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<blockquote data-quote="Jeff Wilder" data-source="post: 4605148" data-attributes="member: 5122"><p>Shadowrun rules are complex. Fourth Edition made them much smoother in application, but they're still very complex.</p><p></p><p>For an introductory game, honestly I'd suggest just run three or four combats. Get an in-game feel for just how deadly combat is in the game, and master the concept of dice pools and modifying them on the fly.</p><p></p><p>I can't suggest any published Shadowrun adventures for SR4, because I'm only now beginning to buy the game. (I was an SR3 completist, but modifying one of those adventures wouldn't be easy for a novice GM. If you <em>were</em> to take a stab at it, I'd suggest "Mercurial." Tone down some of the campier bits, mostly in boxed text, and it's a very good cyberpunk plot.)</p><p></p><p>For handling the complexity of the rules, I always found that I <em>had</em> to rely on my players. If a player wanted to play a rigger, for instance, or a decker, or anything but the most vanilla mage or shaman, he had to buy the appropriate rules and <em>learn them cold</em>. Even among mature roleplayers, that approach requires a lot of trust, because Shadowrun really is so deadly, the temptation to fudge rules in one's favor is going to be there. As GM, I would gradually learn each rules subsystem in the game, but IMO it's just too much to absorb in anything less than weeks or months of play.</p><p></p><p>Good luck! I'm trying to jolt my group out of the D&D rut we're in, and SR4 (along with Mutants & Masterminds) is a leading candidate.</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 4605148, member: 5122"] Shadowrun rules are complex. Fourth Edition made them much smoother in application, but they're still very complex. For an introductory game, honestly I'd suggest just run three or four combats. Get an in-game feel for just how deadly combat is in the game, and master the concept of dice pools and modifying them on the fly. I can't suggest any published Shadowrun adventures for SR4, because I'm only now beginning to buy the game. (I was an SR3 completist, but modifying one of those adventures wouldn't be easy for a novice GM. If you [i]were[/i] to take a stab at it, I'd suggest "Mercurial." Tone down some of the campier bits, mostly in boxed text, and it's a very good cyberpunk plot.) For handling the complexity of the rules, I always found that I [i]had[/i] to rely on my players. If a player wanted to play a rigger, for instance, or a decker, or anything but the most vanilla mage or shaman, he had to buy the appropriate rules and [i]learn them cold[/i]. Even among mature roleplayers, that approach requires a lot of trust, because Shadowrun really is so deadly, the temptation to fudge rules in one's favor is going to be there. As GM, I would gradually learn each rules subsystem in the game, but IMO it's just too much to absorb in anything less than weeks or months of play. Good luck! I'm trying to jolt my group out of the D&D rut we're in, and SR4 (along with Mutants & Masterminds) is a leading candidate. [/QUOTE]
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