Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: BeCareful on <08-24-19/2020:14>

Title: Modules with deckers but no magicians
Post by: BeCareful on <08-24-19/2020:14>
I've read about modules (I can only think of one off the top of my head) where it says, "At least someone should be a magician, but a decker is unnecessary for this."
Does anyone know of any modules that encourage a decker/techonmancer/technology-focused character, but discourage magically-related ones? Just asking, in case there are any that'd be fun to read/run/play.
Title: Re: Modules with deckers but no magicians
Post by: Stainless Steel Devil Rat on <08-28-19/2041:37>
It does seem it can be hard to find a published Shadowrun adventure where the big bad isn't a magician of some kind, which in turn really gives a team a hard time if there's no magician PCs.

OTOH, matrix-focused adventures are much harder to find.  So I wrote one for season 10 :D

Still, modules shouldn't discourage anyone, even if they sometimes do discourage hackers and/or riggers :(

One I'd recommend checking out is SRM 7-01 The Deck Job.

Title: Re: Modules with deckers but no magicians
Post by: BeCareful on <08-29-19/2217:54>
Thank you for both pointing one out to me, and for actually writing one yourself. I was on the fence about looking at Missions before, but now I do want to check out at least those two.

Yeah, the way my first decker tends to put it, "Sure, I can break your expensive equipment, steal your naughty trids folder, & send 'em to your friends, but this guy can setcha on fire!"
Title: Re: Modules with deckers but no magicians
Post by: Stainless Steel Devil Rat on <08-29-19/2245:09>
When the rest of Season 8 is available for purchase (or for now, if you have a CDT among your group!) I'd also recommend SRM 8-04 Dirty Laundry as a decker-friendly mission.

Title: Re: Modules with deckers but no magicians
Post by: cantrip on <08-30-19/0126:23>
It's been awhile, but if you want to go way back:
Imago
Celtic Double Cross
Dragon Hunt
A Killing Glare

First two definitely benefit from a decker. As was mentioned above  you can downplay magic in most modules.

I've always found a decker makes things tons easier even if it is a magic heavy run.  :)
Title: Re: Modules with deckers but no magicians
Post by: FastJack on <08-30-19/0854:21>
Heck, if you feel like converting systems, grab a bunch of Cyberpunk 2020 adventures!
Title: Re: Modules with deckers but no magicians
Post by: Stainless Steel Devil Rat on <08-30-19/0914:30>
Heh.  If you're looking to actively put the screws to magicians (and let's be honest: who doesn't, from time to time...) you can cook up a home-brew adventure set within a huge Background Count (I want you to extract an inmate from Blackstone Prison... -16 dice to all magic tests!).  Or take it a step further, and set the run in space where magic flatly doesn't work at all.  "Mr J wants you to infiltrate a Lunar research lab..."
Title: Re: Modules with deckers but no magicians
Post by: BeCareful on <08-30-19/2224:51>
I've been looking at older modules, and had my interest piqued by Imago. I think I'll take a look at that too.

The only thing about a shadowrun in space is that there's a lot more other stuff to take into account. But when it comes to background counts, a polluted industrial area would probably hit all the major points.
Title: Re: Modules with deckers but no magicians
Post by: FastJack on <08-30-19/2310:34>
Just remember tho', even if your mage doesn't want to go in there, doesn't mean there ain't magic, bad magic, there.