Help - Search - Members - Calendar
Full Version: GM companion chapters 1-3
Dumpshock Forums > Discussion > Shadowrun
Raife
Well I have been working on the Shadowrun Gm Companion now for about 2 months, and I could really use some help editing the bugger.

If you aren't busy, and don't mind swinging by my site, I have the first 3 chapters up in a wonderful, thugly text format for youre (yes YOUR) perusal. If you have any constructive advice/critisism please feel free to use the email link on the page smile.gif

Choke-Chain, Barks Page is the page, thanks in advance smile.gif
Jason Farlander
Right now im just skimming through it... later on (such as when its not 4 in the morning) I'll give it a more thorough reading. So far, seems pretty cool... though that chapter on run building may become somewhat redundant what with the MJLBB coming out. Im sure thats not the sort of thing youre looking to hear though biggrin.gif

Anyway, the only glaring thing I've noticed so far is that this pair of sentences doesnt make a lot of sense taken at face value:

QUOTE
If your group has no Rigger, any character with a Datajack can drive a vehicle with a -1 modifier.  While this isn't the same a VCR system, it is certainly something for the rigger to do during chase scenes.


I *assume* you meant "non-rigger" in the second sentence.

Synner
Nice site and nice articles. As has been mentioned above there's going to be some overlap with MrJLBB, particularly with the Anatomy of a Shadowrun section, however that by no means takes any of the merit away from your material. I'd volunteer to do some editing but right now I'm bogged down with RL work.
Link
Making Things Run Smoothly
Line 4 - that steps should be taken to remove slow downs do due to looking up charts.

Pre-Generating your Non Player Characters
Line 3 - equipment like "Pistol 9m, Armor 3/3" and be done with it. Capital M.

Location Effects
Line 2- weather and debrise can drastically change things.

Para 2 Line 1 - Setting a combat in a crowded bar or street can be another great way to make things difficult until the crowd clears out (usually in a couple of combat turns).

Para 4 Line 2 - These are just effects from typical attacks, weapons designed to create environment effects (such as flash or smoke grenades) can create even large effects.

Summing up Actions and Rounds
Para 2 Line 1 - A mage who loses an eye may be forced to purchase cyber-eyes, thus lowering his magic attribute.
This is usually the result of a deadly wound (see SR3 Wounds and Healing) and perhaps a bit dramatic as you have described.

How to win/lose a fight
Typically the opponents need to be slightly more powerful, or slightly less powerful than the player group. Based on the players combat skills, GM's combat skills and realistic abilities.[?] [Make one sentence].

Probability
Para 2 Line 3 - make accurate gauging of dice rolls futile.

Modifiers
Para 2 Line 4- ore move the fight to a chase scene as the NPC's dodge their way to a vehicle.

Stunts
Para 2 Line 1 - Stuns are the chase scene equivalent of environment modifiers.
Line 3 - With a little imagination great stunts can pepper a games chase.

Good article for beginners - explains procedures well. I like the bit on car chases too, the current rules are difficult.

For simple NPC's you could integrate your line with my NPC system which would look like this:

CODE
Guard 4(2) Pistol 9M Armour 3/3


The guard has 4 in relevant skills and attributes and a 2 Professional Rating.

Hope the above is helpful/constructive.





This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012