Shadowrun

Shadowrun Play => Gamemasters' Lounge => GM's Toolbox => Topic started by: Fizzygoo on <04-09-15/0348:00>

Title: [Module] [SR5] Eight Albert Smash, a short introductory adventure
Post by: Fizzygoo on <04-09-15/0348:00>
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).
Title: Re: [Module] [SR5] Eight Albert Smash, a short introductory adventure
Post by: wmkertz on <07-11-15/2151:25>
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.
Title: Re: [Module] [SR5] Eight Albert Smash, a short introductory adventure
Post by: Fizzygoo on <07-12-15/1659:24>
Danke!  :)
I'd love to hear how it goes for you (positives, negatives, and neutrals). Enjoy.
Title: Re: [Module] [SR5] Eight Albert Smash, a short introductory adventure
Post by: PiXeL01 on <07-14-15/0433:03>
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 ^^
Title: Re: [Module] [SR5] Eight Albert Smash, a short introductory adventure
Post by: wmkertz on <07-14-15/0910:02>
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.
Title: Re: [Module] [SR5] Eight Albert Smash, a short introductory adventure
Post by: Fizzygoo on <07-16-15/0005:10>
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 :)