Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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It's a term from Cyberpunk games (Shadowrun I think) and refers to an anonymous middle man who represents client.
Almost, but not quite. In SR the Johnson is just whoever is contracting the run, even if you know them or they're even another runner. They also may or may not be a middleman representing someone else. For instance S-K corpos use the title Herr Brackhaus instead of Mr. Johnson and it's known that Lofwyr himself occasionally uses that alias making runs for S-K potentially spicey given you may be breaking one of the cardinal rules, never deal with a dragon.
 
Woke players expect the universe to revolve around their characters. They can't emotionally handle a cold, capricious, arbitrary universe. Sometimes, your character dies because he was in the wrong place at the wrong time for an unlucky roll.
I hate the trend of every hero needing to be a cosmic chosen one messiah who saves the world. But handing out unceremonious anti-climatic deaths for its own sake is equally goofy.
 
Not my fault the hill giant rolled a crit and maxed his damage roll. Sometimes shit just happens.
Once that happens a couple of times, players start getting a bit more careful about how much HP they're going into fights with. If a crit can one-shot you, you should have retreated or healed one room back.
 
ahahahahahaha. "shared gming" and "diceless PbtA"
YOU FAGGOTS THIS IS JUST COLLABORATIVE STORYTIME.
RULES ARE OPPRESSION, BIGOT

Oh god, this Leaf faggot needs some MAID. Its a tranny (hence the focus on lesbianism)
I think I was blinded by the :islamic content: that I missed that completely. I was a happier man than I was before reading that, now I think my cold just got worse.
he power of wicca will turn me in a beautiful woman who can have all the lesbian sex I want!
Fucking lol. No wonder this nigga deep into escapism.
"You wrench out a fake smile every single morning and tell yourself it’s going to be ok, but deep inside you feel the depression creeping up like a weed, ready to crush you under the unbearable weight." Bet they can't look at their reflection without bursting into tears.
This faggot also lists their address as "Treaty 6"; this is a faggot attempt to reference places by Indian names, missing our incredibly racist and insenstive that is because the tribes in "Treaty 6" were all killing each other.
These creatures really can't help themselves, another tally on the "retard being incredibly racist in an attempt to be anti-racist."
For some reason around 2018, he sold his entire collection.
Huh, was there some big drama with GW in 2018? Could have just not liked playing 8th edition or felt the need to move on.
Now he plays Bolt Action and builds model planes.
Based.
Basically, he collects minis and has headcanon for them.
I think that's fairly common, or at least most people I know who take to the mini side of the hobby give personality to their minis. Would work quite well in translating to TTRPG for obvious reasons, just make sure that if he writes a back story for his character it isn't a novel's worth.
Sounds like perfect RPG fodder. But he's never heard of DnD (or knows the name but doesn't know what it is), hasn't heard of cyberpunk as a genre, etc.
He has an Xbox, but the only game I've seen him play is Microsoft Flight Simulator.
...I think he might be on the spectrum. No offense, since uh...this is a very autistic type of game, especially these days. I'm seeing a bit of normie behavior here so 5e might be a better choice here than I thought.
I suspect he likes Predator and Harley Quinn
Based if true.
He also seems to struggle with games with complex rules in Bolt Action.
Err, so he plays Bolt Action but struggles with the rules or is that a mistype and he struggles with rules more complex than Bolt Action? Again definitely play light rule games as there's nothing worse than overwhelming a new player, it will turn them off no matter how helpful and encouraging you are.
I have physical copies of DnD beginner box, Starfinder, and Basic Fantasy. I know Knave and Savage Worlds well enough I can run them without reference.
Another problem is that we'll be isolated as a group. It will be me (the GM), him, and his GF.
The beginner box might be best, same with BF, not sure about Starfinder or Knave to be honest. Savage Worlds can be good given its ease of use for lack of a better term, good for encouraging the use of imagination, so long as they're physically capable of doing so. A lot of games use the SW system too so if they don't like the setting there's loads to choose from such as Deadlands, RIFTS has a SW edition (don't recommend that for a first game), 12 to Midnight, etc.
Twilight 2000 uses a Savage Worlds like system of changing die size. In SW, the target number is usually 4, and you have an extra d6 for most rolls.
Well shit that might be good, again T2K might be "too depressing" (I still think that's silly) for a newcomer so talk to him about it first, especially considering you asked for more "heroic/upbeat" settings (which I completely forgot, mb). Talking to people about what game you want to run, no matter how ignorant of the topic they are, I think is pretty damn important.
It's a term from Cyberpunk games (Shadowrun I think) and refers to an anonymous middle man who represents client.
Ah, I don't do much with Cyberpunk related things so excuse my ignorance.
Why not just run Deathwatch or other 40k rpg?
just run Deathwatch/Dark Heresy/Only War/Wrath&Glory since he's like half way there.
On one hand, might be good since he knows at least a little bit about the setting, on the other hand if he left 40K on bad terms it might bring back bad memories, again talk to him about it.
You gotta teach 'em the hard way that the world doesn't care what they think their destiny is; only then do they become good gamers.
Or better yet, if they can't handle it they can fuck off back to their hug boxes and leave their betters alone. Gotta learn 'em or kick 'em.
 
