Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Archivist on <09-08-10/2210:45>

Title: Recommend modules
Post by: Archivist on <09-08-10/2210:45>
Hello,

From your GM/player experiences, what earlier edition modules would you recommend as an easy conversion for 4th edition.  I am looking for materials for a new campaign but do not have the time to draft everything from scratch.  For the new edition, I have started Ghost Cartels.  I picked up Emergence but unfortunately is has no game ready content.

Thanks again for your help!  I'm glad these forums are here.
Title: Re: Recommend modules
Post by: Casazil on <09-09-10/0109:04>
honestly any edition mod is easy to convert if your just looking to go quick and dirty if the npc has a predator ues the predator 4

For stats most npc's are low powered enough to just say ok quickness of 3 is now split to be agi 3 rea 3 intelligence 3 is split to be log 3 int 3

Just do it as easy as you can no need to fully convert if you ask me
Title: Re: Recommend modules
Post by: Archivist on <09-09-10/0840:32>
Thanks Casazil.  Yes, I do want to keep it simple as I am also learning the rules.  I will look through some older modules that include npcs stats & gear so I can convert just the important bits easily.

Any you recommend as a great, fun adventure?
Any I should avoid as broken or TPK nightmare?
Title: Re: Recommend modules
Post by: FastJack on <09-09-10/1028:22>
The ones that stand out to me from the old school are Mercurial, Bottled Demon, Dragon Hunt and Imago. I had fun in those, but it's been a while since I've gone through them, so I don't remember if they were broken or not...
Title: Re: Recommend modules
Post by: Casazil on <09-09-10/1735:13>
I have never played or run any of the mods till now so....

As it is so far we've run silver angel (from the 1st edition gm screen) not bad

DNA/DOA this one has some parts that can get sticky but if players think things should be ok

now running Mercurial should finish this weekend so far pretty good but then again i have vet players so .
Title: Re: Recommend modules
Post by: Bull on <09-09-10/2013:18>
Mecurial is one of my favs.  Played through that a couple different times, and have run it 3 or 4 times.  Dragon Hunt is another personal fav :)

Bull
Title: Re: Recommend modules
Post by: Walks Through Walls on <09-11-10/2032:43>
Mercurial was fun. My favorite to run and it is a long drawn out adventure series so it will give you a lot a playing time was Harlequin. One warning though I ran into the problem that some of the adventures didn't really fit well into one night of playing. If it is a weekly game, which mine was at the time, this is no big deal. However, if you are only playing once a month some people might not like finishing the adventure each time
Title: Re: Recommend modules
Post by: shadowpavement on <09-15-10/2045:28>
I'm getting ready to run the Euphoria module for my group. I've always been a sucker for insect spirits  ;)
Title: Re: Recommend modules
Post by: Walks Through Walls on <09-15-10/2141:31>
Insect spirits the default threat of shadowrun.

I think I might just start buying cans of raid for all my new characters   :D
Title: Re: Recommend modules
Post by: Sichr on <10-05-10/1035:08>
Insect spirits the default threat of shadowrun.

I think I might just start buying cans of raid for all my new characters   :D

I really enjoy using magic threats listed in Street magic, especialyShedim, Shadows and blood magic. Insects are cannon fodder (althought not necessarily)
You can have every kind of demon you could imagine with this options, and when they think they are safe, use something corrupted from Unwired, you will get  pretty nasty fun watching them runnig.... :)
Title: Re: Recommend modules
Post by: Prime Mover on <10-05-10/1142:16>
Dragon Hunt, Bottled Demon, Euphoria or Mercurial all good solid early edition winners. (Paradise Lost gets an honorable mention.)
For something with more "bite".  First Harlequin, Universal Brotherhood or Survival of the Fittest.
Title: Re: Recommend modules
Post by: Angelone on <10-05-10/1210:15>
Harlequin and Dreamchipper are two of my favs. Celtic Doublecross is interesting and the PCs can get in over their heads very quickly. A Killing Glare is another good one.

Harequin's Back and One Stage Before are very railroady I wouldn't recommend them.

Edit- Corporate Punisment if you want to make your players cry, hate you and cry.
Title: Re: Recommend modules
Post by: raggedhalo on <10-06-10/0724:46>
If you're willing to spend the time converting old modules, why not just flesh out the stories from Emergence?  A lot of them are pretty much ready to go, you just need some NPC stats...
Title: Re: Recommend modules
Post by: Archivist on <10-06-10/1328:05>
Thanks everyone.  Food Fight and the first few runs from Ghost Cartels have gotten us off to a great start.  A few mistakes along the way but we're learning.

