who are the Shadowrunners among us?


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I played it a lot back in the 1e and 2e days. Haven't looked at the new rules set, though. We had a lot of fun with it.

Best game: We started by going to the Stuffer Shack for some munchies, we ended up in a Warriors-esque gang battle across half the city.

Best PC: Frank's troll street samurai, with something like a .45 Essence. Frank wanted to see just how close he could replace and not go nuts.
 

WayneLigon said:
Best game: We started by going to the Stuffer Shack for some munchies, we ended up in a Warriors-esque gang battle across half the city.
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This reminds me of the very first SR1 game we played. After creating characters and getting equipment, our fully armed group goes to the Stuffer Shack. Yes, I said fully armed which includes Gunther and his Panther Cannon. Of course as the drek hits the fan the GM has people show him their character sheets. He begins smirking and is up to an outright evil grin until he gets to my sheet. He seems disappointed, does a double-take, and begins laughing.

Everyone draws guns and begins blazing. Or rather, they blaze one shot. One lonely shot each. One test-round loaded into each gun since NOT ONE FRAGGING ONE OF THEM BOUGHT AMMO!! Except for me; I've got several clips but I am a street mage who used the archetype so I'm packing the terrifying Streetline Special.

The others manage to do more damage throwing their guns than shooting. I, weilding a 6oz peashooter and surprisingly ineffective spells, end up throwing cans of peas at my foes. Peas.

Oh, the humanity.
 

I played Shadowrun in college. Unfortunately, our GM was a bit...dull. She meant well, but she followed the modules to a T.

She kept bringing her uber-powerful NPC along, who was the only one who had certain skills we needed for the adventure. I got tired of it and ended up getting one rank in every skill. That situation came up again, and I reminded her that I had a rank in each skill. She said the NPC still had to come along because the skill needed was a homebrew skill. Ugh.

Unfortunately, my intro to Shadowrun wasn't the absolute best. I've had the most fun when I ran or when one other friend of mine ran.


I'm not sure if the setting is right for me or not anyway. Part of me likes it, but another part prefers heroic campaigns. I'm just not sure if my feelings for Shadowrun derive from the setting, how my old GM ran the game, or a little of both.

*shrugs*
 

She kept bringing her uber-powerful NPC along, who was the only one who had certain skills we needed for the adventure. I got tired of it and ended up getting one rank in every skill. That situation came up again, and I reminded her that I had a rank in each skill. She said the NPC still had to come along because the skill needed was a homebrew skill. Ugh.

*draw, click* >>BLAM<<

"Well, I guess we'll just have to wing it then." :p
 

Wow. So many SR fans here!

Only played a handfull of 1 off sessions, but ran a couple of campaigns. About 3 years in total... all in 3rd edition.

Absolutely loved that system. Although it had some minor faults. Never did click with the decking - tended to have an NPC decker on the team. They got the benefits without having to sit through the actual decking...

It was a lot of fun - we had some great gaming and the background was fantastic.

Unfortunately, towards the end it devolved into some serious number crunching. Dovetailed with a few of the players 'munchkin phase'. Seen the stuff others were talking about - twitchy near cyberzombie street sams, unkillable mages, 'Drone Army' riggers, worst of all - Dwarf Phys-Adept mages (yuck!) and so on.

We got burned out and switched over to 3.0 when that came out.

But it's all good. One of my old players is putting together a campaign. Ready to roll in about 3 months. All the players have sat down and agreed to make interesting characters and we've made a deliberate decision not to crunch those numbers!

Already worked out my orc gangster/faceman. :) I'm really excited about it.
 

I pulled out my old Shadowrun rule book last night and skimmed through it. The rules I own are 2nd edition. We started playing in 1st and upgraded when 2nd came out. I still really like the rules. I see the core rules for magic are balanced and not over-powered. I beleive our uber-mage was using stuff from the Grimoire.

I'm remembering more of our games now. We used a round-robin style of gaming, where we rotated the GMing duties after each adventure.

One character was a cross decker/rigger. Interestingly, he rarely ever decked. My street-sam ork, with a stolen cyberdeck ended up decking as much as the decker/rigger.

In one adventure, with me as the DM, the team was to infiltrate a nightclub front for the mob and retreive an item from a safe (it was an item, not just info). I was proud of the adventure, as it was going to require all the skills - decking to get the meat-workers in, firefights, and then rigging to get away from the chase away. And I figured everything would be happening at about the same time -- the decker would be in the system opening doors and turning off security as the sams and mages worked their way into the building. Everyone would be acting in concert; no one would be sitting waiting for someone else to finish their "part".

Unfortunately, they decided to have the decker go in while everyone else waited at their base for him to finish. He went in, from the safety of their base, shut most things down, and played havoc with their security. *Then* the team left their base, made the 30 minute drive to the location, and found the place (nightclub) closed and guards all around on high alert. They couldn't get in without a major assault. They were rather mad with me over this. They turned around and abandoned the run.

I pointed out this is the reason why, in all those stories and books all of us had read based on Shadowrun, that the team goes in at the same time the decker starts his run. A shadowrun is not a leisure stroll, it is an orchestrated operation. Secured matrix systems don't just sit around unmanned or unmonitored. Just like computer systems go on alert when gunfire erupts in the facility, meat security goes on alert when the computer system gets hacked. So that night, only the decker got any adventure.

[I do like the story of no one buying ammo. That sounds like something groups I've played with would do.]

Quasqueton
 

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