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May 27, 2009 0:57:25 GMT -5
Post by Deleted on May 27, 2009 0:57:25 GMT -5
i am going to be running a small campaign with three friends, does anyone have any tips on balance or ways to keep the players on track? (both of which are problems in our group)
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May 27, 2009 7:03:37 GMT -5
Post by wolflet59 on May 27, 2009 7:03:37 GMT -5
balance - well SR can be unbalanced when you hit extremes of characters - mave vs cybermonster example one thrives on karma the other on cash .. so why not make it interchangable - you get a base karma and cash outlay but could take either as a 'bonus'
extremes ought to warrant some kinda interest from another interested party.. someone buyin the new arm mounts eh? - the grimoire was requested by a certain Mr... someone somewhere keeps tabs on interesting items. They may have to justify their purchases. leads to role playing too - maybe a job or a commitment...
Force them to workfor a steady employer a Mr J or an agency maybe - you can decide on the runs they have to take or limit them... the J can then hassle them!
it heavily depends onyour setting - you may need them to follow a trail so do you have access to a figure who can provide hints tips and nudge them occasionally - for a fee of course..
depends on what you all like playing.. fights - sneak raids - we used to run an incident each for a few sessions - it makes everyone appreciate the game and the other people around them forces them to think about the rules too
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May 27, 2009 12:09:30 GMT -5
Post by Deleted on May 27, 2009 12:09:30 GMT -5
i probably should point out that i play 3rd edition
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May 27, 2009 12:17:28 GMT -5
Post by Braddoc on May 27, 2009 12:17:28 GMT -5
If by "on track" you mean not turning the session into a goof fest (assuming it's face to face), simply bring them back on the subject at hand: Granted it's face to face, so it's easy to goof off (I play Face to Face Star Wars, and it's crazy sometimes)
As the GM, you're the law so to speak, so if it goes haywire, jsut say something like "Ok, so you were going to break in the building" or whatever. Or simply tell them it's time to get back on track.
and good to see 3rd Ed 's not all dead; damn silly SR4 setting..feels like Ghost in the Shell: the RPG.
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May 27, 2009 19:23:24 GMT -5
Post by Xenomarch on May 27, 2009 19:23:24 GMT -5
Tip #1 - Pay your Troops Tip #2 - Don't pull a dudes tail Tip #3 - Shoot 1st and last Tip #4 - Shoot more than the other guy Tip #5 - Don't use Fireball to lite your girls cig Tip #6 - Do use Fireball to lite the Vampire Tip #7 - Trolls do NOT bounce like Bumbles Tip #8 - Elves do NOT taste good (even if they are Herbivores) Tip #9 - Dwarves do NOT make good tables Tip #10 - Never make a deal with a Dragon.
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May 27, 2009 21:43:08 GMT -5
Post by krondax on May 27, 2009 21:43:08 GMT -5
Tip #11 - Incoming fire ALWAYS has the right of way. Tip #12 - Friendly Fire... Isn't Tip #13 - Once you pull Mr. Pin, Mr. Grenade is no longer your friend. Tip #14 - Never punch out the Vampire's teeth and make them into a necklace. Tip #15 - Never try to be original with a Smarter than Average Troll. Tip #16 - If you don't listen to rule 15, then at least stay away from a dwarf with a cheap shotgun. Tip #17 - If you see the large, Cyber-heavy Troll in front of you drop after one shot by an Elf, you might as well eat your barrel. Tip #18 - Don't use Fireball to light the Ghoul in the sewers. Tip #19 - If you see Black Widow, and she looks pissed, run. Tip # 20 - When the GM asks "Are you sure?" you better think pretty hard on that idea.
(and trolls do bounce.... they bounce well when falling off an overpass because you managed to shoot them in the head from the ground with a .50 Desert Eagle..... Lucky Dice Rolls.)
also, 3rd is a lot better, imho, than 4th. you get more dice rolling chances, or as i call them, Play Craps with the GM and try to screw him over.
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May 28, 2009 22:03:58 GMT -5
Post by Deleted on May 28, 2009 22:03:58 GMT -5
my main issue is that the guards always are either way to easily dispatched or dispatch the players way to easily
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May 29, 2009 5:32:08 GMT -5
Post by krondax on May 29, 2009 5:32:08 GMT -5
as i said, playing craps with the GM. i had both.. with the same char. i got someone who i will see if he can give you some tips on it. however, i suspsect that it woudl be comming to you in pm, as he dont want to tell me his secrets.
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May 29, 2009 7:06:12 GMT -5
Post by wolflet59 on May 29, 2009 7:06:12 GMT -5
guards and defences - there are always ways around these - I tend to think of a practical situation where the company pays out for something. you gets what you pays for. most 'guards' are there as slightly tough usherettes who are good at what they are being paid for - to call attention to unwanted intruders check credentials etc. there will be heavier geezers on-call
a lot of the overeasy or tooflamintough can be dealt with in terms of role playing rather than dicerolling. You think the players are getting away with too much then your security tightens a little. depends what the company has to work with.
no pain no gain - if it is too easy it aint worth a bean.. too tough then whatever rewards you get should compensate you over and above those med-tank bills!
I ran a datasnatch and found that almost any partway competent deckker could get through really tight matrix security so I would only roleplay matrix scenes from now on.
high tec will use drones and cams - mafioso will employ bruisers and an occasional hitman - the company plays to its own strength and the security cannot cost more than the product. This is where gangers and organised crime come out very well as most of their product is based on strong-arm tactics so they have a lot of ground troops.
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May 29, 2009 10:54:36 GMT -5
Post by krondax on May 29, 2009 10:54:36 GMT -5
another thing you can do, is just limit the pc's to how powerful they can be at the begginning of the game. or give the opposition some added benefiits.. like nasty little booby traps... not goign to say too much...... dont wan tot give \any of my current gm's any ideas.
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Jun 4, 2009 11:58:44 GMT -5
Post by Mr. Johnson on Jun 4, 2009 11:58:44 GMT -5
#21 NEVER go first in a round of Russian Roulette when a clip gun is involved
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Jun 7, 2009 22:26:55 GMT -5
Post by Deleted on Jun 7, 2009 22:26:55 GMT -5
I have had balance issues AND goof-fests and I have found magic to be the great equalizer, unless your players are abuse mages, then its scope rifles.
Goof fests are cured partially by not taking part in it yourself.
As in the book SR is based on, Neuromancer- The mobsters, Yaks and gangers can be really vindictive and not always about killing... I have had them hatchet off a decker's hand and all sorts of nasty things. While not permanently crippling, you can give them a sense of fear in encounters - even easy ones from that day on.
When someone is adamant about disrupting the flow too much, I have him arrested and/or 'abused' in a short time.
A great idea I thought for sheer retributive goofiness was the 'Mistaken identity' hit. A crew of NASTY runners catch a bad PC alone and attempt to 'reclaim' his unpaid for sexual implant. CHOP! Oops!
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