(Going to be a double due to length, sorry)
Huh, was there some big drama with GW in 2018? Could have just not liked playing 8th edition or felt the need to move on.
When asked, he said it got too expensive. I don't buy it though.

8th edition is a good guess though. Theories I went with-
  • Primaris marines made his vast collection "out dated".
  • His parents or GF told him to get rid of it.
  • Wanted the money for something else.

so he plays Bolt Action but struggles with the rules or is that a mistype and he struggles with rules more complex than Bolt Action?
My bad (been making typos a lot recently.

But I mean the latter. He struggles with the more esoteric rules. Which is fair, I guess? I've not played enough Bolt Action to know.

Well shit that might be good, again T2K might be "too depressing" (I still think that's silly) for a newcomer so talk to him about it first, especially considering you asked for more "heroic/upbeat" settings (which I completely forgot, mb)
It's more that I'm a bit burned out on the constant grimdark RPG settings. I don't mind a bit of darkness, but when every setting is a hopeless meat grinder, I get sick of it. If I can't answer the question "would I like to live in/go on adventures in this setting", it makes me wonder where the "fantasy" is.

When it comes to this guy specifically, he complains about money, I don't think a game like Traveler where your main goal is making the debt payments on your ship would appeal to him.

Why not just run Deathwatch or other 40k rpg?
just run Deathwatch/Dark Heresy/Only War/Wrath&Glory since he's like half way there.
I hear those games are complex, and out of print. Wrath and Glory I heard was bad (from this thread iirc).

That said, I could also try to 40k-ise something like Savage Worlds? Not sure about that.

If a game is going to be all combat, I'm also trying (and failing) to sell him on Stargrave, and Frostgrave, which are RPG-lite.

Unrelated, but this is why I've been looking into Shadowrun 6e. I can sail the high seas for copies of 4e, but if I want physical, I'm going to have to go 6e, which I hear was a disaster at launch, but is better now. Supposedly this is common for all Shadowrun editions?

I think he might be on the spectrum
I think so too. He has certain ticks/manerisms that I notice on some lesser RPG and wargaming channels. If not tism, it's something.

Almost, but not quite. In SR the Johnson is just whoever is contracting the run, even if you know them or they're even another runner. They also may or may not be a middleman representing someone else. For instance S-K corpos use the title Herr Brackhaus instead of Mr. Johnson and it's known that Lofwyr himself occasionally uses that alias making runs for S-K potentially spicey given you may be breaking one of the cardinal rules, never deal with a dragon.
I see. I'd heard "Mr Johnson" was "Mr Johnson", even if it's a woman. I didn't know about it being a catch all term for anyone contracting a run. I assumed it was the name for the corpo fixer.

I don't know what S-K is, but I assume it's a dragon thing. That might tie in well with my next post. But how do you run that without giving the game away? Do you just make the offer too good?
 
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Completely unrelated from my previous post, I want to ask about Alien as a franchise, and feedback for some adventure set ups.

I only know Alien 1-4. I never bothered with the prequels because I heard they were shit.
To my surprise, most of the Alien RPG deals with black goo bombs. Supposedly engineers created the xenomorphs with black goo while trying to create the perfect being called a Feman, and are now dropping bombs of black goo on human colonies to create zombies or something? I don't know. I assume this is prequal shit and it sounds dumb to me. The logic being that you can't maintain a campaign that is just shooting xenos, but no xenos rules in the beginner box? Really?

