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Shadowrun RPG => SR4 (Shadowrun 4th Edition) General Discussion => Topic started by: bull30548 on May 31, 2012, 05:36:33 AM

Title: Running an SR4 game
Post by: bull30548 on May 31, 2012, 05:36:33 AM
Okay so I have been contemplating running an SR4 game for my gaming group.  However my gaming group isn't really very good at SR.  So I am going to describe what they play and hopefully some of you can help me make sure that SR4 game stays near the fundamentals but is still fun.  I have a classic combat monster this guy likes answering most things with firepower (be it magical or material) however it is not always tactically sound or superior in some cases.  I have this niche guy he likes playing characters that are useful as long as they are in their comfort zone.  When I was playing I was the tactics guy I was the one that came up with strategies (that went out the window with the other party members involved) and ideas.  I had another player who knows how to RUN this guy been playing since first edition and has played or ran everything under the sun.  He is the best one of us in the group.  I have another that is a skill monkey but doesn't get that having a ton of skills doesn't necessarily being the best option.  A good example is when he ripped my head off for sending drones into a building for recon instead of letting his character do it.  Even though I pointed out the drones were faster and efficient but they were expendable as his character wasn't.  He just didn't like it.  Now I have 2 new players to RPG's who are interested but need to learn still.  And then my final member is just content to game, she doesn't optimize build or anything she just comes up with a concept and runs with it. 

So how do I do this without getting the overwhelming urge to kill them all or perhaps just myself?
Title: Re: Running an SR4 game
Post by: Ruski on May 31, 2012, 08:35:55 AM
That is an excellent question!
The thing I like about Shadowrun: It's a detail rich environment where you can apply real-world modifiers with a physics engine that, while abstract, still conveys the 'feel' of real combat.
The thing I hate about Shadowrun: You've got to STUDDY 10 books worth of material before you can even hope to make a halfway decent PC build. and I'm not just talking about Min/Max~ing the stuffing our of a guy, just creating a guy that can survive 'back to the shack' without exploding himself in some painfully inefficient way.
So: what 'we' (the royal 'we' of "KidVid & I") did was this:
we did all the work.  The reason why people can enjoy say: Fallout: New Vegas, is because they don't have to roll to figure out the angle of attack, the drift vector of their round, and how many modifiers to apply to any given shot. they just mash the X button until muscle memory kicks in and the skill improves.
So: Make PC's for everyone.
"What?!?!! That's like 3 hours of work, each!"
Yea, it sucks; but the alternative is to talk ten people into buying $300 worth of books, spending three weeks reading them, and then still having builds that don't work quite like they hoped.
I can tell you right now it will be easier for you to just make the PC's for everyone the first time out.
Now: once they play a game or two, they can get into it; and once they WANT to make their own PC, you let them borrow your $300 worth of stolen PDF's (Keep the books close, or you'll never see them again) and help them do their weeks of study all on their own.
My recommendations for character builds, based on similar 'archtypes' of my real-life friends.
The thoughtless combat monster:
A street-sam, with a melee weapon. sword, axe, or cyber spurs.
Ramp up the reflexex, and put some reflex triggers on the appropriate sub-skill. He'll have 20 dice to tear people in half, and it'll make him happy.
and maybe, after he's kicked in a half-dozen doors and got hit with full-auto weapon's fire, he'll wise up a bit.
(it only took ... 12 years for my buddy to say: "You know: i'm dying a whole lot when I do that... I think my next guy will be something new...")
For you Niche guy, I would recommend drones. it would seem hacker would be the 'natural' choice (and as someone who once played a hacker IRL, and has created a hacker with every SR:x system out there I would be a proponent of it.) but no. Hackers are tough to play. you have to think outside the box, and you can't do that if you don't know where the walls of the box are. have a hacker NPC contact they can subcontract out their legwork with. A drone guy can be awesome in the captain's chair, but get him in the meat; and he's screwed.
For the guy who knows shadowrun: just let him make his own guy. he's already put in the weeks of effort, just work with him to make a story that ties in with your other PC's you are creating. hell, you could delegate a couple of builds to him if you wanted.
For skill boy: I recommend skill wires, and a high edge pool. for actual skills go with the B&E sampler pack, with a concentration in stealth and infiltration. He'll be usefull when you suddenly discover you need to know how to pilot a hovercraft, or dismantle a bomb, or whatever, and he can burn edge to still be useful in gunfights.
Your final member: Girlfriend/wife of one of your other players who's more there for the social interaction and concept is more important than math: You've got some options. Ask her what concept she'd like to run with (from her current arsenal of Marvel Movies or whatnot) and pick a pre-made from the middle of the book and give it to her with the heroin's name up top, or create a 'face' PC. it's been my experience that gals like to be able to talk their guy friends into anything (why else would she hang out with geeks like us? ;-)  ) and ultimately it's tough to go wrong there. (plus, your party will need someone to talk them out of the stupid situations that axe-boy gets you into.)

So, make your set of PC's, write up a little fan-fiction history for each of them, and present them as a 'squad' for your players.

If you need help with the builds, or the history, or the run, feel free to ask here. We've all got our own slightly different ways of running games; but I'm sure between all of us we should be able to cobble together something you can use.

-Ruski 
Title: Re: Running an SR4 game
Post by: bull30548 on May 31, 2012, 10:15:55 AM
Cool thanks for the advise.  I will consider it we actually had a similar idea of playing a game where we make characters then hand them to the left.  I am right now running a game called Pathfinder and I let my palyers go nuts for what they wanted to play (admittedly Pathfinder a lot more straightforward than SR4 is for character generation) but it worked out well I just run them around on a planet and let them have fun.  I like the system and the game but I am not much of a fantasy guy I like high tech or modern games more. 

These guys have a lot of experience with SR and we all loved it.  However as I said previously they pretty much suck at what I see is SR.  Which is the old adage 'Perfect run is nothing and no one knew you even did a run."  We are like the show 'Alias' we get the job done but it wasn't pretty or subtle.  Our team got such a reputation that we called ourselves "TLS (The Last Straw)" when you have no other choice....
We were terrible runners even me the tactical one so to speak. 

Oh the niche guy these were his two concepts he played 1)aspected mage (SR3) and a sniper (SR4).  We already had a combat mage and a Shaman in the group (gun bunny and concept girl) in that first game so he was sitting around not doing much a lot except support.  And as a sniper well if we were doing out door ops or like hotel ops he could find some good sniper positions but a lot of our fighting that happened was down in the trenches (we had a good GM though so he modified the game for that.) so he ran into problems though he did have other skills.