Raggedhalo:  Mostly I am just unsure how to construct the encounter.  How many opponents is too easy vs too hard, what security systems a given building would have in place, etc.  There's a lot of angles to cover and we are winging it.

It looks like Ghost Cartels will take quite a few months, but I will try to mix in some smaller adventures for variety and to focus on the different players.  They do have a technomancer, so maybe I will flesh out a run or two from Emergence.  Making the time is the trickiest part!  One character is interested in artifacts and the like, so I picked up Dawn of the Artifacts: Dusk.  Looks like it could be a good run even if we don't use it as a campaign.

Just need to be careful that I don't derail the momentum of the Ghost Cartels story itself.

I picked up a used copy of Eye Witness cheap and am checking out Mercurial and Dragon Hunt.  Thanks for the tips
Title: Re: Recommend modules
Post by: raggedhalo on <10-08-10/0608:29>
It's worth pointing out that the Missions downloads are much better for balance than the older printed material, as they provide formal scaling depending on how hardcore your party is.  My last campaign was a mix of the Denver missions (http://www.shadowrun4.com/missions/downloads/) and Emergence runs, spanning the entirety of 2070 and the first quarter of 2071, and it worked really nicely.  The only way you'll get a feel for how much opposition is too much is to see how your PCs react in a live-fire situation.
Title: Re: Recommend modules
Post by: Archivist on <10-08-10/0849:58>
The only way you'll get a feel for how much opposition is too much is to see how your PCs react in a live-fire situation.

Well, in their first shootout with gangers, the troll bounty hunter learned not to stand in the open :)  The joy of blowing a hole through someone with his shotgun turned to "I'm down!" when two others turned their pistols on him...

About how long would you say Ghost Cartels takes to run?  We try to meet weekly but more like 2-3 times per month between everyones work and family commitments.

I'll download the Missions this weekend.  That they provide scaling sounds exactly like what I need until I get a better handle on all of this.  And skimming the various runs that users here posted in another thread!
Title: Re: Recommend modules
Post by: Archivist on <10-08-10/0912:52>
I also meant to ask...

Did your group have any favorite scenes/runs from Emergence?  I'm going to cherry pick a few parts of it to include for our technomancer.
Title: Re: Recommend modules
Post by: hazmat the monstar on <10-08-10/1921:34>
I am currently considering taking all of the SR Missions 1 and converting them to 2069 or '70. I came along in the middle of missions 3, and didn't want to jump right into manhatten. So i went back to SR missions 2 (because I wasn't around for 3rd edition, I haven't run ANY missions) and I didn't want to start in Denver either. So I'm starting with "Mission Briefing", and "Demolition Run", and "On The Run". Then I'm going to go to Ghost Cartels, or Emergence. ( Soooo much catching up to do....) Can't wait to hit missions 3, and Dawn of Artifacts....

So Archivist. Definitely consider Missions 1.

Anyone Disagree???
Title: Re: Recommend modules
Post by: Archivist on <10-11-10/0845:00>
Aha!  I did not even realize Missions 1 series was on another part of the site.  I only saw the Denver series listed under Missions.  Thanks for the tip Hazmat.
Title: Re: Recommend modules
Post by: Shanfara on <10-13-10/1328:50>
thank you Hazmat! I didn't see that either and am looking for some runs for Seattle.
Title: Re: Recommend modules
Post by: hazmat the monstar on <10-14-10/1507:04>
Yes. It's an Awesome way to start out new characters. It gives a very credible way to get into the shadows. We should all know that you don't just ask for a shadowrun. You need an in... So Mission briefing is great. You can skip that one. But... like i said. I am hoping to start a new campaign with players new to shadowrun. So I want to start in Seattle.
Title: Re: Recommend modules
Post by: Shanfara on <10-14-10/1555:18>
I actually might use mission briefing and just change the context. Why NOT have experienced runners handle the guard duty? Maybe one of the big wig fixers in that scenario owes some other fixer (the players' contact of course).
Title: Re: Recommend modules
Post by: hazmat the monstar on <10-14-10/1557:04>
Very true Shanfara. I was thinking of adding some updated material. I gotta work on the node for the park, for example.