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New to tabletop gaming, help needed

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UmaroVI

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« Reply #30 on: <05-10-12/0740:57> »
I'd agree with the suggestion to run some with just the base book while everyone gets a chance to learn the system. However, you probably should use Unwired - not necessarily the character options, but the rules content. The reason is that Unwired changes the way the world actually works in some very important fundamental ways* (more specifically, it fills in a bunch of holes in the rules). Not using the Unwired rules to start basically means you'll have to learn the Matrix rules twice, and learning them once is already a pain in the neck because they're such a horrible, poorly edited mess.

*Example: SR4A just does not explain what effect an Alert being sounded against a hacker has on their account privileges. It also doesn't tell you what level of access gets you what [in particular, it doesn't mention that you need at least User to be able to Subscribe].

Xzylvador

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« Reply #31 on: <05-10-12/1112:53> »
^ While true, this is another place where just winging it can do the job just as good, if not better(*).

To use your example:
A GM doesn't have to know (or care) what Unwired says about account privileges or what a raised alarm does on your average node. He can decide that whoever set up the node the Hacker's trying to get into was set up completely differently: maybe Standard Users do have access to watch security cameras (but not mess with their settings) and Security Accounts can create temporary new accounts up to Security Level. And maybe the guy who set up the network decided that an alarm automatically forces the system to reboot.

(*: Better because different nodes will behave differently, depending on how they were set up. It's not just "generic Shiawase Home System #6A97B297". If you're hacking into Node: "#St@y +3h F|2@(|< 0u+!one!!11!", you bet it'll have different security settings than the book says.)

Base book and a good imagination is good enough. If I personally were to suggest any books, it'd be Runner's Companion actually. It may not add the bazillion of combat options Arsenal adds, the cool Street-Sam stuff from Augmentation or the advanced magic options from Street Magic, but what it does offer is a lot of flavor for your players to make and play the character they want. You want your character to have a day job, anger management issues and wife & kids at home waiting for supper, or want it to be a pixie, you want Runner's Companion!
« Last Edit: <05-10-12/1115:16> by Xzylvador »

JoeNapalm

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« Reply #32 on: <05-10-12/1125:14> »
<Stuff I posted>
While I agree with almost everything Xzylvador said, I am...again...a little less benevolent.
<Lots of very good stuff that I snip because it's right up there ^^.

If it were anything but a -totally- newbie group, I would agree that being killed by the first rent-a-cop guard just to set an example and to establish the "this is a dangerous world, not some DnD fairy fantasy" feeling.
But for a first-in-a-lifetime experience to roleplaying, I don't think I'd have the guts to kill the character... Wound, maim, cripple, sure! Any previous experience they'd be dead too.
But "Welcome to the game, let's have some fun! You lose initiative, roll 4 dice to defend...  Nope, you're dead, please make a new character." might give a first impression that's slightly too bad, even for a game with as much danger to the PC as SR. Save it for the second encounter ;)


True...true.

It's been awhile since I initiated a total novice, and you're absolutely right.

Spare the PCs. Shoot the hostage.


-Jn-
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Critias

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« Reply #33 on: <05-10-12/1127:04> »
I'm gonna stand by the SR4 Anniversary and Runner's Toolkit suggestions, myself.  I'm a big fan of "core only" games for folks who are new to any game (but especially if they're new to ALL games)...but Runner's Toolkit is also the perfect second-thing-to-buy, because the OP and his group are exactly the sort of folks it's aimed at.  It's designed to help new players and GMs, so it's right up their alley to help out.

I mean, sure.  I'm probably supposed to talk people into buying more stuff, especially stuff I wrote, but you know what?  I'd rather they travel light, so to speak, learn the ropes, sling some dice, and have fun with the game.  If they start slow and simple, learn the basics, and fall in love with Shadowrun, they'll buy more stuff down the line, anyways.  If we pressure 'em into buying a ton of stuff they don't need right now, get 'em overwhelmed, and they feel like gaming is work instead of play?  We're just gonna be another step closer to killing the game and the hobby, which also is bad business.

So, heck with it.  Yeah.  Core book, and RT for the hand-outs, flashcards, GM screen, and stuff.  Have fun.  Tell awesome stories.  That's all you need.

Zilfer

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« Reply #34 on: <05-10-12/1209:11> »
^for that +1.

Having access to Ares Technology isn't so bad, being in a room that's connected to the 'trix with holographic display throughout the whole room isn't bad either. Food, drinks whenever you want it. Over all not bad, but being unable to leave and with a Female Dragon? No Thanks! ~The Captive Man

freddieflatline

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« Reply #35 on: <05-10-12/1309:14> »
I'm gonna stand by the SR4 Anniversary and Runner's Toolkit suggestions, myself.  I'm a big fan of "core only" games for folks who are new to any game (but especially if they're new to ALL games)...but Runner's Toolkit is also the perfect second-thing-to-buy, because the OP and his group are exactly the sort of folks it's aimed at.  It's designed to help new players and GMs, so it's right up their alley to help out.

