QUOTE (Adalan @ Dec 10 2009, 12:24 PM)

I'm looking for some pointers and some guidance on getting started playing Shadowrun 4th Edition. I have no experience with RPG's aside from a couple D&D gaming sessions a couple years ago. I liked the sound of Shadowrun versus D&D. I've downloaded the 20th Anniversary PDF and started to read through. In the beginning, there will only be two of us (me GM'ing) and potentially growing to MAYBE 3 - 5 depending on how things go.
What information would you recommend I look at / read? Any pointers and tips would be greatly appreciated.
Thanks!
I am pretty new to SR4/4A myself, planning on getting things started by GMing as well. I have played all of 2 gaming sessions with another GM and it didn't end well, I left that table because it ended up feeling personal and highlighting a growing sense of never contributing anything fun to the game for myself and others aka I felt like a constant FNG and it wasn't fun. I still think Shadowrun is awesome though and could be fun.
So how do I think it could be fun despite my rocky start? I think the first thing needed to be realized there are no munchkin characters (apparently mind control can get crazy though) in SR4A because of three very important factors:
1) Low hit points means relatively high damage, even with lots of damage resistance, so your NPCs can die easily and so can your PCs, they will act accordingly to try to keep themselves alive in such an enviroment. In D&D terms, this would be like the HPs never leave the level 1 to level 2 range.
2) Characters with very differing number of actions thanks to multiple Imitative Passes (IPs) in a
physical/astral(magic)/matrix(digital) Combat Turn makes for seemingly very imbalanced fights but that is kinda the point, combat is friggin ruthless and can be over really fast aka The Quick & The Dead. So, often whoever goes first is the one left standing, especially with the negatives that can get stacked on the defending lower initiative and lower IPs.
3) Defaulting in a skill is -1 and some stuff can't even be defaulted in. I highlighted the physical/astral(magic)/matrix(digital) for this particularly, because this is very important to note: just because someone is a total badass at shooting other people in the face, doesn't mean they will always have the "hero" spot light on them, stealing the show away from all the other characters, if you play your cards right as a GM, that spot light should pass fairly often between your PCs and even occasionally the NPCs. And even if someone is a total bad ass in combat, it doesn't mean there aren't odds they can't over come without help from other specialties - always defaulting to combat can and will get them killed if the setting reacts like that character is always trying to kill them because they will attack them where they are weak, by astral, by matrix, by social, by tech, by magical creature, and a whole other host of crazy stuff from your imagination that will make them wish they had other kinds of specialists on their team and in their Contacts.
I would like to say I treat SR kinda like a blend of the PC games Grand Theft Auto/Saints Row series + Fallout series + Elder Scroll (Morrowind/Oblivion) series aka aka the movies Heat/Ronin/Ocean's Eleven + Blade Runner + Willow aka Criminals + Dystopian Futuristic + Magic. From that viewpoint, I think that pretty much anything goes in Shadowrun, so I would not run this like a dungeon crawler, though it is perfectly fine to design set pieces to your hearts desire, just don't throw a hissy fit when it gets turned on its head by PC decisions like my GM did when I asked if we could get the materials to swim infiltrate his freighter / dock target. Sometimes most of the fun in the game seems to be the journey to and from the target. And if your NPCs don't get into a shoot out with your PCs at the target, that might mean they just pulled off a Ocean's Eleven kinda job and that is a good thing! And also oddly enough, they don't have to kill anyone either if their character doesn't want to, in fact depending on how you see the SR world, it may even greatly benefit them to avoid killing or the heat and noteriety it brings may just end up with their character corpsified by another Shadowrunner who got a wetwork job to end their killing spree from any number of vengeful sources.
Oh, and try to make sure your players get at least a few skill points in Perception. Always seems like new players, especially myself, over look that. Perhaps my character would have spotted that sniper who put the final exclamation mark on that oh so unenjoyable session with that GM had I just put a few more points in Perception and the five, maybe six (astral/magic emotional), senses with the adept gun bunny's power points. Plus, if you as a GM write down your PC's perception skills in the six (or is it seven with matrix, forgot about that one) and maybe even their knowledge skill sets, you could always roll that behind the screen a bunch and just let them know the cool info you want them to notice as the specialists they are.
Finally, when it comes to how I think about GMing from my newbie perspective with a sandbox improvisational bent, I think of this: physical and matrix Who, What, When, Where, and Why ... then add physically present Sight, Smell, Touch, Taste, and Hearing ... then add emotions for the astral like Happy, Sad, Content, and Angry. I just quickly run my imagination over that list for the setting and I feel like I could improvise just about anything and fake consistent rolls for a fun time behind a screen, probably my SR4A book propped up. Beyond that, I just write down notes on a variety of shadowrun type jobs as they come to me, inspired by things like Firefly/Serenity or various other entertainment like Matt Reilly novels and Team Fortress 2...
Hope some of my disastrous newbie experience, take on SR (from reading a few paperback SR novels, reading the SR4A and influenced by posters on this forum), and hope to GM one day helps.