QUOTE (Mr. Valentino @ Mar 6 2009, 12:07 AM)
Any advice for a starting out Shadowrun GM? I'm using 4e rules (laugh if you like, I find them easy), and I've bought a few older pdfs around here and there, so I've got a pretty okay selection of resources at hand, just no time to read it all.
No laughing here. I prefer 4E myself.
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Game is set in Seattle, and the first run is going to involve the upcoming election, and Brackhaven's connections to Humanis. I ran a one-shot at a mini convention about this, and I'm gonna run with the idea.
Good hook for a run. One thing I would play up is the amount of media attention the election is getting. If the PC's don't want to star in the evening news they'll want to keep it low key.
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Any pitfalls I should worry about? Any tricks to make my life easier?
Keep things simple and relatively small to start with. Only introduce a few NPC's as major recurring characters and think steriotypes that will stick in your players heads.
One trick I picked up for relatively minor NPC's, or even the PC's contacts is to get a bunch of index cards and write a name, a streetname, followed by a brief description.
For example you could have:
Conner Jameson (Iceman)
Has a long narrow goatee.
When a PC says they are going to call their Lonestar beatcop contact just flip over the next card in the stack. Write "Joe's Beatcop Contact" beside the name and fill out other details (metatype cyberware ect.) as they come up in play. It saves you from coming up with dumb names (or naming everyone Joe) and IME adds a lot of immersion to the game.
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My group is: Elf Eagle Shaman Sniper, Dwarf Wiccan Med-Mage, Troll Physical Adept, Troll Street Samurai, Elf Technomancer, Human Mechanic, Human Weapons Specialist, Ork Mystic Adept. A couple players haven't finished yet. I have a very large group, and they seem quite skewed towards the flash and the bang, so, I worry, could this be an issue?
Wow... Big group. Don't worry too much about the playstyle. Most GM's around here tend to play up the 'realism' factor and encourage campaigns where everything is 'serious business'. Somehow we forget that we're pretending to be futuristic elves with mechanical bits attached to our bodies...
Pink Mowhawk is an equally valid playstyle, and finding out where your group fits on the spectrum is something only you can figure out. As long as everyone's having fun, who cares if the PC's just blew away a half dozen Lone Star officers, there's no need to hunt them down and teach them a 'lesson' if it kills everyones fun. I'd try talking to them first, explain the two different playstyles and see what they're most interested in.