QUOTE (Joe Chummer @ Sep 21 2009, 11:46 PM)
I haven't played Shadowrun in years -- mostly due to lack of a steady group of players -- but the 20th Anniv. 4th Edition book really gave me the itch to start up again, and I'm working on cobbling together a group of players.
Here are the hurdles I have to overcome, and I'm not sure exactly how to get around them, since I've been off the horse for so long:
1. None of my players have played SR before. I've got a solid handle on GMing (which was my primary job back in the day), so I've got that covered, but it's been about 12 years or more since I had my last group of newbies. Back then, I was a newbie too, so I was learning along with everyone else.
2. My significant other has never played ANY pen-and-paper RPG before, so she's rather hesitant to play ("I don't think I'm that creative," she says). She's interested in being a technomancer, so I'd really like to convince her she doesn't have to be an Oscar-winning actress to enjoy the game.
3. One guy (the husband of a prospective player) supposedly hates SR (although I'm not sure why). I figure either he's played and doesn't like the game, or he knows about it only by reputation and wrote it off (one of those narrow-minded, Gibsonian, purist "I don't want any elves in my cyberpunk, thank you" sort of people). Any ideas on how I might be able to convince him to join us? A husband/wife player combo would be a welcome addition to the group.
4. Short of handing my players SR novels as homework assignments, how do I handle the disparate gap between 12+ years of GM knowledge vs. a lack of player knowledge? For example: Say the team finds out they're not running for Ares, like they thought, but through clever misdirection, are working for the Big A instead. Players who know anything about Aztechnology (and thus hate them to the core) would immediately start looking over their shoulder for a blood mage bent on revenge for them slotting up their recent job. If I used this kind of plot point with a new group, the players would all shrug and go, "So? What's the big fragging deal?" And then they would all get cacked by blood magic. I've found SR to be enjoyable with players that have an appreciation for the source material, but I unfortunately do not have that luxury this time around.
5. Since I'll be playing with a new group and new rules (2nd Edition was my bread and butter, but 4th Ed. rules are really growing on me), is there any advice on making the game less lethal yet still challenging? As a GM, I would much rather see my characters succeed than watch them all get shot up by an offended go-gang the minute they leave the meet. This is especially frustrating with new players when the character they spent hours building gets geeked right off the bat due to some bad dice rolls or because they were unlucky enough to stand too close to a grenade when it went off. Granted, 2nd Edition rules could be pretty deadly too, but characters had Karma pool and other various dice pools to help balance out their chances of success. 4th Edition seems to replace the Karma/dice pools with Edge, but this only helps to a certain degree, as enemy NPCs have an Edge attribute as well (whereas in 2nd Ed. they only had their Threat Rating dice). But on the other hand, I don't want the adventure to be as easy as a run to the Stuffer Shack.
Any other advice would be helpful! Domo arigato, chummers.
1.) I know just how you feel, except about knowing second edition. My first SR book had "Fourth Edition" written on it and is already falling to pieces from too much love. Remember that if you're wrong, nobody will call you on it, so focus more on wild technique and having fun rather than rolling with the rules.
2.) Intro session. Take her aside for five minutes and play something like hacking into a system. Use lots of description and have stuff ready to tell her on the couple steps of the way. Once she gets a feel for the game, she'll be less scared. And don't give out Karma for the intro session unless you run one for everyone.
3.) You have to find out why he doesn't like it. Whatever he doesn't like, you may want to consider just erasing it from your game if everyone else is ok with that. Ask them, though, because it might make a difference in what they want to play. Don't try to sculpt a game to fit one person unless everyone else is ok with that sculpting, or else you're only playing favorites.
4.) Ideally, someone should have a contact that's an expert runner who can help out the group. Failing that, have an NPC who aids everyone. If you have the 20A Core book, read the Fresh Meat story, starting on page 76, and it should give you some strong inspiration for a group of newbies. Failing even that, feed the technomancer idle stories about how "Yet again" some megacorp has done something or other, ideally on a secure network that the megacorps don't control the way they control the media.
You can also overuse knowledge skills. Make them roll whatever to find out what they know and how much they know, and inform them as soon as they hear about stuff.
Coming back to think on this, I'm going to suggest that with a large group of new people, they have some mysterious benefactor who appears out of nowhere, sends them messages and gives them hints. They may even come to rely on this mysterious force. It can be their friend. As soon as they're willing to do something to pay it back for all its assistance, spring the trap. Let them find out first hand why you can't trust anyone in the shadows, don't just try to tell them.
5.) Burning Edge has already been mentioned. I suggest starting things out relatively tame, figuring out how much the PCs can handle, and adjusting more and more to match what they can take. As they learn, they'll be able to take more as well, but as long as you don't expect too much of them, things should be ok.
The idea occurs to me that the meat market could be in strong demand for fresh limbs and organs, so NPCs keep trying to incapacitate and kidnap PCs rather than kill them outright, but this also can be problematic when that player has to sit there bored while they go rescue him.
A technique that's good for use maybe once is to use Docwagon as a divine intervention. Somebody dropped but they had the contract and were fortunate enough that a wagon was nearby and could rush in with guns blazing to save the party. If you honestly feel you overdid the encounter, I'd go for that, but things will feel too easy if you use it every time. Even if you use this, or some other form of DXM, make sure the character has some scar or roleplaying debilitation to make sure they know they didn't just get off scot free.
In closing, you can use various NPCs to give them hints for how they should behave in the shadows, but don't force them to behave that way. Let them find out how firsthand. Rather than trying to fast forward them to your level of expertise, let them take a joyride through everything you already know, because the best knowledge is the kind you have to earn. Also remember, though, that the best victory is when you actually win, so don't make it seem Completely hopeless.
Going to stop now as I feel like I'm rambling but I probably got some good suggestions in there.