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Gamemasters' Lounge / Re: Experiences running Third Parallel?
« Last post by Beta on <08-28-23/1922:08> »
Thanks for the reply! 

The fact that you didn't add "and there was that one mission that was just fubar when I tried to run it" is reassuring!  Ditto that you have run it mostly from the book.

Do you recall if any particular runs caused you trouble?
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Gamemasters' Lounge / Re: Experiences running Third Parallel?
« Last post by Chuz on <08-28-23/1605:16> »
I've been running it on my stream for about 14 months now.  My team are on mission #31 of 35.

I'm a terrible GM and screw up rules more often than not but we have fun and my players know quite a bit as they tend to be on the power-player end of the spectrum.  The gaps and outright contradictions in the SR6 rules don't help me much either but after a bit of a rant on my part we work through them :D  I am also new to Shadowrun via SR6 as of November 2020.  I do try to contribute and advocate for the game but enthusiasm does not impart expertise  :)

I've found the campaign interesting but confusing.  The plot is a bit convoluted and I don't find it easy to keep up with what's going on.  My players, I think, checked out on understanding what was going on at a micro level months ago but they've got the general idea.  Much of this is likely on me, my poor understanding and my poor ability to express the subtleties of the story to the players.

In the hands of a more capable GM, one able to RP better/more and flesh out the NPC interactions better it could be a really cool campaign.  As it is myself and my players have enjoyed it enough that we're on session 38 this week.

Enjoy,
Chuz
--
My SR6 The Third Parallel actual play playlist on YouTube: https://www.youtube.com/watch?v=z_Ai2J-t3Co&list=PL8jwsQLaTMPZIJ70hYhFeW6Z7JPDdTNu0
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Gamemasters' Lounge / Experiences running Third Parallel?
« Last post by Beta on <08-28-23/1420:59> »
(I've also asked this on the ShadowRun reddit, but I've not quite given up on these forums)

Have any of you started running Third Parallel (or even done prep work for running it)?  I've got a few other runs to deal with first, but I'm ramping up to take things back to Denver in my home game, and would appreciate any reports from what others have found. 

I'm maybe half way through re-reading it so far, and about a quarter of the way on taking notes.  So far I'm not seeing major issues, but there are often some issues that I miss until I'm in the middle of running something, so any experiences (good and bad) are appreciated.
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Holostreets Products / Native American Nations Adventures
« Last post by FastJack on <08-26-23/1110:21> »
Peacekeeper (NANv1) updated to the 6E rules!



Eye of the Eagle (NANv2) updated to the 6E rules!

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Rules and such / Missing stats from Body Shop
« Last post by KarmaInferno on <08-25-23/2210:43> »

Do any of the writers or editors know what the stats for the Frog Tongue bioware or the DNA masking geneware are supposed to be? They are missing from their respective tables.


-k
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Rules and such / Re: Body Shop: Modular Cyberlimbs
« Last post by KarmaInferno on <08-25-23/2209:18> »
How would you code a modular full arm with a modular forearm?  If the mount cost is associated with the modular piece, but the modular piece is a capacity item...  I don't think there's been an item in Shadowrun yet that costs both capacity AND essence.

The way I am having to do it is assume you cannot put a partial limb into a cyberlimb at all. Not ideal, but the rules simply as written don't address modular partial limbs inside cyberlimbs.

I ended up making one Modular Mount type for each cyberlimb location (shoulder, elbow, wrist, hip, knee, ankle) and have it carry the full Essence cost of both limb and mount. Then I made a non-Essence version of each cyberlimb.

-k
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For reasons I explained I wanted attribute A and B jump to be small. Smaller than in SR5.
And D and E jump to be bigger. Bigger than in SR5 (and bigger than between A and B).

And metatype jumps to be equal to corresponding attribute jumps.
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Errata / Re: [SR6] Body Shop errata
« Last post by KarmaInferno on <08-24-23/0556:14> »

[pg 102] Transgenics as Bioware - Several options are listed that do not exist in the Bioware section.

Dietware (appendix reactivation and expanded diet) - do not exist as an option
Hearing Enhancement (no manaware) - "Manaware" does not exist as an option
Chemical glands and exhalation spray (corrosive spit and fangs) - Was this meant to read "Chemical Glands (Exhalation Spray and Corrosive Spit). and Fangs"?
Bark (elephant skin) - "Elephant Skin" does not exist as an option
Climate Adaptation (no paraskin) - "Paraskin" does not exist as an option
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Errata / Re: [SR6] Body Shop errata
« Last post by KarmaInferno on <08-24-23/0548:02> »

[pg 93-94] DNA Masking Geneware - Completely missing from table.
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That's pretty good Xenon.  But I'd go with something like Attributes: 24/20/16/14/12 (same as the 5E priority table) and Metatype: 13/9/6/3/1
Totals for 5 points (Att=Met) A+D/B+C/C+B/D+A: 27/26/25/27  or 6 points A+C/B+B/C+A: 30/29/29 or 4 points A+E/etc.: 25/23/22/23/25
This means an Attributes E priority character could be Physicals 3s and Mentals 2s or vice versa.  Basically a regular schmoe as far as attributes are concerned.

If you want the A to B jump to big then I'd go Attributes: 24/18/14/10/8
This really makes an E character really a regular dude with average attribute ratings of 2 across the board. 
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