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<blockquote data-quote="Wik" data-source="post: 4606126" data-attributes="member: 40177"><p>Well, I love SR 4e, even though I'll probably never get a chance to run it. However, I've been slowly putting materials aside for that eventuality. A few thoughts:</p><p></p><p>1) Get the GM screen. Not only is the screen probably the handiest screen ever (you'll find yourself using the modifiers a lot more, which I think fit the tone of the game better, and reward players who use things like Flash Compensation), but it also comes with a booklet that can help you generate fairly simple shadowrun adventures.</p><p></p><p>2) Start with only the main book, and don't try to take everything on at once. If you run a SR + Splats + Source Material, it will seem like way too much (it is). The game runs much better if you slowly introduce splat material as prizes from shadowruns, and new tech slowly being released onto the gray market. I say this coming from earlier editions of SR, but it still applies to 4e.</p><p></p><p>3) SR is a "sandbox" game - it's probably better as a GM to figure out the site your players are going to hit, the schedule of the guards, and things like that, rather than plotting out an adventure. The PCs will find some "mission: Impossible" way to break in, and that really is a huge part of the fun of SR.</p><p></p><p>4) Combat isn't everything. Seriously. If your group tries to run a combat-based game using the Rules-As-Written, they won't last too long. </p><p></p><p>5) Were I you, I'd run a few "mini-runs" where the players make 200 BP characters (no magic, no rigging, no hacking, little cyberware, etc...) and slowly introduce game elements, until everyone's comfortable with things.</p><p></p><p>6) SR isn't "balanced" like D&D is. Some character types are more powerful than others, but I think that's part of the game. Even if the mage can blow everything up and read minds (and summon combat spirits and heal, to boot!), there is still a need for combat/computer/social specialists.</p></blockquote><p></p>
[QUOTE="Wik, post: 4606126, member: 40177"] Well, I love SR 4e, even though I'll probably never get a chance to run it. However, I've been slowly putting materials aside for that eventuality. A few thoughts: 1) Get the GM screen. Not only is the screen probably the handiest screen ever (you'll find yourself using the modifiers a lot more, which I think fit the tone of the game better, and reward players who use things like Flash Compensation), but it also comes with a booklet that can help you generate fairly simple shadowrun adventures. 2) Start with only the main book, and don't try to take everything on at once. If you run a SR + Splats + Source Material, it will seem like way too much (it is). The game runs much better if you slowly introduce splat material as prizes from shadowruns, and new tech slowly being released onto the gray market. I say this coming from earlier editions of SR, but it still applies to 4e. 3) SR is a "sandbox" game - it's probably better as a GM to figure out the site your players are going to hit, the schedule of the guards, and things like that, rather than plotting out an adventure. The PCs will find some "mission: Impossible" way to break in, and that really is a huge part of the fun of SR. 4) Combat isn't everything. Seriously. If your group tries to run a combat-based game using the Rules-As-Written, they won't last too long. 5) Were I you, I'd run a few "mini-runs" where the players make 200 BP characters (no magic, no rigging, no hacking, little cyberware, etc...) and slowly introduce game elements, until everyone's comfortable with things. 6) SR isn't "balanced" like D&D is. Some character types are more powerful than others, but I think that's part of the game. Even if the mage can blow everything up and read minds (and summon combat spirits and heal, to boot!), there is still a need for combat/computer/social specialists. [/QUOTE]
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