Point is, xenomorphs only appear in about a third of their own game. That going through dark hallways with motion detectors and pulse rifles isn't what Alien is about these days. You can do that in the game with the main rulebook, but only 1 of the 3 campaigns has xenos as the main enemy (2 of 5 if you count the marines and colony expansions).

Also, one review I found funny when he complained that one class started with a 20k tractor whereas other classes get only a few hundred creds worth a personal knick knacks.


A couple of fun GM questions.

Found a couple of fun pulp adventure openers. One is the PCs are on a boat where bad guys are trying to scuttle it, another is they're on a small plane that is out of control. What I don't like is if the plan crashes, the crash is close to their destination. If the boat sinks, they are close enough to their destination that lifeboats/swimming gets them to their destination.

I don't like the complete lack of consequences, but I also don't like that a few failed rolls could stop the adventure cold. I have a few ideas to fix, but I wonder what you guys would do?


Another adventure calls for the PCs to be betrayed by a NPC, who traps them in a dungeon. The problem is the set up screams betrayal. The NPC staying outside while the PCs go in, him demanding they leave their weapons behind before going in, etc. I've been thinking of ways to make this work. I have one idea (having a friendly NPC take the bait). But again, wondering what you would do to make this work?
 
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How easy is it to add new metatypes? I assume it's just a case of assigning max stats and giving it a BP cost, but figured I'd ask before doing anything. One player wants to play a dragonborn.
Don't. One of the delightful things about Shadowrun is how surprisingly realistic it is. Even though it has elves and orks and dragons, everything is played pretty straight and with plausible consequences. Someone playing a Dragonborn screams that they think it's Anything Goes Fantasy. That's kind of the opposite of Shadowrun. Start with normal stuff. IF you don't like it because somehow that's too boring for you, start bringing in more edge stuff like SURGE, etc. But really, try it as is, first.

It's like when I've cooked a meal and someone without even tasting it starts reaching for salt and adding it. Motherfucker - it's seasoned to perfection. At least fucking taste it before you go messing with it!

As to what adventures, I get the impression you might already have moved on but I really recommend writing your own very small one first. Make a really basic office complex, stat up some security and give them a low-pay low-stakes run to retrieve some files. Work out response times for local police or corp-sec and I pretty much guarantee they'll screw up and end up fleeing from Lone Star through the streets or dying as an ever increasing number of reinforcements show up. That's fine - it's good to kill a PC or two at the start of the campaign - drives through the player's skulls that the game is about choosing your enemies carefully. (The three rules of Shadowrun are 1. Conserve Ammo. 2. Choose Your Enemies Carefully. 3. Never cut a deal with a dragon).

I get "this tweet is not available" error.
That's because it doesn't apply to you. Sandy Peterson thinks your rules interpretations are silly.

Supposedly, there is a canon timeline of adventures. Specifically Chicago becoming "bug city" and then being nuked off the map. This runs into the Pathfinder problem of having to figure out "when" to set it, and if major conflicts are resolved.
2072, in Seattle. That's 4th Ed. starting point and you have excellent background sourcebooks like Seattle 2072, the core supplements like Arsenal and further background books like Corporate Enclaves and Vice. It means there's a lot of background meta-story to catch up on and some surprises like Insect Shamans will have been spoiled unless you mess with the timeline. But on the whole it's your best starting point.

I've ended up looking into Alien RPG
It's good but weak for campaign. Excellent for one-shots. There's a second edition coming out but it's largely a cash-grab and breaks more things than it fixes. Excellent for one-shots because pre-gen characters are almost expected and the rules are relatively quick to learn.

You say your friend has a very rules-focused mindset. You will have to explain to him that the rules in Aliens are fair but designed to be abstract. So he will probably want to do things like count the number of rounds in his gun but the game takes a cinematic approach in which you run out of ammo on certain Stress responses. A few things like that. So best to state that as part of the game design up front to your players rather than let it be perceived as a weakness.

