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Stupidest Things DMs Have Done
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<blockquote data-quote="phindar" data-source="post: 3750569" data-attributes="member: 37198"><p>I know that module. Harlequin. That was the adventure that destroyed my first Shadowrun group. Our group did basically the same thing, sidled up all smooth-like, and security just started pouring out of the woodwork. Except whatever the GM threw at us, we dispatched immediately. A platoon of sec guards comes out of the woods, and the mage Hellblasts them (setting off a 20 minute argument on why their explosive ammo didn'[t have to roll against the elemental effects). Two Yellowjacket helicopters come up, and we have our water elementals manifest in the cockpit and start drowning the pilots and wrecking the circuitry. The van pulls up to "save" us (at this point we'd barely broken a sweat), and the troll heavy gunner puts a Panther Cannon round through the van's driver and then yells, "Hey, I got us a ride!" </p><p></p><p>So we spent about two hours with the GM getting madder and madder until play broke. A few of us formed our own SR group, a couple of the guys quit gaming altogether, and we never played with that GM again.</p><p></p><p>Shadowrun is my favorite game system and setting, I am a huge fan. I love it. But, Shadowrun has had some of the worst modules ever written. Railroading, incoherent design, scenarios that could not work using the SR rules. (My favorite example is a set-up in Dragon Hunt in which a 4+1d6 Initiative npc is supposed to threaten the pc's and "slip away" before they can do anything, despite the fact that every pc-archetype in the book is faster than that guy. He's going to get two syllables into his threat before someone shoves a grenade down his pants and throws him out a window.)</p></blockquote><p></p>
[QUOTE="phindar, post: 3750569, member: 37198"] I know that module. Harlequin. That was the adventure that destroyed my first Shadowrun group. Our group did basically the same thing, sidled up all smooth-like, and security just started pouring out of the woodwork. Except whatever the GM threw at us, we dispatched immediately. A platoon of sec guards comes out of the woods, and the mage Hellblasts them (setting off a 20 minute argument on why their explosive ammo didn'[t have to roll against the elemental effects). Two Yellowjacket helicopters come up, and we have our water elementals manifest in the cockpit and start drowning the pilots and wrecking the circuitry. The van pulls up to "save" us (at this point we'd barely broken a sweat), and the troll heavy gunner puts a Panther Cannon round through the van's driver and then yells, "Hey, I got us a ride!" So we spent about two hours with the GM getting madder and madder until play broke. A few of us formed our own SR group, a couple of the guys quit gaming altogether, and we never played with that GM again. Shadowrun is my favorite game system and setting, I am a huge fan. I love it. But, Shadowrun has had some of the worst modules ever written. Railroading, incoherent design, scenarios that could not work using the SR rules. (My favorite example is a set-up in Dragon Hunt in which a 4+1d6 Initiative npc is supposed to threaten the pc's and "slip away" before they can do anything, despite the fact that every pc-archetype in the book is faster than that guy. He's going to get two syllables into his threat before someone shoves a grenade down his pants and throws him out a window.) [/QUOTE]
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