign books, and thousands of years of literature to find your inspiration in. Seriously though, it really depends on what aspect of SR you want to focus on: Vampires, Magical threats, Matrix anomalies (read Emergence), Corporate intrigue, Political intrigue (running black ops for opposing presidential campaigns), Mercenary campaign (warfare, change character lineup to all sammy's and hacker/riggers), or even a magic focused campaign (Spirits, metaplanes, recommend full Mage and Adept party).
Really, you can do
anything. It is all up to your imagination/inspiration. There is room in the SR world for anything, which is why I like it.
QUOTE (Dumori @ Mar 29 2008, 09:41 PM)

4) How important is magic to SR?
You can completely remove it, just like the Matrix. It just requires that you overlook some of the fluff. Or you can introduce mages as rare and thus not something to worry about all the time. It is a lot easier to come up with realistic threats when you don't have someone in the group that can bend the laws of physics at will, mind rape people, and use just about anyone as a puppet.
QUOTE (Dumori @ Mar 29 2008, 09:41 PM)

5) Would it be easy to remove or down even more magic in the setting or reasons to keep it as it is?
If you want to nerf magic in your setting, have at it. Just don't do it after a player rolls up a Mage, that would be unfair.