Though the run I want to do was the first SR4 run that was introduced at GenCon.  That what I want to do but I know I am going to run into resistance about stating out other peoples' characters.
Title: Re: Running an SR4 game
Post by: Ruski on May 31, 2012, 11:47:43 AM
just sell it as a 'getting to know the new system' run.
most groups I've played with will be up for something like that, at least for one run.
Title: Re: Running an SR4 game
Post by: Yogi on June 12, 2012, 01:58:43 PM
How did this turn out Bull?  I know that the first time I played SR I was hooked into the game.  It also helped that my buddy lent me the first SR novel that was printed for some insight to the setting.
Title: Re: Running an SR4 game
Post by: bull30548 on June 12, 2012, 06:54:00 PM
Oh I haven't started it yet probably a few more months before I start it.  Which is fine with me cause I want to do more reading I picked up the Corporate Guide since I plan on having them involved and using some of their tactics.
Title: Re: Running an SR4 game
Post by: bull30548 on June 23, 2012, 11:58:32 AM
Okay here is one I want to work up some SR documents (memos, emails, letterhead) but I can't find images for them anymore.  Where would I go for this?  Also anyone else a bit disappointed in the lack of info on the Wiki page for Shadowrun?  I think that since they are working so hard to combine stuff with Shadowrun Universe the Wiki page needs an overhaul as well as some of the storylines that never got wrapped up.  Like the findings into the Dunklezahn assassination that were started almost twenty years ago (game time).
Title: Re: Running an SR4 game
Post by: bull30548 on June 23, 2012, 06:10:56 PM
So hey found those images I was looking for so that the good news.  The bad news is I found them on what I believe is the German Wiki website.  Which I always knew that Germany had been huge Shadowrun fans but now I have seen the proof.  My German (the only language I can read other than English after 2 years of high school for it) is barely passable anymore but it was still good enough to find what I wanted.  Thankfully the logos I was looking for was right there in the corporations entries on the site.  And the other thankful part was that there is no translation for them from English to German. 

However I think this just strengthens my point about getting our wiki page up to par.  Also I didn't go digging but I doubt any of those storylines I wanted wrapped up weren't over in Germany.  Of course I could be wrong maybe for one the US isn't the first come first serve for Shadowrun.  Does anybody know?  It seems plausible considering how many pdfs have been suddenly popping out of catalyst. 

Hehe listen to me sounding like one of the paranoid types from Jackpoint (Shadowtalk).
Title: Re: Running an SR4 game
Post by: Ruski on June 24, 2012, 04:02:51 PM
If you are having trouble, Google Translate actually works as a translation service, as opposed to a fast and dirty proxy server that most people use it for.

If you are unfamiliar with that service as a proxy server, or what a proxy server is, let alone what its used for; that's a topic for another thread.
Title: Re: Running an SR4 game
Post by: bull30548 on June 29, 2012, 07:34:50 PM
So while we wait on KV to post figure I would ask a question.  Now I have the contact lenses on and I got a lot of bells and whistles on them and I got the small earbuds with the same thing.  Now I couldn't find a rule saying I couldn't have all those bells and whistles.  Anybody know of one just so I know if it comes up in games.

The main complaint I see is the question of what is the point of cyber eyes or ears if you can get them in non cybered form?  And well I look at it as there are still things you can do with the cyber version that you can't with the other items (not unless you get creative and possibly encumbered/injured).  Also unlike the noncybered versions they can never be taken away from you.
Title: Re: Running an SR4 game
Post by: Ruski on June 29, 2012, 09:55:39 PM
well: with the metal versions, you can't get jossled and loose a contact mid-combat. also cyberware is more resistant to EMP, hacking, and the like.
as far as *how many goodies can I cram in there*, there are rules for 'cyberware accessories space'; I would imagine that the standard priced gear would be one trick ponys. so, if you bought a set of covers with flare comp, and another set with a smartlink interface... then you'd have to choose one or the other.
now: with the cyber eyes, you can get delta ware or more expencive versions that can hold extra goodies. I assume that if you paid say X10 on the price for each, you could get a set of contacts that had both smartlibk and flare compen
Title: Re: Running an SR4 game
Post by: bull30548 on June 29, 2012, 10:40:31 PM
Where is that one written Ruski? Just so I can reference it when the powergamer and/or rules lawyer tries slapping me around?
Title: Re: Running an SR4 game
Post by: Ruski on June 30, 2012, 01:39:39 PM
Sorry, my phone cut out at the end there...

Honestly: I don't know 'where it's written'.
but: if the rules hold fast for cyberware, where the PC's have an entire 'eye' of space to work with, why would they have 'more' room to cram every accessory available into the space of a contact lens? I mean, even with 'cokebottle glasses' on top of goggles, that's going to be a lot of crap bungy-corded onto your face.

I mean: if you buy a gun, and you get an integrated smartlink you pay 1.75% of the original purchase price, and guns can have ten times their weight in accessories bolted onto them. 

Mostly; it 'makes sense to me'. and that's my golden rule when it comes to that stuff. Maybe it's expressly written somewhere, hell, maybe it was written in a previous version? I've been playing the game for so long that its sometimes difficult to determine what point of minutia came from 2nd edition, and what's fresh out of the current rule set.

but where is it expressively written that you CAN wear 10 different contact lenses at once? Or that you CAN pay the total retail price at street value for two different things, and suddenly they are the same thing?

I can think of lots of examples where buying separate things are expressly restricted from being combined...

Honestly: I like my 10X rule. if you pay ten times the price of everyone else, you get some pretty neat stuff included. and really: with half a million newyen to burn, most PC's would still be able to get the goodies they really wanted without breaking the bank on a pair of contact lenses.

then again, I would make them spend an hour in the stuffer-shack bathroom looking over a filth-crusted floor looking for their 10K newyen contact lens that they dropped on a glitch roll.

but I'm a jerk like that.
Title: Re: Running an SR4 game
Post by: bull30548 on June 30, 2012, 03:25:34 PM
Thanks Ruski I am with you on that but I just wanted to see if there was a rule I missed.  I just noticed it is all I think it was in third too. 
Title: Re: Running an SR4 game
Post by: kv on June 30, 2012, 03:26:37 PM
I can help with that one- SR4A has the contacts on page 332 under gear, and gives their capacity as the same as their rating (1-3), while if you look at page 341, you'll see the capacity required for the enhancements. Smartlink by itself requires 3, so having smartlinked thermographic imagelink contacts isn't possible.

  -kv
Title: Re: Running an SR4 game
Post by: bull30548 on June 30, 2012, 03:54:21 PM
I just saw that too thanks KV but mine says that smartlink only takes up one but it requires a image link (which I guess would make it take up two) where is it that it says 3?

Chummer question: How do I add these mods to the item such as contact lenses with image link, smartlink, vision enhancement (rating 3)?

Skill question:
If a character does not have Perception but has a device that increases perception (based on a sense) does that equipment modifier get added to a roll?
Title: Re: Running an SR4 game
Post by: Yogi on June 30, 2012, 05:28:37 PM
I just saw that too thanks KV but mine says that smartlink only takes up one but it requires a image link (which I guess would make it take up two) where is it that it says 3?

Chummer question: How do I add these mods to the item such as contact lenses with image link, smartlink, vision enhancement (rating 3)?

Skill question:
If a character does not have Perception but has a device that increases perception (based on a sense) does that equipment modifier get added to a roll?

The capacity of 3 is for the cyberware version.  The rating of the cybereye (1-4) has a capacity rating (4-16).  See SR4A pg. 341 for the cyberware version of eyes and ears. 

For contacts look at SR4A pg. 333. That is where the table is for eye and ear enhancements.  (contacts, glasses, goggles, earbuds, headphones, microphone).

Rating 3 contacts can have up to three things in it (theres no capacity rating).  What you have to watch out for is the going over an availability of 12 at CharGen. 

In looking at Scarlet I goofed and put the image link in her glasses not her contacts (which still had a slot left in it.)  Skinlink does not take up a slot. 

As for the chummer question on adding enhancements to contact, glasses, etc. 

