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Starting New Game - Cheat Sheet Advice

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noblejohn

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« on: <05-22-14/0844:39> »
Today I am going to get a new game of Shadowrun going.  My players range in their RPG sophistication, and they do not know the rules all that well.  So I want to try and make it as easy for them in the beginning as possible - but still do something that captures their interest.

I thought we would spend a short time on the world form the rule book.  Then do a little on character creation.  We did play one really short session with pre-gens.  Since herolab is coming out with a 5e module tomorrow, we may play a session with pre-gens.

Do you guys recommend any cheat sheets I can print out to help the players understand what they can do with their characters?  Any other recommendations on getting started?

Thanks,
John

Furious Trope

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« Reply #1 on: <05-22-14/0856:15> »
Here's a quick reference sheet on google docs: https://docs.google.com/spreadsheet/ccc?key=0ApG2IKQi_PvYdEdKZmlHQ0xCX2JiRTF6aHhaNG9ISEE&usp=sharing

Beyond that, you might consider running a game focused less on the rules, which can take time to digest, and more on some basic survival/character drama. Shadowrun has a huge pile of cool stuff happening it's easy to find something to hook most players/playstyles.

Talk to them about expectations and build a story they can get immersed in.

And I think by asking folks here you're already quite a bit ahead of the curve. There are a ton of people on this site who are really knowledgeable about SR.
You're only ever one bag of grenades away from chunky salsa.

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noblejohn

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« Reply #2 on: <05-22-14/0914:56> »
Thanks Furious for the advice.  That cheat sheet spreadsheet is incredible - best summary I have seen.  Not sure if you are the author or not, but well done.

emsquared

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« Reply #3 on: <05-22-14/1112:00> »
Cheat sheets are great, and you of course want to keep the story moving and not obsess over every rule, but nothing beats knowing the rules for your confidence as a GM and in being able to tell your story while actually playing the game with the balance and rules it was built around, and also for adapting to any unexpected occurrences/improvising checks, so - to run counter to the general philosophy of "just play" - don't be afraid to pause the action for a couple minutes and pick up the rulebook. Especially for core mechanics (i.e. the various modes of fire, various options for defense, casting/summoning and drain, hacking, etc.), and other things you are finding come up a couple sessions in a row or are critical to the story arc.

Maybe it's because this is how I've always learned, but reading about a rule and applying it in context is the best (for me anyway, maybe you or some of your players too?). If you read it and you don't get it conceptually, or it's too complex and you're having to re-read and re-read it, wing it and move on. It's pretty easy to wing a roll on the fly for SR, generally: determine applicable Attribute, determine applicable Skill, determine satisfactory Target Number (2-6, or so?) OR opposed Attribute and Skill if you want to get fancy. If it's something like grenade scatter or other uncontested determination, you can just roll a d.6 (what we call a "luck die" at our table), the results being a scale from 1 = unfavorable to PCs desired result to 6 = favorable, or just do whatever makes for the best story. And it's even easier to come up with modifiers on the fly; + or - 2 (or 4 if it should have a really large effect), move on.

Eoghammer

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« Reply #4 on: <05-22-14/1125:03> »
For the first game, in my opinion the best is to alternate between some roleplay (to introduce the players to themself, and the environnement) and some rules introduction around a fight or any situation that requires a lot of rules....
SR1+SR2+SR3++SR4+++SR5+++h+b++++UB++IE+RNm++gm+++M+++P+

Namikaze

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« Reply #5 on: <05-22-14/1304:44> »
Use this and run the team through Fast Food Fight.  This is technically Food Fight 5.0, there has been a Food Fight introductory mission in every version of Shadowrun, because they tend to work really well.  The mission is simple, the opportunities are varied, and it's a wonderful way to introduce your players (and you) to the world.

Good luck, and if you ever need help with anything you can always ask here.  :)
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Furious Trope

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« Reply #6 on: <05-22-14/2039:32> »
Thanks Furious for the advice.  That cheat sheet spreadsheet is incredible - best summary I have seen.  Not sure if you are the author or not, but well done.

I can't take credit for it. It;s the work of a guy I used to game with. He put a bunch of time into it and it's saved me so much BS.
You're only ever one bag of grenades away from chunky salsa.

http://powerwalkinginthedarkness.wordpress.com/