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Preparing 6we Learn to Play

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Kirklins

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« on: (17:05:22/09-08-19) »
First, if this is the wrong location on the forum please move appropriately.

tl;dr I'm a GM with some SR experience who's been asked to run Learn to Play sessions of SR6we at my FLGS. I'm open to support and recommendations.

The long.
My Friendly Local Game Store in Greater Houston will be opening a section of shelves to sell Shadowrun when 6we's core rulebook is available. With the exception of a few selected sourcebooks there will be nothing but 6we.

The owner has asked me to run a once-a-month intro/learn to play session. I'll have a four hour block one Saturday a month through December -- two if there is enough interest from customers. The goal is to make the game understandable, fun, and interesting enough that a number of people buy the materials and become regular players/customers.

So you can target the comments better, I've been a GM of various games since 1974 (experience does not mean expertise or greatness but at least I've learned the basics). In that time I've run at least a few sessions of every edition of SR - though my 3 months of 5e was almost 5 years ago. So I've got opinions and I have a small idea what I'm letting myself in for.

Fixed: SR6we. Darkness level PG13 occasionally brushing R.

Rough plan points, comments not only welcome but requested.

  • Setting Greater Houston because that's where the store is. I've got a roughed Greater Houston 2081 for a later campaign. On the other hand the 'things to buy' are set elsewhere. On the gripping hand using Houston simultaneously demonstrates the flexibility and reduces spoilers for the potential GMs wanting to take those locations.
  • First session: 15-30 minute session zero/sales talk. What is shadowrun, and what kind of fun are you looking for? 2 hours of character building - goal is familiarity, not optimization. 1 hour of food fight just to learn the mechanics (and because ending with combat and soy-covered characters will help make up for the boredom of character creation). Down - it's boring. Up - every edition it seemed playing required at least basic understanding of the creation rules so this will probably start that process.
  • Sessions 2-4. Experience doing this with other systems means I plan to have three runs prepped for each session. One for 1-3 players, one for 4-8, and one for 9-12. I will have a range of pregens for the players who haven't made one (because learn to play, not short campaign.)

What I'd love to get from any of you:
  • a source of moderately optimized pregen archetypes. They're beginners, they're probably not going to come with the things we see here.
  • a source of one-shot scenarios. Not necessarily fully developed but more than hooks.
  • recommendations of things I've obviously forgotten or need to remember to bring.
GM in training
for a long, long time now

markelphoenix

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« Reply #1 on: (19:19:03/09-08-19) »
Actually running this one for a group of my friends right now.
One Shot Scenario:
Mr. Johnson (having played shadowrun for so long, I was confused by the giggles, until I remember how weird that sounded to me the first time) is providing transport via an armored GMC Bulldog of a package. He wants your team to ride a long due to concerns about potential interception. You'll leave from Garage at location A, drop off first package at location B (Low Security ganger territory, I used Redmond Barrens), then pickup another package at Location B and see it safely to the outskirts of the city. Bonus paid if suspected threat is handled (i.e. killed) by name of Sweet Face (Mr. J has intelligence that she has been hired to steal package. Once out of High Sec, basically had Anika (Sanskrit for Sweet Face) set up a road block.

Side note, the job is a decoy. If anyone actually opened the package, they would find it filled with meaningless junk. Mr. Johnson does not disclose this to the runner team and all he is willing to say is the package must arrive unopened and is extremely valuable. The real package is being transported elsewhere with this 'Run being leaked to interested parties.

Kirklins

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« Reply #2 on: (22:43:43/09-09-19) »
ok.

So legwork hits are routes, info that Sweet Face is planning intercept, info that Anika is coordinating intercept, info that Anika is Sweet Face, info about resources of Anika, info about what the package is supposed to be, and if rolls are solid enough info this is a decoy run.

Player planning can include route choices and whether they ride in or in escort to the van, plus all the things players can do.

Need to develop "why is Anika doing this" in case a face player decides to run with negotiation - let the dice and the players decide how that turns out.

I can run this as 1-3 and 4-8 straight, modifying just how nasty the roadblock is if fought through. With 9-12 I drop the coyness about the decoy and have two or three decoys. Obvious shell game, one of the packages is legit (not they aren't, the corp won't trust this with people who just might steal it for themselves).

Yes, I can run this. Thank you.
GM in training
for a long, long time now

markelphoenix

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« Reply #3 on: (23:19:48/09-09-19) »
My pleasure :-)