Go to the street gear section, select gear and then click on your contacts.  Add plugin, go to the drop down menu and go to the bottom.  You will see Vision enhancements which is right above vision enhancers (which is where you got the contacts, glasses, etc. in the first place)  There you can choose the enhancements you want on your contacts. 

As for the skill question even if you don't have the skill perception equipment bonuses will stack on your untrained perception check.  So that vision enhancement R3 will add 3 dice to your check. 

While the non-cybered versions can be lost taken they cost thousands less and take up no essence.  Getting tricked out eyes and ears and you can soak up between .4 and 1 for essence loss.  That's a lot for any character.  Now delta ware cybereyes R3 might be worth it.  1k times 10 for delta grade is only 10k (for the eyes themselves with no mods) at .2 essence loss.   Not a bad deal if you think about it.  It's a good thing the enhancement themselves don't also cost x10 or it would not be a good deal. 

Kv what I mentioned before about Scarlet's contact lenses could I fix that?  Move the image link to her lenses instead of her glasses.  It makes more sense having them in one. 

Title: Re: Running an SR4 game
Post by: kv on June 30, 2012, 08:07:25 PM
Yogi, did you have room in your contacts, and this is a 'I clicked the wrong box' thing, or are you asking permission to bend the rules and load it up with everything else? (I'm at a family reunion and don't have my desktop computer with me).

I'm fine with it if this is just fixing a mistake or oversight. I'll have to ponder about it if it turns out to be the other way.

Also, the ratings for contacts at that price seem unreasonable, until you count in GM deviousness ("Roll for knockdown... Ooh, a glitch?"), the fact that you can't wear contacts forever without stabbing over your eyeballs, and the fact that you can't really recharge them once you've worn them for three days straight. So I will warn you, abusing contacts may come back to bite you.

I should also mention (in my non-GM voice) that there are some great resources out there, especially for new GMs. Bull, if you're interested, there are some great 'cheat sheets' over at pavao.org/shadowrun/cheatsheets/ (http://pavao.org/shadowrun/cheatsheets/) which are really helpful when it comes to figuring out which dice to roll and what the rolls mean.

I refer to them a lot, especially when there are new players or characters taking on an unfamiliar role in the group.

  - kv
Title: Running an SR4 game
Post by: bull30548 on June 30, 2012, 09:23:40 PM
Sweet thanks KV. I will be honest I have come up with the main plot as the runners versus a corporation. Now I am making notes for other runs and even just little jobs that fit with beginners. Mainly cause I can't always get the players to take the run I want them to. I also plan on taking contacts to a new level. Instead of just poking them when they want the contacts throw them data points. If the player follows up with the data points could be pay data, equipment, or a simple job on the other end. That way I give any non hackers a way to get pay days like them. Plus it helps define the contacts a bit better. You aren't going to call a lone star cop to find out where to score some guns unless you really got him over a barrel.  Also I can craft rumors and jobs to sort of circle them back around to the main plot if need be.

So I created the Corp and have the upper management named and titled. I just got to hammer them out. Probably going to use generic stats from the books for the drones. I also plan on dropping a prime runner in the mix just to put them on edge.
Title: Re: Running an SR4 game
Post by: Yogi on June 30, 2012, 10:11:00 PM
Yogi, did you have room in your contacts, and this is a 'I clicked the wrong box' thing, or are you asking permission to bend the rules and load it up with everything else? (I'm at a family reunion and don't have my desktop computer with me).

I'm fine with it if this is just fixing a mistake or oversight. I'll have to ponder about it if it turns out to be the other way.

Also, the ratings for contacts at that price seem unreasonable, until you count in GM deviousness ("Roll for knockdown... Ooh, a glitch?"), the fact that you can't wear contacts forever without stabbing over your eyeballs, and the fact that you can't really recharge them once you've worn them for three days straight. So I will warn you, abusing contacts may come back to bite you.

  - kv

They are rating 3 contacts with the flare comp and smartlink enhancements.  There still is a slot left in them for Image link.  There's no rule bending going on.  Just an oversight on my part. 

I agree on the cost effectiveness.  For a fraction of the cost why would one want cybereyes over contacts and glasses with enhancements in them.  Yeah one takes chances of loosing them but they are readily available in a pinch at the corner store so to speak. 

Question though how would one recharge contact lenses?  Is it even possible?  Probably with 2072 technology they have a way.  One possible solution could be that they run off the body's own electrical current thus not needing a recharge per say but work as long as they are "on the eye".  Maybe a reason for the skinlink mod for such things.   Though you still run into the trouble of wearing them for long periods of time like you mentioned.   

It's late here and I think I'm starting to ramble.  So with that said I'm off to bed. 
Title: Running an SR4 game
Post by: bull30548 on June 30, 2012, 10:41:50 PM
Well essence loss isn't a big deal unless you are a technomancer or magic user. Even a little pink on essence is a full point against you.  It is a pretty big deal for them because it affects everything as well as initiation. Now there is also budgetary concerns as delta ware is exactly readily available still but they took out the availability increase on it.  Though it seems that they balance this with regular availability of cyberware no matter the level. Also sometimes you want to supplement (or stack) as many abilities as possible. A good example is stacking the contacts with goggles that way yogurt a ton of visual enhancers but don't have to spend magic spells or adept power son it and you can sell off the equipment as you get those powers.
Title: Re: Running an SR4 game
Post by: Ingo Monk on July 01, 2012, 01:46:13 PM
Well essence loss isn't a big deal unless you are a technomancer or magic user. Even a little pink on essence is a full point against you.  It is a pretty big deal for them because it affects everything as well as initiation. Now there is also budgetary concerns as delta ware is exactly readily available still but they took out the availability increase on it.  Though it seems that they balance this with regular availability of cyberware no matter the level. Also sometimes you want to supplement (or stack) as many abilities as possible. A good example is stacking the contacts with goggles that way yogurt a ton of visual enhancers but don't have to spend magic spells or adept power son it and you can sell off the equipment as you get those powers.

Only regular and alphaware grade cyber is available for purchase at chargen, barring GM custom rulings.  See bolded green line below.

While the non-cybered versions can be lost taken they cost thousands less and take up no essence.  Getting tricked out eyes and ears and you can soak up between .4 and 1 for essence loss.  That's a lot for any character.  Now delta ware cybereyes R3 might be worth it.  1k times 10 for delta grade is only 10k (for the eyes themselves with no mods) at .2 essence loss.   Not a bad deal if you think about it.  It's a good thing the enhancement themselves don't also cost x10 or it would not be a good deal. 

Actually you DO have to pay 10x for the mods for deltaware.  See bolded orange line below.

Quote from: SR4A-pg313
Cyberware and Bioware Grades
Cyberware and bioware is available in four grades: standard, alphaware, betaware, and deltaware. Only standard and alphaware may be purchased at character creation. The prices for cyberware and bioware presented in this chapter are for standard ’ware. When purchasing implants of other grades, apply the Essence Cost and Cost adjustments as noted on the Implant Grades table (bottom right).
Note that cyberware accessories must be of the same grade as the implant they are added to.
Title: Re: Running an SR4 game
Post by: Yogi on July 01, 2012, 03:21:28 PM

 

Actually you DO have to pay 10x for the mods for deltaware.  See bolded orange line below.