I only know Alien 1-4. I never bothered with the prequels because I heard they were shit.
To my surprise, most of the Alien RPG deals with black goo bombs
The adventures do bring in a lot of Prometheus and Covenant lore. But that said nothing stops you just keeping it to the original movies material. It has everything you need to do that. And would be fairly easy to adapt Chariots of the Gods to have a traditional Alien rather than what it actually does. The core RPG doesn't "mostly deal with black goo". But the adventure line does. Just write your own, I say.

I can believe it. It's similar to the game Arkham Horror, which is a RPG-like board game that uses a similar mechanic with 5 ups being a success (6 up if you're cursed).
As an aside there's now an Arkham Horror RPG entry to the line to compete with CoC. It's more Indiana Jones than Wilbur Whately but people can play different styles that's fine. The problem I have with it is it's very revisionist approach to the time period. Want to be a Black woman on an Ivy League scholarship with a her blonde, blue-eyed boyfriend? Well no problem - that's one of the pre-gens. The book tells you to leave out any of the racial or sexual attitudes of the 1920s. Oh, and to tone down the insanity too because Mental Illness isn't something for fun.

Rules-wise it looked alright, albeit a Heck of a lot more survivable and simple than CoC.

Almost, but not quite. In SR the Johnson is just whoever is contracting the run, even if you know them or they're even another runner. They also may or may not be a middleman representing someone else. For instance S-K corpos use the title Herr Brackhaus instead of Mr. Johnson and it's known that Lofwyr himself occasionally uses that alias making runs for S-K potentially spicey given you may be breaking one of the cardinal rules, never deal with a dragon.
I found it fun not to explain Mr. Johnson (or some other terms) and just let players learn from context queues. "Who's the Johnson" or a succession of "My name's Mr. Johnson" all different people. They picked up quickly and it's fun to just introduce the slang dynamically.

It's more that I'm a bit burned out on the constant grimdark RPG settings. I don't mind a bit of darkness, but when every setting is a hopeless meat grinder, I get sick of it. If I can't answer the question "would I like to live in/go on adventures in this setting", it makes me wonder where the "fantasy" is.
The RPG community has a lot of emotionally stunted people in it, and emotionally stunted people often equate "dark and edgy" with being grown up. Whereas most actual grown ups just miss cheerful and inconsequential fun and wish they could have more of it. So there's a tonne of dark settings. Also, the formative years for a lot of games were in the 80s which was rife with this stuff. Even if a game is more modern like Terminator or Aliens, the setting is from the 80s. One of the things I like about Shadowrun is that whilst filled with awful dystopian elements, the tone is wild and free much more than it is doom-laden.

Anyway, there are more hopeful games like Cubicle 7's Doctor Who. Very simple and imaginative rule-system too. Obviously avoid anything from post-12th Doctor, though. FFG's Star Wars game is also a pretty robust rule system though with a bit more to learn than Aliens and requiring special dice (you can use an app, though). You can also play WHFRP as pretty wild and fun as well. It's a setting filled with misery but like Shadowrun, the playstyle can be quite a counter-point to that.

And where else is a Rat Catcher one of the best career paths?
 
I don't know what S-K is, but I assume it's a dragon thing. That might tie in well with my next post. But how do you run that without giving the game away? Do you just make the offer too good?
S-K is Saeder-Krupp the biggest second biggest now lul, corporation in the world and is owned by the dragon Lofywr.

As for how you run a Brackhaus without giving the game away it depends. Do your players know about the whole Brackhaus could be Lofwyr thing? Is it acutally Lofwyr? is it even an actual S-K run, or is it another corp (or even another dragon) using the name and thereby the implication of it being SK/Lofwyr to fuck with the runners and/or maybe even fuck with S-K/Lofwyr.
 
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The problem I have with it is it's very revisionist approach to the time period.
Doesn't surprise me. Fantasy Flight had a CoC themed Battlestar Galactica clone. It was good, cleaning up some of the rough edges of that game. But I never bought it because the characters are complete shit. Like the gangster/muscle role is straight up trans. No subtley at all. His picture is a man in makeup and his back story is just some stunning and brave fanfic.

It's like when I've cooked a meal and someone without even tasting it starts reaching for salt and adding it. Motherfucker - it's seasoned to perfection. At least fucking taste it before you go messing with it!
So, about that...

