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<blockquote data-quote="Fenes 2" data-source="post: 939538" data-attributes="member: 6166"><p>PC generation is handled in my Shadowrun campaign by using the standard 3E creation rules and then eyeballing the PC compared to the rest of the group, with the DM and the rest of the group having a say whether or not the actual gear, skills and stats might be inappropriate for the campaign in question.</p><p></p><p>In the campaign itself important gear is not bought after saving up the money (Since I never say "You get 5000 nuyen for the job", only "You get paid" as the GM), but instead the player asks the GM, who then considers the best and most fun way to deal out the object in question. For a piece of heavy weaponry that might involve a smuggler trip to the african coast, an undercover operation in a weapon plant, a dangerous job for the mob or all three together. Materials for magic rituals might either be restricted to x nuyen worth per week, or demand a run on a mage shop, or a trip to the unspoiled countryside to gather them (and dodge some hostile natives).</p><p></p><p>That way the GM has more control over the power level of the campaign, and the other players get a new run to participate in instead of a one-man-shopping-trip.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 939538, member: 6166"] PC generation is handled in my Shadowrun campaign by using the standard 3E creation rules and then eyeballing the PC compared to the rest of the group, with the DM and the rest of the group having a say whether or not the actual gear, skills and stats might be inappropriate for the campaign in question. In the campaign itself important gear is not bought after saving up the money (Since I never say "You get 5000 nuyen for the job", only "You get paid" as the GM), but instead the player asks the GM, who then considers the best and most fun way to deal out the object in question. For a piece of heavy weaponry that might involve a smuggler trip to the african coast, an undercover operation in a weapon plant, a dangerous job for the mob or all three together. Materials for magic rituals might either be restricted to x nuyen worth per week, or demand a run on a mage shop, or a trip to the unspoiled countryside to gather them (and dodge some hostile natives). That way the GM has more control over the power level of the campaign, and the other players get a new run to participate in instead of a one-man-shopping-trip. [/QUOTE]
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