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<blockquote data-quote="DandD" data-source="post: 4606734" data-attributes="member: 55168"><p>The advice about NPC character was for things that people don't like to play, like the ever-needed hacker (decker in older editions), and the rigger, who do have a still more complex subsystem to master in Shadowrun, even with all the new streamlining. </p><p></p><p>And magic isn't just awesome on paper. Just go ask on the Dumpshock forums how to do stuff with magic that a street sam can't hope to ever achieve. In the worst case, a mage only needs to implant skillwire, and gets to have all skills of all other person for peanuts. </p><p></p><p>Oh yeah, one advice, skoriaan. Adjust the payment and karma reward so that the street sam and other cyber characters don't lag behind, or that the awakened become too strong too fast. The money reward for a shadowrun should be high enough for everybody so that they don't have to resort to stealing cars to make day's end. </p><p>Or else, once the players find out that fencing one car on the black market for only 20-30 percent still brings them more money than sneaking and eventually fighting security guards in a highly protected zone, questioning the logic of said runs and lenghty arguments with the game master about the reward will sip in. </p><p>Many times, the reward given out by SR-adventures are too small. A common critique on the Dumpshock forums. </p><p>Of course, the opposite runs true. Don't give out too much money.</p></blockquote><p></p>
[QUOTE="DandD, post: 4606734, member: 55168"] The advice about NPC character was for things that people don't like to play, like the ever-needed hacker (decker in older editions), and the rigger, who do have a still more complex subsystem to master in Shadowrun, even with all the new streamlining. And magic isn't just awesome on paper. Just go ask on the Dumpshock forums how to do stuff with magic that a street sam can't hope to ever achieve. In the worst case, a mage only needs to implant skillwire, and gets to have all skills of all other person for peanuts. Oh yeah, one advice, skoriaan. Adjust the payment and karma reward so that the street sam and other cyber characters don't lag behind, or that the awakened become too strong too fast. The money reward for a shadowrun should be high enough for everybody so that they don't have to resort to stealing cars to make day's end. Or else, once the players find out that fencing one car on the black market for only 20-30 percent still brings them more money than sneaking and eventually fighting security guards in a highly protected zone, questioning the logic of said runs and lenghty arguments with the game master about the reward will sip in. Many times, the reward given out by SR-adventures are too small. A common critique on the Dumpshock forums. Of course, the opposite runs true. Don't give out too much money. [/QUOTE]
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