There are various things from Cyberpunk, Syndicate, and other games I was going to port to the setting. Trauma Team instead of Doc Wagon, Cyber Psycho Squad (which just makes sense), I seriously considered removing or downplaying magic. I was also going to expand monsters to include fantasy stuff. I'm guessing all of this is a bad idea.

As to what adventures, I get the impression you might already have moved on
Sort of.

Without power leveling, I have three groups. One is fantasy campaign group on long term break due to RL stuff. One group is semi-regular and want one-shots or mini campaigns. And one is the autistic plane nerd and former 40k player.

Former 40k guy I'm trying to talk into RPGs.

Team One Shot is very different. They have said they don't care about rules, only content, and my fussing over rules systems to be needless. The group is very inconsistent due to tastes and time constraints. They say they don't care for campaigns, because it could be many months between games for some.

In a couple of weeks I'll be running a one shot featuring a lot of vehicle combat, which is what started me down this road. These guys are big fans of my super spy games which also would benefit from being quicker and/or more robust.


For Shadowrun. I'm torn on the rule system. The core mechanic of d6 dice pools is easy to grasp, but I haven't looked into combat yet.

As a setting, I dismissed it in the past due to believing that the magic overshadows the cyberware. I also had doubts due to players talking about their ways of breaking the game. The "stay in the van" rigger, or the OP physical adept I mentioned previously in the thread.

However, there are things I like. I like the idea of PCs as Syndicate style corpo agents doing all kinds of shady things just so some line goes up 5%. I'm learning about Bug City, but I can see being a lot of fun. Renraku Archology sounds like a great setting for a horror-sci-fi megadungeon, but I'd have to run it as only a few sessions or find a long term group to do that.
 
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So, about that...

There are various things from Cyberpunk, Syndicate, and other games I was going to port to the setting. Trauma Team instead of Doc Wagon, Cyber Psycho Squad (which just makes sense), I seriously considered removing or downplaying magic. I was also going to expand monsters to include fantasy stuff. I'm guessing all of this is a bad idea.
Well of course you can do what you want and if you simply need advice in how to do that, we can give it. But when you say "expand monsters to include fantasy stuff" I get strong vibes that you're not really familiar with Shadowrun and as a general rule my approach is "if you're going to change something, know what you're changing". A big part of Shadowrun's charm is the realistic approach to its fantastic elements. The metahumans are all awakened versions of humans as human "junk DNA" only became active in a mana-rich environment causing those genes to finally express as the mana levels rise again. Elves and dwarves were born. (And there were "spike babies" who were born before the wider awakening and regarded as having some weird birth defects until the truth emerged). Orcs and goblins went through "goblinization," sometimes as adults, and it was a hugely traumatic and socially disruptive thing. This isn't fantasy races of elves and dwarves with pre-existing cultures and kingdoms. Ditto animals that also in some cases either starting to breed true or goblinize. You got Hellhounds springing from some breeds of dogs for example. I don't know fully what you mean by "expand monsters to include fantasy stuff" but I have visions of you throwing in Beholders or Storm Giants or something. It would trample all over the flavour of Shadowrun. Now you can DO a fantastic creature in Shadowrun if you want, but more probably as a spirit, which can have unusual forms. But even there they tend to follow particular archetypes, like you might have a Fire Spirit manifest as an elemental (if Hermetic) or some efreet (if Islamic). Magic has rules as well. Your mage isn't going to be casting "teleport" for example.

The Shadowrun flavour isn't so much "myth is real" so much as "this is the reality behind the myths". A bit. It's hard to pin down exactly, you just know when it jars.

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For Shadowrun. I'm torn on the rule system. The core mechanic of d6 dice pools is easy to grasp, but I haven't looked into combat yet.
Combat is very well-balanced. Not along the offence-defence aspect but along the character-vs-character aspect. It's not a game where you stand there and beat each other with swords until one of you runs out of hit points first. It's a game where tactics and planning and quick reflexes win the day. But in terms of how it plays, pretty quickly so long as you know the rules. And it covers any standard circumstance that is likely to come up - ranged combat makes sense, movement speeds are fine (so long as you don't allow multiple run actions per initiative which IIRC I had to house rule in because it wasn't spelled out). Vehicle combat, which I know you're interested in, is a natural extension of regular combat. In fact, it's all largely one nicely consistent system.

