Post by mylesthetroll on Aug 14, 2009 0:41:05 GMT -5
I'm planning on GMing a SR4E campaign in mid-September 09. I'm looking for interested parties who wish to participate. As it stands now, I have 3 members all of whom I know in real life. Two of which have played before. The other is new to the genre. I'm certainly no expert when it comes to GMing let alone playing. This will be the 2nd game that I've GMed and 3rd game that I've ever been a part of in the world Shadowrun and the world of pen-and-paper RPGs. I like to implement special rules.
If you're interested please send me an email via MylesTheTroll@yahoo.com or here. I'm looking for up to 3 more members. I'm pretty new to the whole Technomancing thing. It seems to go above my head with the programs, sprites, personas, software, ect. Though I do not plan on cutting out the Matrix. I plan on limiting the more extensive usages that Technomancers would only be be a part of. So if possible, build a character more focus on legwork as opposed to the Matrix.
Important things to remember:
-We are using a 400 BP system
-1 Active Skill at 6 and all others at 4 or less; or 2 Active Skills at 5 and all others at 4 or less
-Don't try to be god-like.
-Don't try to do everything.
-Set out a general guideline table for your character. Goals you wish to reach.
-Have a few unique active/knowledge skills.
-Adept characters can only heal themselves. No one else.
-Humans start off with 2 Edge points.
-Not allowed to purchase anything with an availability of 8 or higher. -Be creative.
-Nothing's permanent. Things change.
-Please read up on the events that have occurred between the Crash of '29 up to present time. The campaign will be touching on on some of this history.
-I tend to mix combat and stealth in my campaigns. A lot of espionage.
I've been reading up on Technomancers. From what I've gathered from other players, it seems that these types of players take up a lot of session time which leaves other players a lot of downtime. As well as make players focus more on their personas and less on their actual character. Which leads them to being more behind the scenes when in a group and when they are in situations, they tend to be all alone since only they have full access to the Matrix.
So here are a few possible solutions:
1) Nix Technomancers altogether and focus on more of a magic/street oriented campaign while relying on information from the Matrix to be gathered via contacts or ignored altogether and have all information be relied on magic/street means. Some groups go this route.
2) Use Hackers/Riggers for more of a combat/infiltration means, and less reliant on information gathering and cybercombat. For instance, manipulating cyber/bio implants; triggering alarms, traps, and drones; manipulating the environment such as lights to confuse and hinder enemies, doors to cut of/open up escape routes. Basically, focus less on personas, cyber-combat, and Matrix, and more on situational use where their role will be fluid with their other party members. This way everyone feels like they are contributing in some way as much the other people are.
3) Use Technomancers as they are and try to make it work.
4) I'll control the Technomancer of the group as a way of learning the class better as well as a means for more fluid sessions and story-telling. Pretty much, you'd be asking the GM controlled NPC what you need him to do, ect, and I'll respond accordingly how I see fit. Note that the NPC will not have a serious impact in the campaigns. The NPC will be more of a supportive character. (i'm pretty much leaning towards this idea)
I'm working on a pseudo-FFVII Limit Break/Edge point system to add some dynamic story-telling and gameplay. There will be 1 Edge point replenished per session. This is being done to prevent the system from being abused, or relied on too heavily. Each persons Edge Abilities will be different for the most part. It's going to be based on meta-type, class type, and skills. Some Edge abilities must be earned. Some will be hand-picked by the character. And some will be decided for you. There will be 6 Edge levels except for Humans who will have 7. It will cost the same amount of Edge points based on what level Edge Ability you wish to use. A level 1 ability will cost 1 Edge point whereas a Level 6 ability will cost 6 Edge points. Also, certain conditions will be needed to be fulfilled to trigger the Edge Ability such as "cause X amount of damage", "take X amount of damage", ect. And finally, certain Edge Abilities can be leveled up using Karma for a greater effect. The Lucky quality still works the same. The Bad Luck quality, however, has been changed to "25% of Edge Ability triggering." Edge Abilities will range from Free Actions to Complex Actions based on what they are.
Any questions/ideas...please let me know
If you're interested please send me an email via MylesTheTroll@yahoo.com or here. I'm looking for up to 3 more members. I'm pretty new to the whole Technomancing thing. It seems to go above my head with the programs, sprites, personas, software, ect. Though I do not plan on cutting out the Matrix. I plan on limiting the more extensive usages that Technomancers would only be be a part of. So if possible, build a character more focus on legwork as opposed to the Matrix.
Important things to remember:
-We are using a 400 BP system
-1 Active Skill at 6 and all others at 4 or less; or 2 Active Skills at 5 and all others at 4 or less
-Don't try to be god-like.
-Don't try to do everything.
-Set out a general guideline table for your character. Goals you wish to reach.
-Have a few unique active/knowledge skills.
-Adept characters can only heal themselves. No one else.
-Humans start off with 2 Edge points.
-Not allowed to purchase anything with an availability of 8 or higher. -Be creative.
-Nothing's permanent. Things change.
-Please read up on the events that have occurred between the Crash of '29 up to present time. The campaign will be touching on on some of this history.
-I tend to mix combat and stealth in my campaigns. A lot of espionage.
I've been reading up on Technomancers. From what I've gathered from other players, it seems that these types of players take up a lot of session time which leaves other players a lot of downtime. As well as make players focus more on their personas and less on their actual character. Which leads them to being more behind the scenes when in a group and when they are in situations, they tend to be all alone since only they have full access to the Matrix.
So here are a few possible solutions:
1) Nix Technomancers altogether and focus on more of a magic/street oriented campaign while relying on information from the Matrix to be gathered via contacts or ignored altogether and have all information be relied on magic/street means. Some groups go this route.
2) Use Hackers/Riggers for more of a combat/infiltration means, and less reliant on information gathering and cybercombat. For instance, manipulating cyber/bio implants; triggering alarms, traps, and drones; manipulating the environment such as lights to confuse and hinder enemies, doors to cut of/open up escape routes. Basically, focus less on personas, cyber-combat, and Matrix, and more on situational use where their role will be fluid with their other party members. This way everyone feels like they are contributing in some way as much the other people are.
3) Use Technomancers as they are and try to make it work.
4) I'll control the Technomancer of the group as a way of learning the class better as well as a means for more fluid sessions and story-telling. Pretty much, you'd be asking the GM controlled NPC what you need him to do, ect, and I'll respond accordingly how I see fit. Note that the NPC will not have a serious impact in the campaigns. The NPC will be more of a supportive character. (i'm pretty much leaning towards this idea)
I'm working on a pseudo-FFVII Limit Break/Edge point system to add some dynamic story-telling and gameplay. There will be 1 Edge point replenished per session. This is being done to prevent the system from being abused, or relied on too heavily. Each persons Edge Abilities will be different for the most part. It's going to be based on meta-type, class type, and skills. Some Edge abilities must be earned. Some will be hand-picked by the character. And some will be decided for you. There will be 6 Edge levels except for Humans who will have 7. It will cost the same amount of Edge points based on what level Edge Ability you wish to use. A level 1 ability will cost 1 Edge point whereas a Level 6 ability will cost 6 Edge points. Also, certain conditions will be needed to be fulfilled to trigger the Edge Ability such as "cause X amount of damage", "take X amount of damage", ect. And finally, certain Edge Abilities can be leveled up using Karma for a greater effect. The Lucky quality still works the same. The Bad Luck quality, however, has been changed to "25% of Edge Ability triggering." Edge Abilities will range from Free Actions to Complex Actions based on what they are.
Any questions/ideas...please let me know