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Thinking of running a Shadowrun game... any advice for me?
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<blockquote data-quote="Rubik_the_Cube" data-source="post: 6535811" data-attributes="member: 6776275"><p>The differences in the guns are trivial. What they add to gameplay is not worth the amount of text it takes to explain what each mod does. The differences between ammo is less trivial, but still not worth reading and remembering the mods of each particular type of ammo. I think it's possible to have the same options available and model the differences between ammo types using trappings because, in my opinion, the least important difference between ammo types is their cost. I'll explain why below*, but since I feel that the cost is negligible the only thing that matters to me regarding ammo types is what they do. So when you buy ammo, just make a note that says it is armor piercing, gel rounds, explosive rounds, etc. Do that, spend an action to change magazines when we're in combat and you need a different ammo type, and we're all good from this GM's perspective.</p><p></p><p>*My experience with ammo cost has been this: after one run I had enough money to buy 90 rounds of APDS, explosive, and gel ammo for my primary weapon with some left over to start saving for cyber upgrades. During that run I used around 60 rounds of regular ammo because fights are extremely deadly and short (our longest lasted one and two-thirds rounds). I still have 190 regular rounds left over from my starting purchases. So when we go in somewhere expecting a fight I now have two mags regular and three special mags to choose from. The rest of the ammo is in the van. </p><p></p><p>My point is that the choice of where to spend your money is not real choice after your initial character purchases and then only because your limited by the availability of certain ammo types. After you start getting jobs there is no downside to purchasing whatever ammo you need because the cost is trivial compared to what you are paid for jobs and compared to what other items cost, particularly cyberware/bioware.</p><p></p><p>**Now we each made $5k on our first run, which seemed reasonable but maybe it's out of line. I also had the group's face do the negotiation rolls to buy the ammo during our downtime and all the purchases were by the book. If $5k/each for a run is way too much money or if most groups don't have a face then that could change what is available to purchase.</p><p></p><p>-RtC</p></blockquote><p></p>
[QUOTE="Rubik_the_Cube, post: 6535811, member: 6776275"] The differences in the guns are trivial. What they add to gameplay is not worth the amount of text it takes to explain what each mod does. The differences between ammo is less trivial, but still not worth reading and remembering the mods of each particular type of ammo. I think it's possible to have the same options available and model the differences between ammo types using trappings because, in my opinion, the least important difference between ammo types is their cost. I'll explain why below*, but since I feel that the cost is negligible the only thing that matters to me regarding ammo types is what they do. So when you buy ammo, just make a note that says it is armor piercing, gel rounds, explosive rounds, etc. Do that, spend an action to change magazines when we're in combat and you need a different ammo type, and we're all good from this GM's perspective. *My experience with ammo cost has been this: after one run I had enough money to buy 90 rounds of APDS, explosive, and gel ammo for my primary weapon with some left over to start saving for cyber upgrades. During that run I used around 60 rounds of regular ammo because fights are extremely deadly and short (our longest lasted one and two-thirds rounds). I still have 190 regular rounds left over from my starting purchases. So when we go in somewhere expecting a fight I now have two mags regular and three special mags to choose from. The rest of the ammo is in the van. My point is that the choice of where to spend your money is not real choice after your initial character purchases and then only because your limited by the availability of certain ammo types. After you start getting jobs there is no downside to purchasing whatever ammo you need because the cost is trivial compared to what you are paid for jobs and compared to what other items cost, particularly cyberware/bioware. **Now we each made $5k on our first run, which seemed reasonable but maybe it's out of line. I also had the group's face do the negotiation rolls to buy the ammo during our downtime and all the purchases were by the book. If $5k/each for a run is way too much money or if most groups don't have a face then that could change what is available to purchase. -RtC [/QUOTE]
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Thinking of running a Shadowrun game... any advice for me?
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