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Quote
In a perfect world, every quality would get a comprehensive re-evaluation and potentially recosted so that they're all balanced against each other.
Did it even happen when 6e was being developed?  I haven't done a comprehensive comparison or anything, but my impression is that by and large the old costs just got pushed forward into the new edition.
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Fan fiction / In game message boards project, ShadowSea
« Last post by Aeon Anon on <06-21-22/1127:28> »
Iíve recently been preparing for a play by post Shadowrun game. One thing Iíve been trying to do for it is give it an open world and a feeling of being Ďlived iní. To that end Iíve been working on a runner message boards writing project.
In the Harebrained games I loved the forums you could read between missions, and the same with the source books with their scattered Jackpoint/Shadowlands posts. I wanted to have that for my players in a way they could interact with.
Basically Iíve been been writing up some Shadowlands BBS style content in a google drive with the idea that my players will be able to read, edit and contribute to these. Iím using Shadowrun: Anarchy for my game, set in 2075, and using the sample runners from there as my shadowrunner community. The ShadowSea.

https://drive.google.com/drive/folders/1bVdFapR5Tjw_ftpv_xkme7rtylLUJ_-K
This should be the link to the Drive folder.
Feel free to let me know if thereís a better way of handling this kind of thing.

So far Iíve got four types of folder/posting:

Forum posts: Not a ton of these, just some general quick discussions. These are what I started with and was using mainly as a way of introducing some story elements as well as inside jokes from previous games.

Location descriptions: For each of my prepared open world locations I prepped a quick little description of what the character sees when they first arrive there as well as light discussion from the ShadowSea boards. The idea is that runners have tagged certain locations of interest in the Metroplex and added some kind of commentary. The formatting isnít terribly consistent, but Iíve got a good number of locations and even some little story threads that play out between them.

Interviews: Basically some prose I put together. The idea is that a journalist is interviewing Shadowrunners in different parts of Seattle. I tried to give the characters and locations some personality. And the end of the interviews the interviewee sticks around to answer questions from the ShadowSea message boards. So far I havenít thought of any good ones yet, so theyíre blank at the bottom.

Short Stories: Iíve only got 1 here so far. It started out as a one shot I was going to run to introduce some new people to the game/setting. That game didnít end up happening but I decided to write it up as a short story anyway. Mainly focused on trying to get the vibe of a shadowrun. Little bit of creative liberty and sprinkling in of stuff relevant to my campaign.

Why am I posting this here. First off I just wanted to share something Iíve been working on for a bit. I donít think Iím an amazing writer, but I do think Iíve got some fun little bits in there occasionally.
Additionally, if this works the way I want it to, these docs should be open for anyone to edit (this is all a copy so Iím not worried about losing anything). Itís meant to be a public message board, so if anyone here felt so inclined as to add any content, feel free. Either just either as runners adding comments to the various posts, questions for the interviewees, starting new posts/locations, or even just editing/changing whatís already there.


Anyway, thought Iíd throw this out there. Hit me with any questions or suggestions.
I wrote and setup everything on my phone, so hopefully itís not too messy.
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The Background Count mechanic is not used in 6e.  See the Appendix in Street Wyrd for the 6e take on the phenomenon, Mana Ebbs and Mana Flows.

Thanks  :)
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The Background Count mechanic is not used in 6e.  See the Appendix in Street Wyrd for the 6e take on the phenomenon, Mana Ebbs and Mana Flows.
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I don't think they are in Street Wyrd...
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My view is similar to Hobbes'.  In a perfect world, every quality would get a comprehensive re-evaluation and potentially recosted so that they're all balanced against each other.  But that's not likely to happen, I'm afraid.

Even if that were to happen though... there will always be ways to wring free karma from negative qualities that you know won't meaningfully impact you in-game.  Yes, Impaired Attribute is a particularly low hanging example due to the extreme amount of karma you can wring from a dump stat.  Personally, I also heartily support house ruling that quality, as well, because of that.
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Quality values are all over the place.  Big picture the bonus Karma from Negative qualities aren't really meaningful.  At char gen you're limited to six qualities and 20 bonus karma.  A very high value / low impact negative quality lets you get one more positive quality in, maybe.  Big picture not huge as the most broken quality in the game is Stolen Goods and that one is a Negative Quality anyway  : )

FWIW Shadowrun Missions limits Impaired Attribute to One Level, max of -8. 

