Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: deepomega on <09-09-15/2329:16>

Title: Prime Runner NPCs
Post by: deepomega on <09-09-15/2329:16>
About to start a new campaign and all my players have switched up to Prime runners. I'm trying to do my best to balance the NPCs they find with their new badass status. Anyone have any suggestions for managing this? Previously, I'd tried to have "extra" NPCs I could add in or remove if the fight seemed unbalanced but this seems like a less than satisfying challenge if the players are Prime.
Title: Re: Prime Runner NPCs
Post by: witchdoctor on <09-09-15/2335:01>
As I recall Prime Runners weren't really intended to be used as PCs but you could try using Spec Ops as the baseline mook they would be fighting against, you could try justify this by having them be given jobs to hit Big Ten facilities that would be considered important enough to have Spec Ops like Firewatch considered worth the investment to have guarding it.
Title: Re: Prime Runner NPCs
Post by: Klice on <09-10-15/0618:14>
I'm pretty new to GMing, so I don't know how people do it normally. The last NPCs I created was purely to please myself and they are supposed to be powerful, so I tossed stats pretty freely, without really following any creation process. I was still trying to make it coherent.
What I'll do for NPC supposed to be reachable is look at the stats of PCs and making the NPCs slightly better if they are less than the PCs, or slightly weaker if they are a lot of them at the same time.

I don't if the high grade grunts they give in the corebook are useful ? Or do primer runners roll them over ?
Title: Re: Prime Runner NPCs
Post by: Jayde Moon on <09-10-15/1427:03>
'Prime Runners' is an absolutely legitimate campaign type.  And yes, if you haven't run them before, it can take a bit of tinkering before you get the balance right.

A few bits of advice:


Good luck!
Title: Re: Prime Runner NPCs
Post by: deepomega on <09-10-15/1943:20>
This is exactly the kind of advice I was looking for, so thanks! I think nobody really minds an "easy" run as much as I do as GM, and I have to just keep that in mind as we play. Better to have it "too easy" but interesting in plot/theme/etc. than to worry about balancing every damn dice pool.
Title: Re: Prime Runner NPCs
Post by: farothel on <09-11-15/0227:00>

Tactics and more tactics - Bad guys who use tactics suddenly become a lot harder to take out.  Get to know the rules in the book about called shots, what qualifies as an unaware attack (you Street Sam is NEVER going to do so well against a hidden sniper using APDS), Small Unit Tactics, Interrupt Actions, etc.


In this section there's also cover.  So your prime runners have dicepools up to the whazoo, but if all of a sudden they are caught in a harbour where the opposition stands behind steel containers, these dicepools are going to get smaller quite quickly.

And even though a lot of security is going to be not as good as your runners, remember that quantity is a quality all of it's own.  If your runners are outnumbered 5 to 1 while the enemy is behind cover, the fight is going to be a lot harder for them.
Title: Re: Prime Runner NPCs
Post by: Darzil on <09-11-15/0556:49>
This is exactly the kind of advice I was looking for, so thanks! I think nobody really minds an "easy" run as much as I do as GM, and I have to just keep that in mind as we play. Better to have it "too easy" but interesting in plot/theme/etc. than to worry about balancing every damn dice pool.
Yup, entertaining isn't just about dice rolls.
Title: Re: Prime Runner NPCs
Post by: Glyph on <09-12-15/0638:12>
I'm pretty new to GMing, so I don't know how people do it normally. The last NPCs I created was purely to please myself and they are supposed to be powerful, so I tossed stats pretty freely, without really following any creation process. I was still trying to make it coherent.
What I'll do for NPC supposed to be reachable is look at the stats of PCs and making the NPCs slightly better if they are less than the PCs, or slightly weaker if they are a lot of them at the same time.

I don't if the high grade grunts they give in the corebook are useful ? Or do primer runners roll them over ?

NPCs should generally either be weaker than the PCs, or circumstances should favor the PCs, or the PCs should have an avenue of escape if they want to run.  The problem with making NPCs the same level as the PCs is that 50/50 odds means the PCs won't last long.

I do agree that NPCs should be created free-form, with stats that make sense for them, rather than going though the whole character creation process.