Hi
Merry Christmas everyone and thank you all for your answers. Been really helpful.
Well, as a guy who's been in (and is running) some games through Skype/Roll20, I have some advice you might like;
First off, I suggest asking around here (specifically the Looking for Games part of the forum) for players. Lot of folks are looking to get their Shadowrun fix.
I plan on announcing it here as well as Roll20 when the time is right. May well be a couple of weeks still.
As far as points go...
A. I'd suggest plain Character Creation first, with Street Scum second. Street Scum is better if you're going for a more specific feel for your games, either a lower, grittier build-up or an attempt to give your characters more room for growth and development. Standard gets the bases covered quite well.
So either normal or straight down to Scum? Street level is not a good "middle ground"? I admit I never played Street Level, so I can't say one way or the other, it just surprises me.
B. The Missions for 5th Edition is a living campaign that is receiving updates and more shenanigans pretty frequently; I would suggest that if you want a pre-made one. Splintered State is one of them, and I'm actually in a Splintered State session now.
Where can I find the 5th Edition Missions? Can find 4th on drivethrough, but not 5th.
Also looking at the Splintered State review there, it says it's supposed to be an introduction adventure (which is great and what I'm looking for) but the reviewers think it might actually be overwhelming for new GMs and Players. Opinions? Were those just theoretical concerns that don't hold up in actual play, or is it true?
D. I suggest getting one or two experienced players, for the Matrix side of the game at least. I personally can't get a grip on that (I sort of despise it at times), and having folks who know it and can explain stuff to me helps a lot.
Good point, might consider that.
As far as banning magic or the matrix goes... I've debated banning the Matrix, myself. As I said earlier, my grip on the rules is funky, and I sort of hate it. If one does, you basically just hand-wave Matrix concerns with the NPC team decker or a hired hand. It's useful if you want certain things to happen, but it's not always the right thing for some people.
That might actually be a good idea as well, and probably less headache inducing for a first run.
I was playing the decker in another game (and I still don't know the rules, funny, huh?), and it was always kind of a minigame between me and the GM when I was in the Matrix, while everyone else was just sitting around, being bored.
G. If you want a functional rigger, I suggest tracking down the drone/vehicle house-rules that are on this forum; at the moment, a lot of drones can be shot down with a pistol. Besides that, there isn't too much that's pernicious to the game.
I'll get on searching those drone houserules right away. That drones are so damn fragile and easy to kill annoyed me before as player.
D) Both experienced and inexperienced players have their advantages. As far as this goes my recommendation is find players who enjoy the type of game you run/want to run. Shadowrun can go from very stealth and black hat to guns a blazing so making sure you and the players want/enjoy the same thing is important.
I'm not sure all the players know what they want, so that can be tough.
A recent game I was in was announced as "Much more black trenchcoat than pink mohawk" but what all the other players did was much more pink mohawk to me. Like nearly completely ignoring legwork (once the first or second attempt at finding anything out failed - and by that I mean they called their Connection 4 fixer and asked "Do you know anything?" - "Nope" - "Ok, no chance of finding anything out, let's go"), and just storming a enemy stronghold guns blazing. Or having a plan to infiltrate a cruise ship (basically a swimming fortress), disguise ourselves and kidnap a mafia boss then at a moments notice decide to completely ignore the plan and just kick open his door and take him by force. And then figure out he wasn't even in the room... yay my infiltrator felt really useful in that game.
E) 5th has fewer exceptions to the rules and uses the same basic mechanic across all facets of the game. I like it better now that I have learned it.
Heard stuff like that before, and to me it seemed so as well, so think I'll go with 5th.
F) There aren't many books out for 5th so it is already kind of limited. maybe start with the core then add Street Grimore (magic), and Run&Gun if you want to make choices easier or allow for the addition of new items down the road.
I've not had a chance to look at Run Faster, what's the general consencious about it? A good addition or lot's of cheese?
Unlike pathfinder, where at a glance you can tell if a monster is stronger then the players, in SR it is much harder to determine an appropriate threat to challenge your players. Start small and build up.... if your players are stuggling, you may want to consider having the opposition 'fail' a few checks...
I'm not really a fan of dice fudging or rolling in secret and then just say "Yup, he hits".
Unfortunately I'm also not a fan of NPCs making silly decissions, though sometimes an NPCs personallity might get them to take stupid actions. A fanatic Humanis member might be inclined to shoot at the huge ugly troll street sam first, instead of the human mage.
But I get what you're saying and will keep an eye out for that.
"Keep it simple, stupid."
Probably the biggest and worst mistakes a starting GM can make is to design an ultra convoluted story, or a "world rests in the balance" game. For many players and GMs, this is a huge pitfall.
Yes, I don't want to start with a world spanning conspiracy. To be honest, I did read the plot summary of Splintered State and it almost feels a bit too complex too, going up against a governor and all that.
Also seeing the payout they can receive at the end of the game, wouldn't that mean that their motivation to going back to 1k milk runs afterwards is rather low, and I gotta keep them at this level now?
Or is the whole "Ok you got lucky this once, but since you blew all the cash on hookers and beer and fancy new augments, now the landlord is breaking your legs cause you didn't pay rent" not stupid?
There is nothing wrong with having no base direction for your campaign other then generic runs while you figure out your players, characters, and what direction they are taking their characters in.
Kind of why I'm not sure Splintered State is the best choice as a first mission, it does seem to set the PCs into a certain direction.
"Snowflakes are not special"
When first starting out. Its a good idea to limit character options to the baseline. (With 5e, this is less a problem as optional character choices JUST came out in Run Faster. )
Generally speaking, many 'optional' character choices do nothing but cause resentment and hurt feelings in new groups. Such Snowflakes should be left to established groups. And even then, expect hurt feelings. (Can't count the number of times i caved to my personal 'No Snowflakes' rule, only to watch that snowflake implode in the first 5 minutes of player time.... just not worth the drama.)
I've not seen it in SR yet, but in PF definitely, when people play the super weird races etc. I'm not always immune to it myself, so I understand the thrill behind it. But I also know I don't really wanna deal with it, so thats my reasoning for considering to not allow the metavariants.
Anyway, once again thank you all