The main issue is that more interesting Negative Qualities with a bigger impact get skipped by players in favor of a few more Karma.  House rule:  Just make every Negative Quality worth 10 Bonus Karma, every Positive Quality cost 10 Karma.  Take 2 Positive, and 4 Negative and your 20 Bonus Karma and move on.  ;  )   
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Officially, Krime cannot officially in any way officially allow any officially illegal operation that officially sells officially "stolen" or "knockoff" Krime Products in any way in an official capacity.

Unofficially, Old Man Krime shows up virtually to "cut" the ribbon to open the place up, with security provided by the Sons Of Sauron, who got shiny new Krime Bills to keep the "peace" with.

*Ork Jake and Elwood Blues Drives Through Krime Mall*  "The new Krime Kars are in early this year!"
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Rules and such / [SR6] What's the idea behind Impaired (Attribute) ?
« Last post by marfish on <06-20-22/0531:49> »
I mean, I feels like it doesn't really serve anything but a cheesy way to get karma. At one point, I was hoping the DIY rules for quality would bring some fresh air, but when I saw "Take 1 unresisted damage per 60 seconds. Bonus: 2 Karma (ex. Allergy levels)" and "Reduce Skill or Attribute max. Bonus: 8 Karma", I just couldn't get it...Why?

Why would they think "Reduce Skill or Attribute max" is worth 4 times more karma then "Take 1 unresisted damage per 60 seconds"? What's the reasoning behind it? I am so confused...
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Shadowrun: Anarchy / Re: Anarchy 2050's book ETA?
« Last post by Lipe82 on <06-19-22/2116:01> »
Is it too late? I just got my PDF of it so here is a quick review of it if it's helpful for someone.
The art of the book is similar and sometimes better than Anarchy core. A lot of recycled artwork as well, but overall I liked it.

Chapter 1 covers the Shadowrun timeline leading to Second Edition (roughly 2050), complete with how Goblinization took place, the AAA Corps and their status for that timeframe, a 3ish page guide on Seattle, list of gangs and slangs. Besides nostalgia, it's also great for players who started with newer editions to get a glimpse of how things ran back then.

Chapter 2 is 20 premade runners. I didnt go as deep as to check if the stats are all over the place like a few in the core Anarchy book.

Chapter 3 brings NPCs, antagonists and some iconic NPCs (second edition was heavy on them) such as Captain Chaos, Maria Mercurial and freaking Harlequin (whose statblock basically is "lol no you don't").

Chapter 4 was my favorite. They got all classic, iconic adventure modules of second edition and turned them into quick, ready to play contracts. You'll find versions of Mercurial, Harlequin (the one about his feud with Ehram), events connected to Super Tuesday/Dunkelzahn's Will and more. They're all short and not at all as deep as the originals, but really cool throwbacks in a way that fits Anarchy fast paced play really well. For example, original Super Tuesday had runners hired by all Presidential candidates and these jobs could influence the result; in here, you run only for Dunkelzhan as officially he will win the election at the end of the day. It proceeds to his death and treasure race of his Will. So it respects most SR cannon but allows you to see closely how it went the way it did.

Chapter 5 is a catalog of Shadow Amps with more spells, cyberware, qualities, gear and guns. I love how they added a little something to guns here so no 2 guns feel the same (unlike core Anarchy)

Chapter 6 is Optional Rules that I personally felt like they just really wanted to boost the page count. They are not bad (in short: suggestions to use a condition monitor to track progress of your game), just really, really unnecessary.

While it has no revolutionary rule or anything, I loved the book for the same reason I love SR Anarchy - it brings SR in all its glory but in simplified mechanic terms, allowing us to try or revisit really great moments from classic Shadowrun.
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