QUOTE (Borbag @ Nov 15 2011, 07:43 AM)

So, I have been convinced to run Shadowrun... Trouble is I have never played the game myself. This resulted in lots of improvisations and confused players.
So I need advice on two things:
1) Creating player characters. What attribute matters, what doesn't, what skills are must have (for a sensible shadowrunner), what is needed for a decent mage/technomancer. How much dice is actually avarage for a character? (We're using only SR4A for the time being) I could do test combats all day and get an idea but asking you guys seems much faster.
Shadowrun dice pools generally work on skill + Attribute, so generally a character should have a moderately high Attribute if it is one that is linked to their specialty. For example, a street samurai needs a high Agility, since that is the Attribute used for most combat skills, while a mage needs a high Magic score. Average dice vary a lot. This is a game that deliberately encourages both getting magical ability, and enhancing yourself with cyberware and bioware. These things can affect dice pools by 1) increasing an Attribute, 2) increasing a skill, or 3) adding a stand alone bonus to a skill. These bonuses tend to cluster more around combat, social, and magical skills, all of which involve opposed tests with potential negative modifiers. Modifiers are important! Remember them, because otherwise the dice pools for combat, social, and magical skills can be overwhelming.
So I'll give an example. Take a street samurai. He has a natural Agility of 5, and has muscle toner: 2. This raises his dice pool by 2 by raising the Attribute with 'ware. He has a skill of 5 and has a reflex recorder, raising it to 6. He has raised his dice pool another point by raising the skill with 'ware. Finally, he has cybereyes that have the smartlink modification, for +2 when firing smartlinked weapons. He has raised his dice pool by 2 points by getting a stand alone bonus from 'ware.
Not all dice pools are as easy to raise, neither are all dice pools equivalent to each other even at the same amount. Compare, say, the pistols skill versus the survival skill, both at 12. The guy with survival at 12 has a skill of 6 and a Willpower of 6 - impressive! The guy with pistols of 12 has an Agility of 3, improved to 5 with muscle toner, a skill of 4, improved to 5 with a reflex recorder, and a smartlink. Not so impressive, really. He's just someone a bit above average, with some boosts.
One thing to remember about dice pools is that characters generally have to balance being good at something, with being functional at other things. Some characters like snipers or faces are specialists, while other characters, like private detectives or combat medics, have a wider range of skills. The guy with the super-high dice pool may seem more powerful at first glance, but the guy who can shoot, sneak, fast-talk a border guard, drive the getaway car, and patch up his wounded buddies might actually be the more effective shadowrunner. So don't be concerned if you have a wide mix of dice pools. Just make sure that everyone has something they can contribute to the group, and that they can all work together.
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2) Creating advesaries: This is more or less like the first question. I can't seem to gauge npcs to players; sometimes they prove to be really challenging, sometimes players wipe the floor with them. Also, crowded combats are a BAD idea.
Shadowrun is a lethal game, where it is usually easier to deal deadly damage than to avoid it (which is where the term "glass cannons" comes from). Thus, it can be a very tactical game. When setting power levels, keep how this NPC is going to be encountered in mind. If they are ambushing someone, you can make them tough and it doesn't matter as much. If the NPCs are the ones ambushing the PCs, you will find that even weak opponents can be deadly.
Also, don't be worried if the PCs
do wipe the floor with
some opposition. Shadowrunners are supposed to be elite covert operatives; they should be tough. Remember that a statistically even encounter will have a 50% fatality rate - generally, enemies should be weaker than the PCs. If they are too easy, reinforcements can show up.
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3) Awarding PCs: What are the going rates of shadowruns? I have some idea of Karma awards, but nuyen? No idea. I was thinking of running a bounty hunter campaign (something like cowboy bebop).
This is something every campaign needs to work out. I would suggest high pay, but also expenses such as bribes, new fake IDs, and such. It is important that you give out enough money for characters such as street samurai or riggers to improve themselves. Otherwise, magical characters will advance much more quickly than technologically-dependent characters.
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Another point: What are the game breakers? Any suggestion on house rules?
Remember modifiers - they keep high dice pools from completely dominating the game.
One of the big causes of in-game friction can be the nebulous nature of the social skill rules. I would set some firm guidelines to keep characters with high social skills from abusing them against the other characters. If you can only get the Johnson to go so far, up to a set limit, when you are negotiating payment, then you shouldn't be able to tell another player that their character sleeps with you or "lends" you expensive equipment.
I have found the best way to handle social skills is to roleplay most of it out, but keep the "game" stats of the character in mind (in other words, the guy with low Charisma who does all of the talking will sound rude and overbearing, while the quiet guy with high Charisma will have the waitress slip him her commcode).