Quote from: SR4A-pg313
Cyberware and Bioware Grades
Cyberware and bioware is available in four grades: standard, alphaware, betaware, and deltaware. Only standard and alphaware may be purchased at character creation. The prices for cyberware and bioware presented in this chapter are for standard ’ware. When purchasing implants of other grades, apply the Essence Cost and Cost adjustments as noted on the Implant Grades table (bottom right).
Note that cyberware accessories must be of the same grade as the implant they are added to.

Dam, I've had that wrong for a long time.  Not that I've played a 4e game long enough to get alpha,beta or delta ware goodies.

Thanks for pointing that out Ingo.
Title: Re: Running an SR4 game
Post by: Ingo Monk on July 01, 2012, 03:27:01 PM
Thanks for pointing that out Ingo.

No problem, I had someone do that to me in a game before. ;)
Title: Re: Running an SR4 game
Post by: bull30548 on July 01, 2012, 04:15:46 PM
So this is a house rule I have come up with that I am going to present to my players.  It is usually called a wild die and it is used to supplement the fates of chance.  I plan on issuing regular Karma awards as outlined in the books.  However I also will add the karma die itself cause well I like my players being able to bulk up so to speak.  So what I am going to propose to the players is this I will award karma and then either I or them individually will roll one d6 die.  Whatever that die is that is your extra Karma reward.  Hence karma (or luck) is coming back at you.  I see my players going for one die roll from one person because it is balanced and fair to everyone.

Thoughts? Comments?

The way that Shadowrun was originally ran was that we didn't get Karma until the end of a run and then it was tallied up and pow there is your Karma.  We had many a clusterf*** runs with us so the run sometimes felt like it never ended.  When it eventually did we were 10 to 20 sessions into the game and we came out with about 30-80 karma on the back end.  I want to try and award karma every session (because I see a lot of delay between sessions) and also to begin with the runs are going to be pretty simple.  I will be honest this group with out me and the other person in it usually has the tactical ability of a hammer.  It's a good tool but then everything looks like a nail.
Title: Re: Running an SR4 game
Post by: Ingo Monk on July 01, 2012, 05:19:07 PM
So this is a house rule I have come up with that I am going to present to my players.  It is usually called a wild die and it is used to supplement the fates of chance.  I plan on issuing regular Karma awards as outlined in the books.  However I also will add the karma die itself cause well I like my players being able to bulk up so to speak.  So what I am going to propose to the players is this I will award karma and then either I or them individually will roll one d6 die.  Whatever that die is that is your extra Karma reward.  Hence karma (or luck) is coming back at you.  I see my players going for one die roll from one person because it is balanced and fair to everyone.

Thoughts? Comments?

The way that Shadowrun was originally ran was that we didn't get Karma until the end of a run and then it was tallied up and pow there is your Karma.  We had many a clusterf*** runs with us so the run sometimes felt like it never ended.  When it eventually did we were 10 to 20 sessions into the game and we came out with about 30-80 karma on the back end.  I want to try and award karma every session (because I see a lot of delay between sessions) and also to begin with the runs are going to be pretty simple.  I will be honest this group with out me and the other person in it usually has the tactical ability of a hammer.  It's a good tool but then everything looks like a nail.

Karma is a big deal for players, it will keep them hooked into their characters.  I tend to side toward session rewards vs. end-of-run rewards, it allows them to have usable karma and inhibits the off chance that they die before they can use any.

Back on topic, if you can handle high-karma characters then I'd say go for it.  At first it won't be that big of a deal, but a few sessions in you'll realize how much better they are than when they started.  Also I'd recommend you be up front with whether or not the rule of six applies to this karma bonus roll.
Title: Re: Running an SR4 game
Post by: bull30548 on July 02, 2012, 11:04:22 AM
Yeah, that is why I posted that up here and I think you have a point I don't think I should mess with it.  I mean in the beginning it like a slow crawl but as time goes on it can really build up and suddenly the guy who couldn't hit a step van can now shoot the wing off of a flying sparrow.  So yeah I think it will leave it be.

Thanks again on the help on watermarks and chummer help.  Speaking of chummer I was playing around with it (using the plugin suggestion) and it actually scales the cyberware up to delta ware when you do it that way.  However I did not test to see if it would let me scale down without getting mad at me. 
Title: Re: Running an SR4 game
Post by: bull30548 on July 11, 2012, 07:26:48 PM
So instead of dragging the OCC through this thought I post this here.  How does hacking a drone in SR4 work now?
Title: Re: Running an SR4 game
Post by: Yogi on July 11, 2012, 08:24:32 PM
It's pretty extensive.

This may/should help.

https://dl.dropbox.com/u/13885700/Hacking%20the%20Matrix%200.16.doc

It's pretty extensive.
Title: Re: Running an SR4 game
Post by: kv on July 12, 2012, 06:07:54 AM
This is the majority of what Ingo and I were discussing, cited with relevant references:
My understanding on the Matrix is still a bit foggy, so here's some discussion for you:

Quote from: SR4A-pg235
(Hacking on the fly)

Such brute force hacks can attract attention. Each time you take a Hack on the
Fly action, the target node makes a free roll on an Analyze + Firewall (hacker’s Stealth)
Extended Test. If the node detects you an alert is triggered, even if you have succeeded in
your attempt (Alerts, p. 238).

Incidentally I should have read this part better.  Without a logged in hacker/rigger a node gets an automatic chance to detect me vs my Stealth program.  But as you recall my base "suite" of apps does not include Stealth so does that mean it automatically knows?  Or in this case, an automatic alert.

All of this is beside the point, because there's a hacker logged into the node.  They'll see the alert as soon as it's popped up.

Quote from: SR4A-pg238
There are two types of active alerts in a Matrix node. A general alert applies
to the entire node, and occurs when an alert is issued by a user on suspicion
of intrusion, without knowing who or what is actually exploiting the
node. A restricted alert is more common, and is directed at a single icon
or group of icons. Spiders try to use restricted alerts as much as possible,
because they offer a bonus for the node against the target. A general alert
may become a restricted alert when the spiders or IC find their intruder.

Generally speaking, alerts caused by the Firewall finding a hacking
user or by discovery of the hacker by IC or an agent are restricted alerts, and those caused by glitches or discovery of hacked data or devices are
general alerts.

So it's an automatic restricted alert vs me, giving the node +4 firewall whenever I have to test against it.

Quote from: SR4A-pg238
Alert Response
A node on alert status has verified an intrusion or other unauthorized
activity. Most nodes are programmed to automatically alert security
personnel or the owner/user of the device when an alert is triggered.
If the node contains security hackers (or if there are any on call), they
will be alerted and will come looking for the interloper.
A node on a restricted alert receives a Firewall bonus of +4 against
the intruder that triggered the alert. This applies to all tests made by or
against the node’s Firewall. General alerts do not convey a bonus, but still
notify security personnel and take other actions as configured in the node.
The node may also do one of the following, either as chosen by the
gamemaster or randomly determined on the Random Alert Response
Table, below.

Essentially, the node will launch IC vs me if the drone had IC for any reason.  Otherwise it will try to sever my connection:

Quote from: SR4A-pg238
Terminate Conn ection
Once an intruder is identified and a restricted alert issued, a node with this
response attempts to sever the hacker’s connection by shutting down the
port through which he is accessing the node. In order to sever a connection,
the node immediately makes a Firewall + System (hacker’s Exploit
rating, Combat Turn) Extended Test. The system adds a dice pool modifier
of +1 for each IC launched following the alert. The hacker’s Exploit
rating is modified by +2 if he’s using a security account, or +4 if he’s using
an admin account. If the hacker used a passcode and legitimate account to
log on, rather than hacking his way in with an exploit program, then the
Exploit program does not apply to the test. If the node achieves more hits,
it disconnects the hacker. The hacker can attempt to log back on, but the
node will be on alert (and may have closed down all outside connections).

