NEWS

New GM, got a question

  • 10 Replies
  • 2881 Views

Graymage

  • *
  • Newb
  • *
  • Posts: 20
« on: <05-06-12/1641:31> »
Okay, going to be starting a game up. But have a slight problem the group is 4 people me and 3 players. How much BP should I hand out when they make their characters.

I know 400 is base but I am debating giving them 500 to make up the 4th person slot.

theoretical_cat

  • *
  • Newb
  • *
  • Posts: 37
  • ((cave nerd))
« Reply #1 on: <05-06-12/1727:02> »
My two cents, though I've never GMed Shadowrun (just D&D)--here are some ideas for scaling the difficulty of the mission to the smaller group size:

= Bump up to 500 BP could probably work, but it might work better to do 400 BP and then give them an appropriate amount of karma (so they can treat this as a character that has run a few missions, but is otherwise new).  Grain of salt; like I said, I'm new to the system.
= Make it a little easier.  Require a lower threshold on some tests, and either reduce the number of goons they have to fight, or make them a little weaker.
= Let a player run two characters (not a good idea if they're new to the game or to tabletop RPGs in general, but I've had it work out before)
= Just an idea, but maybe give them a "freebie" point of Edge--use only (not to be replaced whenever they would earn an edge point, but just to give them an edge (pun intended) on the mission.  After all, everyone loves the underdog!

Again, my advice is based on experience playing and DMing D&D, but I feel I should point out that 3-5 players is usually the target number for me, because it's enough variety that I can throw all kinds of challenges at them
Characters: Hana || Lexx
"Speak" {{comm}} Think «non-native language»

Netzgeist

  • *
  • Ace Runner
  • ****
  • Posts: 1556
  • Serpens, nisi serpentem comederit, non fit draco
« Reply #2 on: <05-06-12/1815:45> »
My two cents; I've never GMed shadowrun before (though I'm preparing myself to do this for a while now), but I've played a little and I'm a really interested guy in the general "feeling" of the genre.
The most important thing is not the amount of "raw-power" a character or group of characters has; the thing is that they, as a team, must be hired to do runs that make sense for them; if your team lack matrix-support, make their missions matrix-light; if fights are not their strong point, then they wouldn't be the choice to hire if fire-power is what the situation asks for...
So the best way to tune a game to the characters is to thing why the hell is this host of characters beings hired - what in the mind of the fixer makes them a good choice.
Of course, shadowruns are rarely what they first appear to be, so probably it's a nice thing to once in a while play a mission that goes south 'cause it needs exactly that specialty the team lack... But a shadowrunner greatest skill is their adaptability, and if things just goes well, what is the fun?

Mirikon

  • *
  • Prime Runner
  • *****
  • Posts: 8986
  • "Everybody lies." --House
« Reply #3 on: <05-06-12/1949:42> »
More important than raw power is making sure you have certain roles covered. The three big ones, of course, are the three Ms: Matrix, Magic, Muscle. Cover those three roles, and then encourage people to develop a secondary focus. For instance, the hacker might also dabble in rigging a couple drones. The Street Samurai might be the Face. And so on. If you're going to give them a bit of goodies to help them better cope, I would look at the karma/cred awards in the various Missions, and multiply that by 3-4.
Greataxe - Apply directly to source of problem, repeat as needed.

My Characters

Graymage

  • *
  • Newb
  • *
  • Posts: 20
« Reply #4 on: <05-06-12/2108:15> »
thanks for the replies, I will let my group know. Good news is we are used to running small groups in D&D so that helps. as Far as Matrix unless one of them makes a hacker or technomancer. I will just hand them a hacker contact to help them out.
« Last Edit: <05-06-12/2114:45> by Graymage »

rasmusnicolaj

  • *
  • Omae
  • ***
  • Posts: 733
  • Не бойся смерти
« Reply #5 on: <05-07-12/0307:56> »
A small group functions fine - better than one that is to big. I gives more moments to shine and less noice in the background.
You as the GM just has to set the challenge after their capabilities - make them work hard for i and have them fight hard for their wins and it will be fun.

Regards
Rasmus (GM for the last 25 years)
Deplore killings made in the name of religion. Can't it just be for fun?

Mara

  • *
  • Ace Runner
  • ****
  • Posts: 1134
« Reply #6 on: <05-07-12/0421:56> »
I would go with 400 BP, and keep the groups capabilities in mind. They will be hire by people who want a trio, not
a 7 man tactical team...This means that their specialties will have to be expanded a little, but..they should be able
to pull it off JUST fine with 3...They just need to make sure their Murder Machine, er, I mean Street Sam can pull his
weight, and that the Face is something other then just a pretty face.

It also means: they will generally have to think DIRTIER then a normal 5 to 7 man team.

AngryCow

  • *
  • Newb
  • *
  • Posts: 4
« Reply #7 on: <05-08-12/1023:48> »
I would stick with 400 BP. Adding that extra 100 can allow for some incredibly powerful specialized characters that still may not be covering gaps. That street sam can spend that extra bp to be an unstoppable killing machine, but still will be useless when confronted by a matrix/magic problem. In addition, you will need to make all kinds of decisions regarding money, quality, stat, availability and other caps that could potentially change.

If you want to help shore up the group, you would be better off throwing in an NPC as part of the team under your own control. The easiest example is if the group needs a hacker. You give them a nebulous fellow they only see on the net and AR and who can solve problems from afar or conveniently fail when you want to put pressure on the group. Its a bit harder when you the NPC type has to be in person for the run, as you need to balance making a believable character while leaving the spotlight (and important decision making) to the party. About the only role that should never be left to an NPC is face, since that is critical to how the party interacts with the GM.

If you don't feel comfortable managing a character like that, you should scale back the difficulty of the runs you present. Start off with some easy encounters to see how the runners react and what their capabilities are.

JoeNapalm

  • *
  • Ace Runner
  • ****
  • Posts: 1309
  • Ifriti Sophist
« Reply #8 on: <05-08-12/1030:41> »
*stumbles in through the door, smouldering, one boot missing, mirrorshades cracked, covered in dirt, debris, cobwebs, and dried gore, brushing with futility at the lapels of his long coat*

Ahem. Where was I?

Oh...right.

I'd stick with 400BP, as those above me have recommended. SR4 is fairly crunchy, and the more points they have to play with, the crunchier it gets. Best to start as ickle weefle 'Runners and build up to the Big Leagues, rather than be going against major hitters when your crew has yet to figure out their capabilities and limitations.

Power creep is the nemesis of the novice GM. Remember that constraints placed on the players should be mirrored on their opposition - the Good Guys should generally win (unless they screw up (or it is to the benefit of the story)) - so lower powered foes means smaller mountains of dice and paper for the GM while he's still learning his gig...and less chance for a TPK if the GM or party really screws the barghest.

-Jn-
Everyone's Favorite Vile Fiend

Graymage

  • *
  • Newb
  • *
  • Posts: 20
« Reply #9 on: <05-14-12/0007:39> »
well, 2 of the characters are done. Oh boy do we have the muscle covered. Elf Weapon Specialist, Human Swordsman Adept with a little in pistols.

I am so glad I made a e-ghost npc hacker/rigger.

3rd person is leaning toward magic user.....

All4BigGuns

  • *
  • Prime Runner
  • *****
  • Posts: 7531
« Reply #10 on: <05-14-12/0020:39> »
My group is small (there's like 5 of us total), so I normally only have 3 players when I GM SR. I haven't had any issue with 400 BP being to little when I run. Of course, we do tend to more often than not at least let each other know what type of character we're building so the important stuff is covered.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen