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In the beginning...

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Jadehellbringer

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« on: <10-05-10/1451:38> »
OK, so now that I'm all moved into the new apartment and unpacked... sort of unpacked... could care less right now about unpacking... we'll get to unpacking later, it's time to get my local Battletech-oriented group to try out some Shadowrun. Thing is, while i'd like to start them off with Food Fight so they can get their legs under them, I would like to have it lead into a larger campaign- and so I'd like them to have some characters that they can use in Food Fight, and then beyond into a larger setup.

What I'm looking for from the SR vets are ideas for characters that are easily used by beginning players (most of whom are going to be playing for the first time ever), but will also be fun to use. I know there's the ones in the main SR4 book, and if I have to I'll just use those, but if anyone has suggestions outside of them I'd very much appreciate your advice on getting things started for these guys.

Thanks in advance for your help!
Not to be demanding, but can you please point that Panther Assault Cannon somewhere other than my groin?


Dead Monky

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« Reply #1 on: <10-05-10/1500:24> »
Hah!  I just finished moving as well and I'm trying to find my old BattleTech stuff to introduce my gf to it.  Life amuses me sometimes.

Anyway, you can't go wrong with a weapon specialist.  They're easy and simple.  Have them pick one type of gun at first and run with it.

I'd avoid riggers.  They can get complicated.

Jadehellbringer

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« Reply #2 on: <10-05-10/1502:22> »
Hah!  I just finished moving as well and I'm trying to find my old BattleTech stuff to introduce my gf to it.  Life amuses me sometimes.

Anyway, you can't go wrong with a weapon specialist.  They're easy and simple.  Have them pick one type of gun at first and run with it.

I'd avoid riggers.  They can get complicated.

If I can return the favor and give you a hand getting set up with Battletech, let me know- I've trained many players in the past, including an ex-fiancee, the current gf, and several local players.
Not to be demanding, but can you please point that Panther Assault Cannon somewhere other than my groin?


Dead Monky

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« Reply #3 on: <10-05-10/1506:10> »
Will do.  She's been thumbing through my ancient 3050 Tech Readout for the last couple days asking me if the various 'Mechs are good or not.  I keep telling her, "Dear, it doesn't matter.  Just pick one you think looks cool and run with it."  I just point out the ones that flat out suck.  Like the Hoplite.  She really likes the Hatchetman.  Axes, you know.

Usda Beph

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« Reply #4 on: <10-05-10/1512:28> »
Just remember to drop a line or two about having an axe to grind!

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FastJack

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« Reply #5 on: <10-05-10/1544:22> »
Will do.  She's been thumbing through my ancient 3050 Tech Readout for the last couple days asking me if the various 'Mechs are good or not.  I keep telling her, "Dear, it doesn't matter.  Just pick one you think looks cool and run with it."  I just point out the ones that flat out suck.  Like the Hoplite.  She really likes the Hatchetman.  Axes, you know.
Heh... reminds me of a classic game from a few years back.

Our friend (the true BT god of the group) had his 9' x 4' table all set up (did I mention it was fully flocked, scored with hex-marks and a plexiglass river?) for our Christmas game. The situation was that we were all prisoners of the state and we were going to be given one chance to win our freedom. All we had to do was make it from one end of the field to the other. We were all given some 3027 mechs to run and it was 'no-holds-barred'. First one across the finish line was free. The others would go back to jail.

So, there I am in my little Wasp (oh, yeah, they were all light mechs too). While everyone postured to take out someone, I bolted for the woods, intending to run through them to the finish line. That's when we detected the power-ups of a half-dozen Clan Heavies. Turns out this was more Longest Yard/Surviving the Game than a race for freedom.

The other players panick, decide that the only way to win is to work together and try to take out some guards, make a hole in the line and break for it. I decide that my best chance is to leave the others to fight and run for the finish line. What follows has become myth and legend among my group. While the others were slugging it out (and dying), one lone mech followed me to take me down. He removed a few tons of armor. I kept running straight. He then removed a lot MORE armor. I kept running straight. He blew off my left leg. I kept hopping straight ahead. Alas, with only a single leg, he was able to catch up to me a bit more. As he got closer, he blew of my second leg.

Little known fact about mechs. Without legs, you can still move 1 hex a round by dragging yourself with your arms. You're permanently prone and it takes a piloting check, but I was able to get withing 500 yards of the finish line. The heavy clan mech stood over me. Doing an alpha strike into my prone back, he smiled and said goodbye. Then it happened. Somehow, miraculously, I survived. 2 engine hits, 1 gyro hit and the barest internal structure left. Angered, the guard raise his foot, intending to crush my cockpit with his booted foot. He rolled the kick attack ...

... and missed. And failed his piloting check. Doing some quick math (because I knew he'd be getting up next round and finishing the job), I pull the escape lever, shooting my seat out of the mech's head and 400 yards closer to the finish line. I won't lie to you, Marge, that 100 yard dash was the single scariest moment I've ever had in Battletech as the heavy Clan mech unloaded an alpha strike at my fleeing form after getting up. But the BattleTech gods were appeased and that pilot went on in the annals of the Inner Sphere as the Luckiest Man Alive.



<*ahem*>

Now, back to Shadowrun. I'd probably grab the basics: Combat Mage, Gun Specialist, Street Sammy. Maybe toss in a Technomancer or Hacker to get the slushie machine to "vomit" on the others or something... ;)

Dead Monky

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« Reply #6 on: <10-05-10/1609:42> »
Now that's a story, Jack.  That character should have gone to Vegas.  Or whatever the Inner Sphere's version of it is.  Solaris VII?

hazmat the monstar

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« Reply #7 on: <10-05-10/1847:12> »
I think that the combat mage, st samurai, and hacker from the core rulebook are great ones to start new players out with. Iv'e also converted the old shadowrun missions 1 missions into 4th edition rules. Those are great missions to start out with. Especially if you want to start in seattle.

Welshman

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« Reply #8 on: <10-06-10/0118:23> »
My first ever was a Street Samurai and it's hard to go wrong with. The increased init passes are a good thing for new players, keeps them interested and they have have more chances to figure out the system.

Remember, you can tweak to make them a little special. I used the stock Sammy but decided to make him a Dwarf. Also ditched the hand razors as they just didn't sound dwarfy.

Some of my fondest SR memories are that original, uncouth, barely average intelligence Sammy. 
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raggedhalo

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« Reply #9 on: <10-06-10/0721:30> »
The SR4A archetypes/pregens are a lot better than the straight SR4 ones, for what it's worth...
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Kontact

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« Reply #10 on: <10-07-10/0401:13> »
Start with the setting.

Show them where they are, on the map.  They are now people who exist in the world. 
Explain their surroundings a little.  Things which they know, or expect, and how the world of 2070s Seattle relates to the world of today as a twisted version of future consumer culture.

Assign them home turf when they pick their lifestyles.  Say, "You live here.  You know these streets."  With a little bit of recent history, they become true characters, with homes and haunts.  Day to day responsibilities and passing acquaintances.

As to starting characters, try and pick some archetypes with immediate growth potential.  Nothing too specialized, because most specialists can only grow laterally or slowly.  Really, the best thing would be to offer them the chance to make a character or use one of the pregens, but let them know that nothing is set in stone.  They will get karma from this first run, but they can change their final characters up as they like and fine tune them in their own time, with the karma and money earned.  It takes hours of work to get a character you can really be happy with going forward, and it's not a good idea to foist that upon players before they get a handle on the action.  A first run should be casual and designed to test the boundaries of the world.  From there, let their commitment take them to the next level... or not.