So now it tries to roll it's Firewall (+4) + System vs my Exploit of 4 (+4 if I got in with admin account) extended test in combat turns.

This all happens as the very next pass I would assume.

At that point the logged in hacker could either initiate Matrix combat with me if I'm in the node (drone) while the drone is pulling off all that stuff above....




WAIT A MINUTE



reading the wrong section:

Quote from: SR4A-pg246
Hacking and Spoofing
Another way to fight a rigger is to take control of her drones. Hacking
a drone can give you full control over it. The drawback to hacking is
that it takes time. Spoofing is faster, but limited in what you can do.
Spoofing also requires that you have the rigger’s access ID, which may
necessitate the Track program if she is in a remote location. Still, a
single command, such as “unload your weapon” or “reboot” can take
a drone out of a fight.
Such hijacking attempts against your drones can be foiled by
jumping into a device. A jumped-in rigger overrides any other control
of the drone, including by its Pilot.

If the hacker/rigger is jumped-in the drone my hack automatically fails by my understanding of that passage.  If they were commanding it while subscribed we would use all that drivel I wrote above hahaha.

At this point I think all I can really do is try and Jam on the fly.
Quote from: Unwired-pg105
Jamming on the Fly
More than almost any other character, riggers are dependent
on wireless signals in order to use their specialty, which means
that few riggers are strangers to electronic warfare. Sometimes
you need to shut down another rigger or hacker and don’t have a
jammer available; in such circumstances you do the best that you
can with whatever radio or wireless transmitter you have on hand,
spitting static into whatever channels or bands the opposition is
using. Jamming on the fly tends to be a noisy and difficult affair,
but it can work—and that’s the important thing.
Jamming on the fly is a Complex Action and requires some
device with a Signal rating (such as a commlink, radio, or drone)
to act as an impromptu jammer. Make an Opposed Test between
the rigger’s Electronic Warfare skill + Signal rating and the target’s
Electronic Warfare + Signal rating; the target adds the rating of any ECCM program she has running to her dice pool for the test. If
the Opposed Test is successful, the signal is jammed; otherwise it is
unaffected. Jamming on the fly is area jamming and affects a spherical
area—the impromptu jammer’s Signal rating is reduced by 1 for
every five meters from the centre.
A device being used as an impromptu jammer cannot use its
wireless capability for anything else. A commlink, for example,
could not connect to the Matrix at the same time it is being used
as an impromptu jammer.

So my EWAR skill of 2 + Signal of 6 vs that hackers EWAR + Signal + ECCM.

Wow this is a lot more involved than I thought!  Good thing I picked a hacker, this is actually pretty interesting to figure all this stuff out.
Title: Re: Running an SR4 game
Post by: bull30548 on July 15, 2012, 10:59:01 PM
Thanks that helps a lot as far as how riggers work now.  I never actually sat down and looked again after 3 seeing I played a rigger quite a long time. 

So anyway I have my major plot (not calling it meta plot cause well that the shadowrun universe around the players)  which is the runners taking down a corp.  Not a major megacorp just a corp of my own creation.  Now I just have to figure out location.  I was going to use Seattle but one of the players requested another city as Seattle is always done.  So now I am city hunting.  I have eliminated Seattle, Los Angeles, Denver, Neo-Tokyo, DeeCee, and Manhattan.  I would like to use a city that has a good amount of current info on it.  So any suggestions?
Oh year is going to be 2072 at least cause I don't want to do the tempo storyline; I want to deal with aftermath.

On a personal view I wish that they do one city in the CAS.  I will be honest that one of the sectors that doesn't get a lot of book coverage.  They get lots of mentions but I never seen a major storyline or a city gets it's own coverage.  I might of missed something in 4th though I admit I haven't read all the books.  Or an English translation of Berlin would be nice too I loved the idea of Berlin being like a European Seattle.
Title: Re: Running an SR4 game
Post by: Ruski on July 16, 2012, 06:30:43 AM
my generic suggestion for city-jumping: write whay YOU know.
If youv'e visited the cal-free city of SanFrancisco: there ya' go.
you'll be able to add in your own flavor elements to the shadowrun cannon.
Title: Re: Running an SR4 game
Post by: Ingo Monk on July 16, 2012, 09:33:46 AM
Location doesn't matter that much, it's all flavor text anyway.  For example, you know a lot about Seattle since you've run many games there.  Change all the names, call it anything other than Seattle, and BOOM you're playing in a new city. 

All you need is the major backdrop to be there for it to be believable.  For example, Seattle has the city-state surrounded by Amerind nations, San Francisco is the Japanacorp city, LA is half under water, Chicago has the containment zone (which was torn down I think?), Denver is like Seattle a bit, with the different countries and zones bordering each other, etc.  Then you hit Europe, you've got Tir Na Nog, England, and Germany.  From what I recall Berlin is similar to Seattle in that they have a security zone and a free zone (i.e. downtown Seattle, and the barrens). 
Title: Re: Running an SR4 game
Post by: bull30548 on July 16, 2012, 07:11:20 PM
I was tempted to do my own city like you suggested just take Seattle and change the city name.  However I do respect the players and have decided to go to Hong Kong.  It pretty big and lots of places I can drop into the landscape so solves a lot of issues I might of had.  I like the suggestions and I might do some globe hopping. However I do intend on introducing the option  to them instead of forcing them.  I prefer to let the players sort of guide the story with their decisions.  Which is why I am going to try to do something different with contacts.  Instead of the players going to the contacts I am going to send them an email with rumors.  A lot like what is in the beginning of Jackpoints at the bottom that are news reports.  That way the players can have more options than just the fixer for jobs.  Also I can flesh out the contacts a bit better by defining them in the players mind and mine.  That way if they want them to be a certain way it easier to define them.  I am going to base the 'rumors' they get by how much they invest into the contacts.  Loyalty is the number of rumors and connection is how accurate/solid the leads are.  Like a loyalty 1 only going to have one rumor but if his connection is a 3 the info going to be pretty good.  Like a wageslave knowing where the warehouse is all the old or recirculated office equipment is so the player can do a heist.  While a guy with loyalty 3 would have 3 rumors but if his connection is only 1 his information may not be that specific.

