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marylayson
One thing not totally adressed is the Gun Bunny's "playing in character" attitude. Near the end of current adventure, ask the other players if their characters want to work with this particular character again. They may not respond negatively, but the behavior you mentioned would definately annoy the heck out of me as a fellow player. If they tell you they don't consider him professional enough to be in the group, then tell him to make a new character. Suggest that it would save a lot of time if this character would work with the group. Send the old character off with a couple of points worth of unprofessional Rep. Go over anything he turns in with a fine toothed comb. Like others have suggested don't give him more then 5-10 minutes of personal time during gaming sessions. If you're the patient type then you can give him time during breaks or outside of sessions.
Vaevictis
QUOTE (tanka)
Even then, if you wanted that annoying wire sticking out of your head when you used a Smartlink-capable gun, you could get a 'jack instead of the induction pads.


In that case, get individual parts, and use an induction datajack in your palm, and buy the smartlink parts individually.

Costs the same in essense, adds in subtlety. Downside is that you can't datajack AND smartlink at the same time. I find that that's not often an issue, but YMMV.
SpuN
QUOTE (CrystalBlue)
"...you have to give me a viable argument, other then the GM and book say so, to tell him he can't use laser sights duel weilded. I don't want to have a 30 minute debate with him as he justifies how it works."
......
"And another thing on the gun user. He also has improved initiative, so he's going at around 23-30. Those sec-guards had, maybe, 10. There's no way they could have gotten cover in time. He went before them all and killed them."

Hey, since when did a player in my group start playing in yours?! nyahnyah.gif
Arz
Okay, I'm probably repeating things other people have said but if you hear it enough times it might make sense.

Some runs are cakewalks because the players are planned, prepared, and informed of all the angles on a run. This should be a rare circumstance and the players should know run into twists that there was absolutely no way of learning before the planning stage. Quite simply; don't tell them everything, no matter how cool the setup.

Other times you are not taking advantage of real life tactics that ultimately work in slowing a party. They are almost always outnumbered and your guards should be concentrating fire on aggressive targets not under cover. All guards alerted to the runners presence coming up in reserve should be better prepared and better equipped to deal with the threat.

Please inform your decker that he is allowed to leave the room when he is not doing anything related to the game. As a decker I often showed up early got my stuff done and left on a date to hear the next about the outcome of the run. Also remember that bored players will start distracting side discussions and it is often best if they leave the room. If you want to involve them in the matrix run they need to be active participants. Have them rp the IC or his smart frames, act as decoys, or maybe do some of their legwork over the matrix with the decker on speed dial.

Sometimes everything fails and nothing you do seems to make it a fun experience for you. Ask your players if they are having fun and try to take some enjoyment from their response.

frown.gif

weblife
Mmm.. guys, as a confessed min/maxer, I have to inform you that, there's no need to waste essence on senses. Nor powerpoints. (Unless you are stealth type)

You get a normal helmet, from a Rapid Transit Suit, it +0/+2 and is shaped like a normal integral helmet.

Then you ask your GM if it wouldn't make sense, to have Trodes wired into the helmet, and the Visor (or just wear goggles) prepped with Low Light, Ultravision, Thermo, camera and whatnot.

It'll cost a bundle, but its doable from creation and ingame.

Using the trodes allow you to drive a car with a -1 TN, you can hook up smartlink 1, for a -1 TN when shooting, and with optical vision mag. 3, you ignore range penalties.

Added benefits are the covered face and thus better protection of your identity.

Naturally, any bright GM turns around and hands helmets of similar caliber to his goons.

When we run, both sides are pretty much like armored military units. Cover and stealth are important, because you can only take a few rounds of full auto. (Yes, my character routinely does that.. nyahnyah.gif - And lives.)

Your NPC's, if professional guards, should minimum be wearing Light Sec armor and FFBA underneath. - And these Must be allowed, else normal camofatigues + FFBA will be better than Light Sec Armor.

And definately add some fire protection and non-conductive treatment. I usually kit out the FFBA to be non-conductive 5, and my suit to be fireresistant and chemsealed equally.

I fully agree on the SPAS-22, hand it to a few corp guards and see terror in the face of the players. Usually have gel rounds + pepper in a few clips on the surface where civilians might be, once they get deeper, have the guards start with APDS. Sooner if alarm is raised as violent intruders.
Kagetenshi
If you use the power points, it counts as natural. If you implant it, it can't be taken away save through extreme circumstances.

~J
Shockwave_IIc
QUOTE (weblife @ Jul 15 2005, 09:50 PM)
And definately add some fire protection and non-conductive treatment. I usually kit out the FFBA to be non-conductive 5, and my suit to be fireresistant and chemsealed equally.

Except that, that set up is illegal, You can have total ratings of modifiers equal to Impact + Ballistic, but any one can not be higher then any single rating of the two, 4 In this case.
tisoz
Vision Mag does not stack with smartlink either.
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