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8

Mundane is a pretty tricky word for Shadowrun. I'm writing with the assumption that you're asking for the elements of a "baseline" game of SR. I. Don't try anything fancy. Simple as that, keep to the core book for a while - meaning less options to manage. You'll have plenty on your hands already anyway. An interesting run will include varied elements from ...


7

Yes, unfortunately there is. Runner's Companion p83, description of different HMHVV types: When the character awakens, she has lost all Resonance and technomancer abilities (rephrased a bit differently in 3 different infection types). So much for infected technomancers. BUT, and this is a really BIG BUT, I think you could do without this combo. ...


6

Shadowrun 4 uses a largely different mechanic from Shadowrun 3: SR4 uses the new World of Darkness dice mechanic rather than the classic Shadowrun mechanic (except they use d6 instead of d10, but 66.7% and 70% are basically the same probability...). The justification for the change was to speed up combat and other conflict resolution, which it does to some ...


6

Keep it in setting. Shadowrun is not a happy place; if you forget this it'll be way too easy. If you've ever played the video game Deus Ex, that's how a Shadowrun campaign should be running; perhaps not even visibly to the players, but behind the scenes. The bad guys are impossibly more powerful than the players (who may themselves also be bad guys), and as ...


5

It sounds like you're viewing "saving the world" and "boring routine missions" as diametric opposites, and you're worried that if you try to avoid the former extreme you'll fall into the latter. However, these two things are not really opposites at all. It's quite possible to have a boring routine world-saving mission ("Collect the 37 Lost Plot Tokens and ...


5

Runner's Companion: “Travel and Smuggling” (pp. 28–33) has an overview of the subject but no hard numbers. It discusses common transportation methods, techniques, and challenges that players are likely to face. The Unfriendly Skies and Deadly Waves mini-supplements are full of vehicle stats, which may come in handy for travel adventures. Spy Games: ...


4

A major change setting and mechanics-wise has been made to the Matrix. In 2064, the Matrix was brought down worldwide by the epic battle between a rogue megalomaniac AI and those who would prevent it from attaining virtual godhood, flatlining a number of the deckers connected at the time (cf. System Failure). This led to a move to wireless technology, with ...


3

It may be that you haven't fully grasped what default means in the Shadowrun rules. It is possible to default to one skill from any of a large number of related skills; but that probably won't be the best choice. Taking your example, it is possible to work out a path from Athletics to Firearms, and to justify it by saying that the physical control an ...


2

PC's that want to do good in SR are a GM's dream-come-true. If you are aiming for heroic-style PCs that are trying to be good, but not allow them to fix all of the setting's problems, there's a bunch of options. You can present the PC's with an option that seems good on the surface, but actually makes things much worse - and the group is then faced with ...


2

You may want to scale up slowly by making the impact level high throughout, while growing the size of the world in which the players operate. Player characters who start out as small-time operators in a specific part of the Sprawl are known within their community, and from time to time they get hired for various fairly straightforward missions for ...


1

Quite simply: They're runners. Your first few sessions should run like a heist movie. Shadowrun is a nonstop heist movie - that's its goal. If you've seen "Leverage", that's some perfect inspiration right there. That's a modern-era Shadowrun team. If they stick to runs for corps, that means that the corps will blame the other corps. But let's say they ...


1

It sounds as if you want your first few games not to contain anything unusual. Nothing wrong with that, though it's the opposite of what most GMs worry about. I suggest you distinguish between what, in your campaign, can be introduced later (say paranormal animals and initiation), and what will be in from the beginning; the interplay of firearms, computers ...


1

Just copying my answer from this very similar question: We have been playing a Shadowrun 4th Edition game for a very long time now. I find the rules system to be much easier to understand/operate, and the dice rolling is pretty straightforward. I have been playing Shadowrun since 2nd Edition, and personally, I think 4th is the best yet. Setting wise, ...


1

From a friend who plays extensively, I understand the setting is quite different - in his words, the one mistake they made was making everything wirless-enabled, including cyberware. A good hacker can essentially neuter a street sam. Copying some details from a forum post I found about mechanics... Difference from 3rd to 4th: Complete system change, None ...


1

That's not true. Not all the skills are connected to each other, and the farthest you can go back is its associated attribute. In your example, you could go from Firearms to Quickness. You could go to Athletics instead, which is what Swimming would be based on. In that case, the explanation might be that your muscle control and your strong legs mean that ...



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