Thoughts on this concept?
Title: Re: Running an SR4 game
Post by: Ruski on July 17, 2012, 07:38:54 PM
depends on your PC's.
some guys will create their own hooks and adventures out of the background information for their PCs.
"Okay, before we get this session started I check with my decker contact to see if she has any info on the people that burned down my ex-wife's house..."
Others need personal motivational involvement to so much as get out of bed in the morning.
(nothing more annoying than hearing: "why would I go to the meet with that Johnson? I stay in bed until I feel the need to move.")
Title: Re: Running an SR4 game
Post by: bull30548 on July 17, 2012, 08:03:34 PM
We were more like the latter than the former.  I will be honest that most of the group just called their contacts in 3rd when they needed info.  I wanted to give contacts a bit more action (I mean you are spending BP and later Karma on them) make them a bit more useful.  I was actually the face of the group some days and well Arca similar to Kinsey about subtle as a chainsaw.  However I treated my contacts well, I had a fence that I hardly used but I took him out to lunch once a week.  I helped out my mechanic contact in his shop anytime I had a chance really.  My fixer I bought a drink with him everyday even when I wasn't working with him.  I went out and had the balls to be friends with Lord Torgo, had a Ares secretary I took out to clubs,  and a Knight Errant guard I bribed every once in a while (who I met when a fight broke out in my house and he was the guard on duty in my suburb community.).  The best part is I was bribing him not to search my house cause we had a protection job that we went proactive on and killed the guy gunning for our protectee.  We took the guy's head and it was chilling in my freezer.
Title: Re: Running an SR4 game
Post by: Ruski on July 17, 2012, 08:20:48 PM
Well: you can only do so much with a dead fish.
If they need to be attacked in their bed by homeless zombies in order to get them moving, the subtle niceties of their deckers BTL habit will probably be lost on them.

You need to build them up to it before you can just 'expect them to look for stuff like that'

My suggestion: rewards.

like training a pet.
You say something like: you should check with your contacts.
first person who does so: gets a free Uzi. "I found it and thought of you!"
soon enough all your guys will be: "Hey, I check with my contacts too! Do I get an Uzi?. No, no uzi. You get a experimental High Explosive Super-Foam grenade!   Do that for a session or two, THEN when they ask for a reward you say something like:
"Well, it's probably nothing, but I heard that the old fire-station has a ghost that's protecting a pre-crash treasure of some sort..."
Ta-Da! they know they can get loot from their contacts, this one just has a mini-quest included.
soon enough, they, with a little bit of luck, will be getting out of bed and talking to their contacts all by themselves like adults!
-Ruski
Title: Re: Running an SR4 game
Post by: bull30548 on July 18, 2012, 04:11:25 PM
So this is a subplot I am working on where a wage slave turns serial killer and his targets are runners.  Though I think it might be a bit transparent rip of Batman Arkham City.  Thoughts?
Title: Re: Running an SR4 game
Post by: Ruski on July 18, 2012, 07:00:29 PM
eh, rip whatever ya' like.
We've got a guy who playes a physical adept (sp: pistols) named 'cleric'.
like from the movie equilibrium.
he's played this guy, and only this guy for probably going on 5 years or so now. We all refer to him as 'cleric'. I doubt anyone bothered to even give him any more background or information other than: 'like the guy in that movie'

seems to work for him.

*shrug* if your PC's have all played the game, twist it up a bit.
if not; have it it, copyright infringement and all.
Title: Running an SR4 game
Post by: bull30548 on July 20, 2012, 02:15:09 PM
So another possible rip female bodyguards that appear as dates of the protected. Though the added twist is the protected is female and sometimes the girls are more of a group then dates. Thoughts?  Mind you I don't say this enough but thanks for being a sounding board as well as advisors for the game I will be running in the future.
Title: Re: Running an SR4 game
Post by: Ingo Monk on July 20, 2012, 02:28:04 PM
So another possible rip female bodyguards that appear as dates of the protected. Though the added twist is the protected is female and sometimes the girls are more of a group then dates. Thoughts?  Mind you I don't say this enough but thanks for being a sounding board as well as advisors for the game I will be running in the future.

Sounds interesting, a bunch of girls together for a "girls night out" sort of deal.  Happens all the time IRL, why not in SR?  If you don't make it obvious where the target his human but all her "friends" are orks and trolls it's a great idea.
Title: Running an SR4 game
Post by: bull30548 on August 09, 2012, 10:22:39 PM
So I just picked up clutch of the dragon. Holy crap they got some stuff in here that just great google moogly!  Anyway what I was posting for was another idea I had.  This is mainly for a secondary storage source by the way with the answers readily at hand. Anyway I was thinking about this I have some crafty idea about when my players go on the hunt.  My old gm was crafty so I know my players are going to be trying to outthink me. Stealing this from the novels I read where Mr. Johnson  setup meetings he had a cover identity.  So i figure based on how good the Johnson is he had a few double blinds and dead ends while the players try to run down their hiring client. they would use their contacts to track down info. So based on the contact level is how far they will be able to dig through it.

Now rule wise something I found that made my head almost implode. In third edition you could only initiate up by 6 (your magic rating). In 4th there is no initiate cap on it anymore now because magic is scalable you can spend karma up to 6 then you have to initiate. Which when and if you look at Artifacts Unbound and the book I mentioned above you will see magic ratings that will scare the hell out of you.
Title: Re: Running an SR4 game
Post by: bull30548 on September 08, 2012, 08:18:30 PM
So this isn't a book review it is just a heads up.  They released another book over the weekend with a little insight into Tir Tairngire which is cool.  I hope they do one for CAS in the future or better yet a proper big book one not an e-book.
Title: Re: Running an SR4 game
Post by: bull30548 on December 15, 2012, 10:11:56 PM
So rules question when it comes to the AP of weapons are dice subtracted before the roll or the subtracted from successes after?  Not looking at the official ruling just your perspectives.  I was thinking subtracting from initial dice cause well with 5 dice you can still get 5 successes just as if you rolled 8 dice.  However, with the way glitches can happen say you roll those 8 dice and you got 4 successes 3 1's and a non success.  Now if you subtract successes (for like APDS ammo) you went from I can soak some of this to glitch.  Or can you even glitch on  a roll like this?

Sorry for the randomness of the question just wrapping my brain around it sometimes I have to go the long way to get there.  For those curious why I am even asking?  I am working on that Chummer stuff I was talking about a while ago.  I am taking all the NPC's from the books that chummer hasn't created files for and making them.  Something to keep my brain busy while I am not in school.
Title: Re: Running an SR4 game
Post by: Ruski on December 16, 2012, 09:14:17 AM
I always had the AP value reduce the effectiveness of the armor it was shooting into.
So, AP+1 for armor piercing rounds, vs. A leather jacket (armor value 3) means that the recalculated value of the jacket is now 2. So: when rolling body+armor to resist, they only get two points instead of three.
Title: Re: Running an SR4 game
Post by: bull30548 on December 17, 2012, 01:38:49 AM
So working on the Chummer files from Artifacts Unbound and thought occured to me.  Having a Mr. Johnson contact that was not a Johnson you worked for often but a source of info.  As I said just a thought any follow up to this thought? Pros/Cons? 
Oh I just saw that I have more work then I thought.  I was simply going to do NPC's not named characters.  So in the back of Artifacts Unbound there is what is called character trove.  I thought this was a full list of NPC's that way the GM can reference them quickly. While looking through the book I saw that there are more NPC's in it than in the back of the book.
Title: Re: Running an SR4 game
Post by: Ruski on December 17, 2012, 11:39:55 AM
Sometimes its good to know a buddy in the biz.
However: if you expect him/her to spill corp secrets, he's going to need to be like a level 4 contact. And a 4/4 contact is going to take some serious newyen/karma/build points to make it happen. He'd need to be more useful than a 1/2 decker combined with a 1/2 talsmonger combined with a 2/1 smuggler and a 2/1 club bouncer.
Title: Re: Running an SR4 game
Post by: Ingo Monk on December 17, 2012, 01:28:51 PM
So rules question when it comes to the AP of weapons are dice subtracted before the roll or the subtracted from successes after?  Not looking at the official ruling just your perspectives.  I was thinking subtracting from initial dice cause well with 5 dice you can still get 5 successes just as if you rolled 8 dice.  However, with the way glitches can happen say you roll those 8 dice and you got 4 successes 3 1's and a non success.  Now if you subtract successes (for like APDS ammo) you went from I can soak some of this to glitch.  Or can you even glitch on  a roll like this?

