Shadowrun
Shadowrun Play => Gamemasters' Lounge => GM's Toolbox => Topic started by: Fizzygoo on <04-09-15/0348:00>
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Eight Albert Smash (http://fizzygoo.com/Sr/Runs/Mission-Eight_Albert_Smash.pdf) is the first SR5 adventure that I ran for my group (all of our first time playing 5th edition rules) on our podcast (http://fizzygoo.com/ita), episodes 26 - 28 (the Campaigns (http://fizzygoo.com/ita/campaigns) link on the side menu takes you to the episodes sorted by, well, the campaigns). Streaming seems to work best through aggregate sites like iTunes (https://itunes.apple.com/us/podcast/impromptu-touch-attack/id906919029), Podbay (http://podbay.fm/show/906919029), and others.
(Spoiler alert: Episode 33 starts the beginning of our other Shadowrun GM, a long-time DM - first time SR GM, running the first Mission from Season 5: Chasin' the Wind, with upcoming Episode 35 fully moving into it.)
I hope to have the second adventure I ran, episodes 29 - 32, formatted and up soon.
Enjoy.
Edit: Correction to episode number (35 is first full Season 5 Missions episode, not 34).
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Hey, thanks for the module! It's nice to have a live play to compare it to. I'll run it tomorrow and report back here how it went.
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Danke! :)
I'd love to hear how it goes for you (positives, negatives, and neutrals). Enjoy.
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It looks very entertaining especially with the use of unusual locations. So great job there.
One thing I noticed is that the Twins' Synaptic Booster bonuses were incorrect. But that was all I caught. Hell I might even use it ^^
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Okay, session ran a little long, will close it out next week. Was working on three hours sleep so I kept screwing up what information to give to the players, but there was plenty of opportunity to get things back on track. Demetri wrestled a force 8 Spirit of Earth like a badass, but his goons fell like a sack of potatoes. I need to start giving mooks better ammo, maybe a signature ammo type for each of the major syndicates. The players are real worried about the twins having a 20 minute lead on them, which has been real fun so far.
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Thanks for the catch, PiXeL01! Updated fixed version is uploaded.
Haha, oh man! Those PCs with their force 8 spirits/sprites. Our technomancer now has 2 registered sprites, both at level 8 and it's just scary. Awesome job!
Yeah, the goons and goons in general. This literally was the first real run for me and my groups' entering into 5th edition, and I tend to "go light" and ramp up as a GM. Better ammo and signature ammo/weapons for the syndicates (or even factions within a syndicate) is a great idea...especially for those who have the law in their pocket (or really don't care if law enforcement can build cases on the use of 'gang' weapons [like gang colors but with higher velocity bullets]).
Can't wait to hear if they catch up to the Twins! And thanks again for the playtest reports :)