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New SR GM looking for some help with Ganger/Shadowrunner game.

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Ddiddy

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« on: <09-07-11/1701:36> »
ok, so I am an experienced GM of other games, but I want to try my hand at shadowrun because I LOVE The system, I LOVE the rules, and I LOVE the world!  My friends and I have been playing a campaign now for almost 2 years, and the GM of that campaign wants to become a player instead of running.  Now, here is my idea for a campaign.

I want to run a Ganger game, though these gangers are borderline shadow runners and will eventually become shadowrunners.  I want to start them off with a 400 BP character set.  Limit of 3 ranks in any given skill ( to balance it a bit), no cars (they're a biker gang), no more than  5 BP on Nuyen (totally 25,000 for lifestyle, gear, bio/cyberware, etc.).  Basically, I know how I am going to break them in to shadowrunning, but I need some ideas on how to start them as gangers.  I was thinking, the first run they would be retaliating against another local "go-gang" that has stolen some of their drugs and impeded on their turf.

They have to B&E into the other gangs warehouse, reclaim the stolen goods, kill as many gangers as possible, and get out with their lives and their goods.  Obviously being waymore fleshed out than that, but what do you think?

Walks Through Walls

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« Reply #1 on: <09-07-11/1953:34> »
It sounds like an interesting idea, and I think the outline for a first adventure you have is a good start. One observation and a couple questions to try and help.

1) With the limitations you have stated the characters will probably either end up with lots of skills or lots of contacts or heavy in magic. None of which I think of as a ganger feel to a game. Here are my reasons why I think this. I figure you are keeping the 200 BP cap on basic attributes (if you don't they will get high dice pools via attributes and get around your skill level limit). They won't be spending points on items with your limit, and can't get high skills so they have to spend the rest of the points somewhere. What's left a) magic (which will become even more effective in relation) b) get lots of skills at lower levels c) contacts d) a high edge or e) a combination of some or all of the above. I would maybe raise the limits a bit say 15 BP for gear, but limit the availability to keep it more "street" and/or limit 1 skill at 5 or 2 at 4 and the rest 3 or less. Just my two nuyen for what it is worth.

Now my questions/ food for thought
1) Have you talked to the players about running a ganger campaign and if so did they like the idea? (the only reason I ask is if they have been playing a sustained game when they restart it might be a bit of a shock. I know it happened to me when my weekly game reset)
2) Is there a reason you want a more street feel to the game?
3) How quickly do you plan to escalate them up to becoming runners?

Well I think that is it for now. Hope it all helps
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Ddiddy

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« Reply #2 on: <09-07-11/2025:29> »
Thanks for the input!  I was planning on capping the skills with 2 at 4 everything else 3 or less, unless they can give me a valid reason as to why their character would have higher than a 4 (which would take some SERIOUS convincing).

1) I have talked to the group and they are actually rather excited to give it a try.  They know its gonna be a new experience with almost no access to guns bigger than hand guns (to begin with) and only motorcycles (since its a biker gang).  But for the most part my idea was met with enthusiasm.

2) Our current campaign is almost too in depth, and we are doing international shadowrunning.  We escalated to the international level VERY quickly and some people didn't know the system yet.  So, with a more "street" feel, I think we can get the SR newbies up to speed, so we can eventually pick the other game back up.  Also, the GM of the current game we're running wants to be a player instead of GMing all the time, and this gives him that opportunity.
3) I am thinking they are going to teeter on the edge of gangers/shadowrunners for a little while.  To begin with I have 3 missions for them from their gang leader already thought out, then I have an idea for a low level shadowrun, then a couple more ganger missions, then into full blown Shadowrunning.  So, in game time probably about 6 months to a year before they become runners.  I want to really show them the seedy streets of Seattle before moving them on to indepth super planning shadowruns. :-)

Thanks for all the food for thought, its really helped me think about what I want to do with this campaign.

Cass100199

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« Reply #3 on: <09-07-11/2032:41> »
Could be an interesting break point when they find out how much the gang leader was making off of sending them on low level runs.
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Walks Through Walls

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« Reply #4 on: <09-07-11/2122:58> »
Ddiddy,

Glad to hear that your group is into the idea. I didn't have that with my weekly game (several players wanted to play their old high powered characters and disliked having to start over) I wish you the best of luck and if I can be of any help let me know.

Your caps can work just fine and would give them the ability to have some individuality. What you might also look at is limiting availability not a amount of money spent. The no cars fits perfectly I don't know if the no automatics does in the shadowrun universe. Now a ganger isn't going to get much more than a handgun. In the sprawl of 2070 SMGs are everywhere and assault rifles aren't uncommon. Bigger badder weapons keep out by all means.

Just my thoughts hope they help. I would like to hear about how things go because it sounds like a cool campaign
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

Phylos Fett

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« Reply #5 on: <09-07-11/2133:35> »
The last time I did something like this, I think it was 300BP, only 150BP to spend on Attributes, Skill maximum of 4, and restricted the Availability of gear to 8, as well as some other tweaks and so forth. Basically, we all sat around together during CharGen and the players would ask "what about..." and I would even say "No" or "Okay" depending on the legitimacy of the request.

Fizzygoo

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« Reply #6 on: <09-08-11/0247:32> »
Yeah, I'd go with Phylos Fett's 300 BP cap, though I'd prefer a 180 BP cap on attributes. If you set availability limit at 6 then you negate heavy weapons (AK-97 being the only assault rifle they can get, no machine pistols, though most submachine guns would be available [all from SR4A, other books might have some options at 6 Availability]) but as Walks Through Walls says,
In the sprawl of 2070 SMGs are everywhere and assault rifles aren't uncommon.

If your timeline allows, use Ghost Cartels, specifically the opening events to 2071 as the first half of the year is all about the chaos Tempo causes gangs and the distribution/use of drugs/BTLs. Even if you have the next 6 months to a year worth of runs planned out, it can add great background events and influences to help keep things dynamic.

Sounds like it's going to be a great campaign...have fun :)
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