I am going to try GMing on a Shadowrun pbp board I frequent. It is my first time being a GM ever. I have been a member of several pbp sites and have seen what works and what doesn't, and have gotten a few ideas about what lends itself to the pbp format and what mucks it up.
Since it is my first attempt at leading a game, I thought that the lower dice pools and simpler gear of a street-level run would simplify things a bit. CG is limited to 300 BP, gear at 8 availability (except for hot sim modules, which are normally rating 12), and the characters are given CHAx2 in free contact points. I have also thrown in the School of Hard Knocks quality for free. Changelings are limited to Class 1. If a character wanted to play a Free Spirit I might let them have 350 to play around with or even the whole 400, because I think that their lower power levels might mimic a wizganger.
I knew I wanted to play in the Seattle setting, and thought that the Redmond Barrens would be a good environment. After reading about it in the Seattle 2072 sourcebook, I was particularly intrigued by the conflict at the Verge, which seems like a mini-Puyallup (Is that the feeling you guys got?). Basically, the Crimson Crush and the First Nations are having a turf war, in proxy for the Yakuza and the Mafia, prospectively.
Attendance on the forum in question is pretty sporadic, and the member base seems to be pretty low. In order to take advantage of the pbp setting and to minimize stagnation from lack of attendance, I wanted to make the game both violent (to kill off stagnant characters) and open (to accept new characters whenever they come). My current idea is to have the characters join up either side, based on the want-ads that each gang is broadcasting. Any character can join either side and they may eventually team up and form mercenary corps, new gangs, etc. I also plan to let the characters earn enough karma by the end of the run that they can start to play in regular 400 bp games with those characters. I will probably run small modules that the characters can jump in and out of - lay siege to or defend a gang fortress, eliminate or protect a toxic mage threat, steal a particular weapon/piece of ware for a crime lord, capture a paracritter for your leader of choice, and any other crazy ideas I may come up with.
I would like some feedback on what you guys think of the game. Particularly, I would be interested in hearing from GMs who have run street-level campaigns and GMs who have tried the pbp format. I would also like to hear some good house rules for this level of run, and success/horror stories of the Logic + Skill with hits capped by Program Rating optional rule for matrix users. If anyone knows any previous edition sourcebooks or Missions supplements that I might be interested in using for this game, please list them! And if you are interested in playing in my game, send me a message and I will shoot you a link: This forum is not the outlet for advertisements.
Thanks in advance.