It's also replete with augmentations and gear and mods. You want to have a kitted out van with a pop-out turret and a nano-paint stealth coating that can make it look like a Stuffer Shack delivery van when you're on your way to the hit? The necessary gear and mod rules and costs are all there. You want to kit your Samurai out with a pistol with an integral smart-gun link that connects to the targeting system in his implanted cybereyes which incidentally have low-light and thermal mods? You can do that too.

If I were to run a cyberpunk game, I would do it with Shadowrun 4e with the magic and background filed off. But the magic and background are so darned good, I'd run that instead. The only reason not to would be introducing players to such a rich setting.

Usually I solve that by running a one-shot with pre-gens for whatever game system I'd like to run thereafter.

As a setting, I dismissed it in the past due to believing that the magic overshadows the cyberware. I also had doubts due to players talking about their ways of breaking the game. The "stay in the van" rigger, or the OP physical adept I mentioned previously in the thread.
We can advise on ways of dealing with all of that. Believe me, I've had players try to break my games in every conceivable way. My favourite was when they splurged on magic, semi-cakewalked the mission and then at the end got paid less than they'd spent on completing it. And they knew exactly how much the mission paid, btw. And the Samurai spent about 200 yen on bullets total. The mage spent about 4,000 yen on spirit binding materials (iirc). I think I exaggerate slightly - it was a long time ago, but I think they ended up clearing about 1,000yen for the entire mission which didn't even cover their rent. And it prompted a realisation that the mage player burning through 10x as much money as anybody else so that he could feel super-powerful was not a policy they were willing to continue to fund.

And if the rigger chose to sit in a van the whole mission , what's wrong with that if he has remote drones that can do the job that way? What you think it's bad because he's not in danger? ICE can trace his location and his physical body is unguarded! If a drone is destroyed he's down several thousand nuyen. What if they need someone onsite to counter-hack the secure drones? Now he has to make his way in to join up with the group by himself. But equally, so what if he can pull off the entire mission sitting in his van? Good for him. I call that planning. It's not D&D where living = success and you only fail if you all die. My table more than a couple of times were all fine but still failed the mission. Or completed the mission but had complications.

However, there are things I like. I like the idea of PCs as Syndicate style corpo agents doing all kinds of shady things just so some line goes up 5%. I'm learning about Bug City, but I can see being a lot of fun. Renraku Archology sounds like a great setting for a horror-sci-fi megadungeon, but I'd have to run it as only a few sessions or find a long term group to do that.
You could run Renraku Arcology as a giant dungeon crawl if you wanted. But it'd be odd. A lot of the usual dungeon tropes would such as "one way in and out" would not apply. The arcology has innumerable VTOL pads, transit stops, elevators, thoroughfares, etc. Not saying you can't do it but if you have the mindset that you're going in level by level you need to keep in mind the players might say "Okay, our target is on the 53rd floor on the West side, we fly a chopper to there, blow out the windows and rapel across" so plan with a Shadowrun mindset in place. Also the system is a bit too realistic in some ways for grind. There's magic and physical healing but it's not "new day, we're healed up and spell slots replenished".
 
This isn't fantasy races of elves and dwarves with pre-existing cultures and kingdoms.
Are you implying the noble Tir's are fake and gay and not true and honest elven/metahuman nations come again

You could run Renraku Arcology as a giant dungeon crawl if you wanted. But it'd be odd. A lot of the usual dungeon tropes would such as "one way in and out" would not apply. The arcology has innumerable VTOL pads, transit stops, elevators, thoroughfares, etc. Not saying you can't do it but if you have the mindset that you're going in level by level you need to keep in mind the players might say "Okay, our target is on the 53rd floor on the West side, we fly a chopper to there, blow out the windows and rapel across" so plan with a Shadowrun mindset in place. Also the system is a bit too realistic in some ways for grind. There's magic and physical healing but it's not "new day, we're healed up and spell slots replenished".
While that's true of the arcology now, it wasn't so much during the actual Lockdown, I can definitely see ways to run the shutdown as a dungeon crawl. Sure SR lacks the easy insta-heals of something like D&D, but the lockdown lasted a couple of years in game before the military was able to bust in and end it, and the facility included medical and manufacturing facilities (hence the fucked up shit Deus was able to do), that would definitely give players the ability to heal/re-arm/potentially even upgrade as they fight their way up, or down, the facility to end it.
 
