Just wanted to post some feedback re SR Missions and the scenarios run at Ucon.
I'll do this in three parts: (i) Commando feedback, (ii) the runs, (iii) the system, from a quick exposure.
(i) I wanted to do this first, because perceptions of the Commando can definitely colour perceptions of the scenarios and the system. "the_dunner" is, bar none, one of the best GMs that I have had for any system, or seen representing a line or product. Therefore, some of my perceptions of SRM and/or Fanpro and/or the scenarios may have had a bit of a "healthy glow" spell cast over them.
To clarify, I do not judge such things based upon rulebook knowledge or table results. That said, John was very conversant with all the main rules and could make fair and quick rulings when things came up unexpectedly. At the moment, I am not sure how our tables did, versus how well they could have done, or how well other tables have done in the two intro scenarios we shadowran, and that does not figure into my evaluation. I do intend to download the scenarios and read through them.
I feel that John was a superb "commando" because he represented the company and program professionally, courteously, and with an especial care with new players. We had only three pre-regs, but our first slot filled to 5 and our last one, likely due to word of mouth, was full. In the first slot, John took some time to get the new folk used to basic concepts and ran a quick 10-minute "food-fight" (not part of, and NOT counted as part of the scenario) just to demonstrate the main features of combat. This of course pays dividends for more experienced players, as the new folk do not inadvertently get themselves, or the whole team, killed.
John also was very willing to handle "in-game concept" questions for the newer players who were unfamiliar with the system, because there would be things that their characters would know about the 6th World that the players didn't. He was also capable of handling this without disturbing the flow of play.
He was firm and fair, allowing everyone a chance to speak and act, and going around the table in nontactical situations first in one direction, next time in the other, so as not to "play favourites".
Very, very well done. Only my opinion, but I've been around for :: cough :: a while. Hang onto this guy.
(ii) The runs (no specific spoilers). We played "Mission Briefing" and "Demolition Run", in that order. In the first session, two of us were new to SR Missions but very familiar with the Shadowrun system. Two were new to the system. One had played once before, I think. The GM took that in stride.
Understand that I now speak only as a player, though I will read the missions soon and will comment again if I feel that I change my mind. I am not going to include specific spoilers.
The first scenario seemed nicely set up to let the party encounter a number of different types of problems to solve, and I see how one could simply have cut some encounters if pressed for time, or if the party was running out of resources. I know understand why some people have been posting about TPKs, but I am no longer worried, if other scenarios are like this one, regarding that point. One could easily, easily get the entire party killed-- if one had not listened to the briefing, or had not bothered to listen to the GM after doing some legwork and planning, or had simply presumed oneself immortal due to script. Or just had someonewho played their character as loving large amounts of pointless death. OTOH, if people thought on their feet, had a reasonable distribution of the most common skills, and tried to remain in character and played as if aware of their environment, there was no need for anyone to even get seriously hurt. Again, my limited perception, but it seemed like a fine intro scenario.
Rewards seemed commensurate with the risk, although I personally thought that our team could have, had certain communications been possible, negotiated rather a large bonus for services above and beyond the call of duty.
Couldn't happen here, but it would have been fun and even an extra thou or two would have made us feel that we got "one-up" on the paramerters of the mission. I might recommend "smart play" bonuses written into future scenarios-- not huge, maybe only 10-20%.
There was drama. worry about possible annihilation, and a great deal of laughter, so I count this one two thumbs up.
Demo run. Very tight, very focussed, potential nail-biter. Again, I could see how the group could runinto a TPK, but legwork and planning did seem to pay off and since we were willing to shell out to contacts and such, we managed to make up for a skill deficit, though at a cost. I DO get the feeling that a type of character not normally encouraged for this type of "living system" could have helped a lot here, but no spoilers.
Oh-- note that, after hearing how rare magically-aware PCs seem likely to be in SR Missions, our two groups were about half magicals,and we were glad of it.
Rewards: again, seemed reasonable by the END, except for one caveat that I will post to the questions section. Not really a scenario issue, more a system issue. Without spoilers, I will say that the way that the mission briefing presented the possible threat level, the initial nuyen offered seemed way too low. By that I mean that I had to make a "gamer decision": to continue, rather than a "character decision"-- my character would have thought that the nuyen offered to take on the mission was a joke, even though my character is poor as dirt.
Nonetheless, Iloved the ability to do a nice long problem-solve on this one, and I think that we nmust have done about as well as possible. The author had a nice laugh at the players' expense in this one, but it was done in the way most likely to make the players happy about it, when they figure it out-- so good job.
Again, no specifics, sorry.
(iii) The system, after two mods. I enjoy the minimalist mature of Green runs. There seem to be interesting NPCs, but that of course dpendeds a great deal on the GM, too. John could characterise different types very nicely. Without any details, I could literally *see* one named "Rolando", in my mind's eye. Heh.
I have a concern regarding lifestyle costs versus cash flow, considering the rate at which one might be able to play scenarios in real life. I'll post that as a question about calendar use, in a different thread. If the campaign year switches over with the real year, there could be a problem (though an easily solved one). If there is leeway between year switchovers in real life, then there is no problem.
One question: would it be legitimate to note "continuity issues" in the special notes section, like if you try to do special favours for people/contacts, etc., and woul;d there be any point in doing so? Could add some depth without complicating mechanics.