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Shadowrun 4th Edition: Helpful Hints?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4391664" data-attributes="member: 710"><p>Biggest problem in Shadowrun:</p><p>Coming up with an interesting story that can motivate the typical Shadowrunner. In my experience, Shadowrunners are not D&D heroes that are out to save the world. They want to make money. And sometimes it is about their style and their reputation (common way to appeal to that seems to be: Let the Johnson try to screw with them - they will get angry, and will want revenge. Gets boring if 80% of the adventures feature this "twist", as they always seem to...)</p><p></p><p>I found it hard to create new and varied story-lines. In D&D, I can have a murder mystery followed by some dungeon-crawling with over-land travel and a political intrigue. The types of adventures in Shadowrun seem far more limited and usually involve infiltrating some corporate building and getting something out or in. </p><p></p><p>---</p><p></p><p>Gameplaywise, these are my issues: </p><p>- Reflexboosting is king. If you are not reflex-boosted, you're not only in-effective, you get bored in combat, since where the boosted street samurai gets of 3 actions (possibly killing 3-4 enemies in 3 seconds), you get of 1.</p><p>- Hacking and Astral Projection are single-player mini-games. The hacker is a very intersting and compelling archetype - but very disruptive since his player is the only one interacting with the GM for a long time when making a matrix run. Astral Projection is similar - the Mage explores, the rest sits back and waits.</p><p>- Complex sub-systems - Hacking, Rigging and Magic always feature complex sub-systems and this often helps to increase the problem of the previous. </p><p></p><p>---</p><p></p><p>Powergaming is not such a big issue. You might be able to become "unkillable" by common guards, but the DM _could_ pull out the big guns, and very often you require considerable amounts of subtlety to pull a Shadowrun, and big guns alone don't help.</p><p>Being prepared, organized and having a good plan is usually more important.</p><p></p><p>And not Anti-Tank weapons are used against trolls, but mages. Security mages are still a little more common then tanks in corporate facilities, and a stun bolt bypasses your constitution, armor and your agility. Hope your spell defense and your willpower is high enough or be prepared to be taken prison and stripped of all possession before being put into a corporate jail. (The most humilating defeat for any PC, I think. Death is far better...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4391664, member: 710"] Biggest problem in Shadowrun: Coming up with an interesting story that can motivate the typical Shadowrunner. In my experience, Shadowrunners are not D&D heroes that are out to save the world. They want to make money. And sometimes it is about their style and their reputation (common way to appeal to that seems to be: Let the Johnson try to screw with them - they will get angry, and will want revenge. Gets boring if 80% of the adventures feature this "twist", as they always seem to...) I found it hard to create new and varied story-lines. In D&D, I can have a murder mystery followed by some dungeon-crawling with over-land travel and a political intrigue. The types of adventures in Shadowrun seem far more limited and usually involve infiltrating some corporate building and getting something out or in. --- Gameplaywise, these are my issues: - Reflexboosting is king. If you are not reflex-boosted, you're not only in-effective, you get bored in combat, since where the boosted street samurai gets of 3 actions (possibly killing 3-4 enemies in 3 seconds), you get of 1. - Hacking and Astral Projection are single-player mini-games. The hacker is a very intersting and compelling archetype - but very disruptive since his player is the only one interacting with the GM for a long time when making a matrix run. Astral Projection is similar - the Mage explores, the rest sits back and waits. - Complex sub-systems - Hacking, Rigging and Magic always feature complex sub-systems and this often helps to increase the problem of the previous. --- Powergaming is not such a big issue. You might be able to become "unkillable" by common guards, but the DM _could_ pull out the big guns, and very often you require considerable amounts of subtlety to pull a Shadowrun, and big guns alone don't help. Being prepared, organized and having a good plan is usually more important. And not Anti-Tank weapons are used against trolls, but mages. Security mages are still a little more common then tanks in corporate facilities, and a stun bolt bypasses your constitution, armor and your agility. Hope your spell defense and your willpower is high enough or be prepared to be taken prison and stripped of all possession before being put into a corporate jail. (The most humilating defeat for any PC, I think. Death is far better...) [/QUOTE]
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