Are you implying the noble Tir's are fake and gay and not true and honest elven/metahuman nations come again
Oh, no. Not at all. They're as genuine and authentic as the Native American Nations who are not at all full of LARPing White people making up tribal sounding names. *cough*Ghost Who Walks Inside*cough*
I love how it's canon that in the Shadowrun setting there are a tonne of Rachel Dolezal types all trying to out-Native each other in their moccasins and facepaint and pidgin Navaho. At first glance the NAN doesn't make much sense given real world Indian numbers and such. And then you realise how many "Actually my great-grandmother was Chippewa" types it's full of and it becomes hilarious.

While that's true of the arcology now, it wasn't so much during the actual Lockdown, I can definitely see ways to run the shutdown as a dungeon crawl. Sure SR lacks the easy insta-heals of something like D&D, but the lockdown lasted a couple of years in game before the military was able to bust in and end it, and the facility included medical and manufacturing facilities (hence the fucked up shit Deus was able to do), that would definitely give players the ability to heal/re-arm/potentially even upgrade as they fight their way up, or down, the facility to end it.
All great ideas for a series of adventures. No disagreement there. My sole point is not that it might not be fun, but that it needs to be approached as a Shadowrun thing both in rules and setting. It's sort of a dungeon setting if you squint. But "we've been here for six months now. The accounting tribe has retaken the 67th floor and supplies of NERPS are running out..." is not a typical Dungeon Crawl adventure. It's different. It's Shadowrun.
 
They're as genuine and authentic as the Native American Nations who are not at all full of LARPing White people making up tribal sounding names. *cough*Ghost Who Walks Inside*cough*
Dumb name aside (and frankly I've seen some equally dumb if not dumber indian names IRL) isn't Ghost an actual legit injun, or am I misremembering who he is (he's the gang leader/runner in the OG trilogy right?)

Also as aside all the talk about SR lately has had me digging back through some of the older books, a lot of which I haven't really read in a long time, and there's so many cool bits and pieces that haven't gone anywhere/been abandoned. Like where the fuck Omega Dawn came from and how they even function. Or whatever the hell is going on in Asamondo and the changes to ghouls. Or whatever happened to Deus and whether or not a genocidal super AI now has a dragon body (okay this one I admit I get why they dropped given the reception to CFD, but still it was like the only cool part of that entire shitshow)
 
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It's also replete with augmentations and gear and mods. You want to have a kitted out van with a pop-out turret and a nano-paint stealth coating that can make it look like a Stuffer Shack delivery van when you're on your way to the hit? The necessary gear and mod rules and costs are all there.
Just don't forget the run-flat tires like a fellow player did. The hobo decker/rigger pimped out their "house" to be a mobile fortress with armor and a concealed gun turret, but forgot to make sure their tires could run after getting some holes in them. Made sense for the character herself though considering she was a bit of a ditz when it came to things that weren't fancy tech.
 
Just don't forget the run-flat tires like a fellow player did.
One of the very favorite ways I had when automotive car chase firefights started to be a thing. Car Wars had rules for that shit. Oh, you thought your enemies were too dumb to shoot out your tires?
 
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One of the very favorite ways I had when automotive car chase firefights started to be a thing. Car Wars had rules for that shit. Oh, you thought your enemies were too dumb to shoot out your tires?
In this case it was an ambush with anti-personnel mines. GM's plan was to disable the vehicle and force a gunfight, the player said "Oh hey, I've got armor" and then I went "Uhh... please tell me you remembered the run-flat tires on it, too."

They did not, and the battle wound up being so hilariously one-sided the Giga-chad Force 6 water spirit the shaman summoned with a crit success on his end and a glitch on the spirit's end didn't get to do anything to work off its favors it owed the guy.

Until the very end of the session right before the sun came up where the expected car chase turned into a wet fart thanks to it using the Accident power. You're not avoiding a crash when you're at -6 to your dice pool and need three successes.
 
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