Sorry for the randomness of the question just wrapping my brain around it sometimes I have to go the long way to get there.  For those curious why I am even asking?  I am working on that Chummer stuff I was talking about a while ago.  I am taking all the NPC's from the books that chummer hasn't created files for and making them.  Something to keep my brain busy while I am not in school.

Just like Ruski said, AP is meant to reduce the effectiveness of the armor.  The way I look at it is that the damage resistance roll is used as an example of how the character moves or how the bullet happened to hit him.  A bullet can an armor plate, hit hit chinks in the armor, or miss the armor completely and go strait into flesh.

For example let's say you have two guys in an alley shooting at each other.  One guy gets hit and rolls damage resistance perfectly, he takes no damage and doesn't get knocked down.  You can say that the round looks like it hit but it actually went through his loose clothing and actually didn't his his body.  Or you could say that the round hit square in the middle of an armor plate, which absorbed all the energy so he took no damage.  If he didn't roll well, you could say the round hit between the armor plates so he took partial damage.  And if he glitched the resistance roll you could say he got shot in the arm making it harder to hold the gun up and aim.  If he critically glitched, well then he got shot in the knee thereby reducing his movement speed.  Sometimes it's fun being a GM ;)

In any case AP is meant as a number representing the effectiveness of the round.  Some rounds are better able to penetrate armor either due to more power (think magnum rounds) or through better penetrating design (think armor piercing rounds).  In SR the guns that give -AP generally are larger caliber guns with more power.  I consider heavy pistols to be .50 caliber or guns designed for magnum rounds.
Title: Re: Running an SR4 game
Post by: bull30548 on December 17, 2012, 01:31:40 PM
Okay I know this is a question I am going to get.  Now I am a bit of a rules lawyer and that usually my answer to questions like this.  "It's in the rules."  However, perhaps a more in depth answer would help soothe the natives.  So the question I am going to get is why am I using the availability enforcement?  Usually we just make characters and buy what they want with no limits.  Any thoughts?
Title: Re: Running an SR4 game
Post by: Ingo Monk on December 17, 2012, 02:01:20 PM
Okay I know this is a question I am going to get.  Now I am a bit of a rules lawyer and that usually my answer to questions like this.  "It's in the rules."  However, perhaps a more in depth answer would help soothe the natives.  So the question I am going to get is why am I using the availability enforcement?  Usually we just make characters and buy what they want with no limits.  Any thoughts?
Availability is quite literal, it's how easily available something is.  Lower availability rating means it's much easier to get through the black/gray market or through contacts.  Let's say you wanted to get Intel's latest prototype CPU.  Now, as I'm sure you're aware there are only a few hundred of these in the world.  How would you get one if you only have the normal retail channels (white market) available to you?  The answer is, you can't. 

Now, if you have a contact, let's say a research scientist who works at Intel, I would say that the chances of you getting that prototype are much better.  It would still be a bit far-fetched, but it's at least possible now.  Let's say you have a different contact who happens to the lead quality tester for the prototype line.  It'd be much easier for him to say "this chip is bad" and steal it from the company to sell to you.  So in essence, different types of contacts with different levels gives you better or worse chances at getting what you want. 

At character generation you can buy any legal gear that's under the availability limit from stores through certified cred sticks.  Anything approaching the higher availability numbers represents stuff that's harder to find... but you can find it eventually if you look hard enough.  The hard availability limit, by default is Rating 6 gear and availability 12, is meant so that starting characters don't have better gear at the beginning.  You can explain this any way you like.

Personally I like to allow characters to get what they want, but anything outside of the starting limits needs to be explained. 
-Availability level is default, Rating 6 and Availability 12
-Restricted items can be registered to a SIN or fake SIN, but not required.  If it's not registered, how did the character obtain this item?
-Forbidden items not allowed without an explanation.  How did the character obtain military grade gear?

In essence, anything outside of the default can be explained either by back story or through contacts linked in that story.  If a character grew up with a guy who ended up working pretty high up in Ares as an explanation of why he has a Stoner-Ares M202 MMG (availability 12F), he'd better have that friend on his contacts list with a pretty high loyalty rating.  Usually I limit characters to only one and maybe two items outside of the chargen availability limit.  If the characters can't have cool stuff at chargen, it gives them some goals to work towards.  If a person were to write an excellent back story and have his or her character interconnected with all their contacts then I may allow more items.  At that point though I might actually start rolling like you would in game to see if they can actually start with that item.
Title: Re: Running an SR4 game
Post by: Ruski on December 18, 2012, 06:29:57 AM
At chargen there is also an edge: "restricted gear", I used that one myself to get 'Sylvester' his better than average laser weapon, and his low level move by wires.
I wrote it into his story as he totally had this ledget business but got P'owned by some megacorp, escaping only with a handfull of toys.
Title: Re: Running an SR4 game
Post by: bull30548 on January 20, 2013, 09:51:08 PM
So more on my SR game plan that I am rolling around.  I was wanting my own Interactive map type or something I could throw up on a computer.  So I was thinking about it and there is already a couple of such things out there.  I was actually thinking of using Steelport USA as my map and city.  A lot of the stuff is already there as far as locations and it even has a city center I can use for Corp sector.  The gang sectors are already mapped out and I can have it where different gangs have different mobbed up backers.  I was going to use Knight Errant as the city law enforcement with Ares Firewatch as the military backup (if my runners go on a shooting spree).  However I plan on making the place as crooked as possible from the civilian to the cops.  Street Kings esque cops it's not about the truth it's how they write it up.  The 'Vice Special' unit is actually going to be the SR counter force that gone so far off the reservation they blurred the line between right and wrong. 

Thoughts, complaints, dear god that has all been so done before?
Title: Re: Running an SR4 game
Post by: kv on January 21, 2013, 10:11:07 AM
The benefit to Shadowrun is that a lot of stuff has been done before, so there is a wealth of sources out there to crib stuff from. If you're introducing a new group to the world, I'd recommend starting off with a city that you're familiar with (your city- or the closest one to you), look up some of the Shadowrun background lore, make it up if it doesn't exist. Let the runners play around there, and it'll feel more connected for them.

I do like the 'street kings,' "everyone is crooked" approach.

If you don't want to do a local city, Seattle is always a great place to start. Not only is there years of writing and research, but a lot of it has filtered out into the interweb and is easy to find for free. It's also the 'classic' Shadowrun setting, so everyone can get a feel for the where of it. Lots of information about the local gangs, who owns what, and all that.

Those would be my two suggestions.

  - Logain
Title: Re: Running an SR4 game
Post by: bull30548 on January 27, 2013, 04:35:01 PM
So it took me about a week to do it but I finally got through it all.  Now in getting as much info as I could for Saints Row 2 and 3.  In doing so I noticed a big difference between 2 and 3.  It seems like they put a lot of work into the area around Stilwater.  Lots of names for buildings and areas.  Steelport however was just a bunch of generic fluff I didn't find it all that amusing at all.  In fact I got about halfway through and said screw it I am just going to count buildings and say what they are.  If anyone gets a little bit too picky in SR game I will just come up with something on the fly. 
Now I am going to actually try to take all the information I got and make it into something workable.  Just thought you guys like to know.  Also I do recommend both the second and third games just for the fun and laughs you will get from it.  Also it looks like Deep Silver (Dead Island) got a hold of the license for Saints Row and Volition was already working on 4.  So hopefully there will still be a four.