I mean, sure.  I'm probably supposed to talk people into buying more stuff, especially stuff I wrote, but you know what?  I'd rather they travel light, so to speak, learn the ropes, sling some dice, and have fun with the game.  If they start slow and simple, learn the basics, and fall in love with Shadowrun, they'll buy more stuff down the line, anyways.  If we pressure 'em into buying a ton of stuff they don't need right now, get 'em overwhelmed, and they feel like gaming is work instead of play?  We're just gonna be another step closer to killing the game and the hobby, which also is bad business.

So, heck with it.  Yeah.  Core book, and RT for the hand-outs, flashcards, GM screen, and stuff.  Have fun.  Tell awesome stories.  That's all you need.

I agree the RT is actually a really good investment no matter what level of GM you are.

Sharzak

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« Reply #36 on: <05-15-12/1852:14> »
We spent probably five hours making characters and going over the lore the other night, and we're not even done.  Long story aside, we don't have a hacker or a rigger--we have two physical badasses (a troll with a shotgun and a cyberarmed commando)  and two mages (a sneaky utility mage and a combat mage.) 

How will this affect our game? How can I alleviate at least a little of the negative effects?

Walks Through Walls

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« Reply #37 on: <05-15-12/1927:26> »
Really for a beginning group that isn't a terrible mix, and for introducing the game as the GM it is actually benifical. What you do is have them hire out all of the hacking/matrix footwork which benifits you as a new GM in a couple of ways.

1. You don't have to sink time into learning the matrix stuff right off the bat.
2. If they get bogged down you can have the hacker find them some info to give them a push in the right direction again.
3. You can set up plot by having the hacker fail when it helps the plot.
4. You can slowly introduce more matrix stuff as the hacker lets the others in the party know about stuff.
5. You can kill the hacker with intrusion countermeasures if they hit a hard facility without having to worry about a PC in order to advance the plot.
6. You can rotate hackers they get in touch with having each specialized in a certain aspect of the matrix, and this again can be used to advance the plot

Not having a rigger isn't that big of a deal either. Most of the groups I've run with didn't have a true rigger. With only four players this is often the role left out. You have plenty of muscle and magic power it sounds like and these are the two biggest needs to survive in Shadowrun. A good hacker is useful, but easily hired out too.

Hope this helps
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

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Crossbow

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« Reply #38 on: <05-15-12/2106:29> »
I am less worried about lack of tech than I am you not mentioning whether or not there is a Face type among them, it really is an important aspect of a good team, though it is a subtle one.  Also, I hope they weren't so busy packing in bullets and foci that no one bought any contacts.

As for the addressed lack, if your game is successful, it will be an easy niche for a new player to slide into, or something fresh for one of the others to do if something awful happens.

Sharzak

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« Reply #39 on: <05-15-12/2314:16> »
Cyberarm Sam is gonna be the face of the group it seems. He's getting the social pheromone upgrade and has a few skill points in the relevant areas. Great points on the lack of a hacker. I plan on having it bite them in the ass but it will make life easy on me. I'd rather do it as an invisible eye in the sky, voice in the earpiece type of thing. I also am planning on giving them a free fixer contact if they choose to take it. It'll be the guy who organizes the team so it'll help as far as plot goes.

Critias

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« Reply #40 on: <05-15-12/2335:18> »
There's nothing wrong with the GM handling some of the tech stuff with a healthy dose of handwavium -- a reclusive hacker buddy/NPC, Mr. Johnson supplying the team with a passcode or maglock passkey they'll need, etc, etc.  If no one wants to play one, no one wants to play one.  It ain't the end of the world!

Reaver

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« Reply #41 on: <05-16-12/0121:33> »
There's nothing wrong with the GM handling some of the tech stuff with a healthy dose of handwavium -- a reclusive hacker buddy/NPC, Mr. Johnson supplying the team with a passcode or maglock passkey they'll need, etc, etc.  If no one wants to play one, no one wants to play one.  It ain't the end of the world!

Gotta agree here. The matrix and hackers/TMs are not characters new players usually choose. That's ok, spend some time to make a hacker NPC for the party, it will help you with character creation rules and help build your knowledge of the game.
But remember, NPCs should always play second fiddle to the PCs, the NPC us there to support them, not the other way around.
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

freddieflatline

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« Reply #42 on: <05-16-12/1219:10> »
Also with the current characters you can stress the magical aspect of Shadowrun.  Put them into a situation where they are dealing with mystical threats rather than technological.  Get you PCs into the magical phenomenon investigation game. 

Sharzak

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« Reply #43 on: <05-16-12/1938:41> »
Perfect. I'm glad this will end up making life easier for me.

The next big decision I've got to make is where to set the campaign.  Seattle or Denver is what I'm looking at right now.  I personally want to do Denver since there are a wealth of missions for that city but the group would rather do Seattle.  I'd like to be accomodating to their desires, is there a list of Seattle missions like the ones for Denver? I'm not comfortable writing my own yet. 

Walks Through Walls

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« Reply #44 on: <05-16-12/1959:50> »
Missions Season 4 (the current ones) are set in Seattle. They are available from drivethrurpg for like 4.95 each I think it is, and there are 7 or 8 now released and a couple more due soon.
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

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