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Things change. Information in my Shadowrun campaigns always had a shelf life, particularly when it related to something important. Corps don't sit around waiting to be screwed. They practice active security. Corps start to get wind of the fact that 'runners are making use of the sewers, so they make changes to the areas where their facilities interact ...


5

The way to deal with players who fall into a pattern is to throw them curves that disrupt the pattern and force them to adapt. The hard part about this is doing it in such a way that it doesn't just look like you the GM are picking on them. (You are, in a sense, but you're also trying to keep the game from being completely pointless.) It's quite likely ...


2

Playing tabletop online has been my primary way to do it for about five or six years now. The answers already posted address the specific problems of playing Shadowrun in IRC quite well, but I wanted to add some general points. You should try to get your players to use voice chat. I don't know if it's an issue of trust, shyness, or even just bad bandwidth ...


5

I have been player and GM for IRC based games for going on 15 years. I have played Shadowrun on IRC several times, but I will focus on the general advice of playing crunchy games on IRC, as it applies equally to Shadowrun and anything else. Dispense with charts. As a rule of thumb, every time you have to look at a chart, that costs about 8 minutes of game ...


2

I have never played SR online. However, the situation is not much different at the table, the online-modifier to communication speed only makes it worse. Yes, Shadowrun is a system that's pretty detailed concerning combat and combat will take a lot of time per turn compared to other systems. Why? A character can easily have 3-4 actions of their own. Adding ...



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