So thought I just modify instead of just adding another replay in here.  I came across and am using a resource that I thought would be useful for my fellow GM's.  Just go to DriveThruRPG and type in 100 names.  You will get a long list of random table generators from just about any genre you can think of and possibly a few you may not have.  They are usually only about .50 to a dollar in price so pretty cheap.   The ones I got are name generators and some of them even have the meaning behind the names.
Title: Re: Running an SR4 game
Post by: bull30548 on February 24, 2013, 08:22:47 AM
Didn't feel like modifying and this is a new topic sort of anyway.  So i have been playing a lot of the Aliens Colonial Marines.  I know it is not a great game but I have hopes that since it is gearbox they will raise it up a bit with DLC.  Anyway to my point had a dream that I was clearing a room full of aliens.  Instead of just blazing away with bullets I turned to my trusty flamethrower.  Instead of just flaming them I didn't engage the igniter and doused the floor with the liquid forming a nice big puddle.  The bugs caught on quick but I just stepped back through the door gave the puddle a burst of fire and shut the door.  Roasted bugs woot. 
Anyway I know I can have some weird dreams but I thought this creative little thought might cross my players minds.  So how tight are safehouses or homes in general.  Would the liquid actually make it through the doors or anything?  I am not worried about cars cause I deem those pretty waterproof.  Houses are too usually unless someone decides to bypass some of those standard features that make them that way.

So an update of sorts on my game, right now my group is on hiatus.  So I have had plenty of time to plan.  Now I am ripping off stuff from different sources but unless my players have been super bored and grabbing up some old games they won't know this.  So my first sources of material is Saints Row 1-3 for cityscape as well as a breakdown of 2 cities with gang controlled areas (who are ran by organized crime) with places of interests broken down into districts.  I worked out the political structures of the cities.  Next I listed all the organized crime syndicates and did a breakdown of their leadership plus that of the gang leaders.  I added preferred armaments, vehicles, and specialists to those organizations. Then I began working on a booklet of sorts with a lot of this information in it and expanded such as who is who, city history, and places of interests.  While working on this I realized that I couldn't have the city with only my players as runners.  With this I began poking around some of my other books and came across some photos that my friend made of his shadowrun deck.  So I am now checking through the named runners and what not against the wiki to make sure they aren't being used in other cities or stories.  That is about it once I get the stories and checking done I am going to begin hammering out stats.
Title: Re: Running an SR4 game
Post by: bull30548 on April 19, 2013, 03:10:46 PM
So another update of sorts.  This was a recent discussion that occurred and I sort of avoided.  Basically one of the players complained that SR should only be ran in third edition.  Now while I love third edition more than fourth there is a reason I am not touching it.  As I have said before most of my experience is with third edition and how this one gm ran it.  It was great!  And that is the thing of it, I think it was so great no one can properly capture that 3rd edition feel ever again.  So I am still going with 4th edition and sticking with my plan.  I know some of my players will bitch but once I explain why I don't want to run 4th I think they will understand.  Also by not touching 3rd I kind of hold out that hope the old gm will pick up those stories again and blow our minds.  Currently I am taking a bit of a break from NPC generating (because there are a lot I still have to go) and am currently ripping images off a thread on the Catalyst Games Forum.  This is so my players can pick persona pics, get an idea of what the world looks like, matrix images, augmented reality, some humor, vehicles, weapons, and for me some images to use for later on certain runs. 

So I know everybody is busy I have finals coming up and I am just taking a break.  Comments and thoughts would be appreciated.
Title: Re: Running an SR4 game
Post by: kv on April 19, 2013, 10:47:40 PM
Can you host the images somewhere? Most likely one of us would like to have a look-see.

  -Kv
Title: Re: Running an SR4 game
Post by: bull30548 on April 20, 2013, 09:09:10 PM
I will link the thread I am grabbing stuff for now.  I am still getting images I am up to 2500 but I think some of those are duplicates so I am going to have to sort them down into more manageable folders and then I can see if I can get them all up on google or flickr or something.  So here is the link for the forum board I am cruising through.  The other part going to take A LOT of time.  Also I will see what I can do about posting up all the chummer files I have gotten done as well so you guys can use them if you want.  Most of them you probably have from the one the guys at Chummer have done themselves but I do have most of the NPC's for a lot of the books they haven't gotten to yet.  Any word if they are even going to bother anymore since we only have what i am assuming only a few weeks to maybe at best a few months until 5th is out?

http://forums.shadowrun4.com/index.php?topic=5104.0

3,532 images total folks going to take me a while to sort through them.
Title: Re: Running an SR4 game
Post by: bull30548 on May 06, 2013, 03:19:01 PM
So originally I was gathering a bunch of information together so I could provide as much of it as I could to the players.  Now I am thinking I will hold back a whole lot of it and let my players truly make their own destiny.  Thoughts on this?

I am still compiling the images finals have been kicking my tail pretty well.  I will also point out I didn't grab every image off this thread as I am a bit picky at times. I will try to be done this weekend and possibly get a flickr account.
Title: Re: Running an SR4 game
Post by: bull30548 on May 29, 2013, 10:17:40 PM
So it has begun....
I have pitched the idea gotten responses from multiple people who are now reading books coming up with character concepts.  I have already had one concept pitched to me.  This is the combat monster actually 'playing it straight' as he says.  Nothing over the top or too much he planning on playing a street sam with a focus on pistols.

So one thing I wasn't planning but kind of realized I could quite easily get away with was globe hopping.  I mean I tried to make a city scape big enough for my players to not want to hop.  However, I don't want to have limits.  So I created multiple tables to help me run my game.  If I have a player who goes "I want to get a job what is out there?" I can just use my random job table to generate one.  "Oh what going on around the world?" I can use my random city generator (which is a list of cities from all the 4th edition books) and my own.  Though I am going to have this take a little longer as most fixers are local not international.  Also I plan on having it where I can have some of my main storyline quests to hop around the world too. 

So what is your main storyline?  Well I just wrote it out but now realized that some of my players may look on here.  So you want tell me to pm you lol. 

I also have a loose number of players though nothing is solid.  Four guys and two girls, the two girls are very new players the four guys are ones who have played SR before.   

That is it so far guys.  Haven't even gotten to character generation but in anticipation of this I designed a Rigger/Hacker NPC to cover an aspect that I know the players don't like very often.
Title: Re: Running an SR4 game
Post by: bull30548 on July 22, 2013, 09:08:41 PM
Oh so this was a thought that struck me the other day.  I was playing Rainbow Six Vegas on a whim.  I was bringing up the map so I could go hunt down some terrorists when it dawned on me.  These are floorplan maps that I could quite easily use in a game.  Thought I would just share this insight.

So this was a question that I just got emailed about.  One of my players has a combat axe and wanted to dicoat it.  Except as far as I can tell there is no dicoat.  Any ideas?  I mean there were 2 other questions but pretty easy to answer those.  One was about boosted reflexes which they covered in the 2050 book.  The other was caseless ammo which I just made a call on saying you can have a weapon that has cased or caseless ammo.