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Post by Slaymaker on Oct 20, 2010 18:44:37 GMT -5
I am looking for players to run a Shadowrun game starting on Sundays in November 2010. Material has all been written and prepared. We use a set of Shadowrun house rules not closely related to the books yet easy to learn. Have plenty of experience running the game and expect it to be an ongoing campaign. Have players to start, but 1 or 2 more adults would be ideal. Looking 4-5 players, No GM Screen -- open rolls, competitive sytle play. Start with 2 characters each. Material designed to allow for new players at any time, if you have questions let me know and give me a message if you think you are interested.
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Post by Slaymaker on Oct 29, 2010 10:15:31 GMT -5
The game is on break until November 6th, but i thought i would get caught up on some session reports and maybe drum up some support for Shadowrun. We played 13 sittings but stopped because there were not enough regular players! When we start up again we're going to play 1 weekly session on Sunday starting at 7PM - Midnight or so. Each post is basically an entire sitting - give you an idea of how we play.
We've got space for up 3 more adult players -- If anyone out there has go the time free and wants to join an ongoing campaign drop me a line. Meantime i will be posting the remaining sessions, check them out in the "Session Reports"
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Post by alex on Oct 29, 2010 14:12:38 GMT -5
Hi, I would definitely be interested in playing. I replied to the email you sent but haven't gotten word back yet.
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Post by Slaymaker on Oct 29, 2010 16:01:39 GMT -5
Okay someone asked me to define "House Rules" -- Everything is home made. Basically nothing is taken from the books anymore.. wow.. there is a lot to explain but i will try to cover it all.
Combat:
Attacks are rolled with a D20. With your primary weapon you attack 2/1 (twice in the first round, once in the following round). If you are using a pistol, you get 2 shots then 1 -- if you are using a machine gun, then you get 2 bursts of five bullets, then 1 burst of 5 in the following round.
A Beretta Model 100 SMG - 1d6 +1 damage 10 bullets in the first round, 5 in the second.
Machine gunners roll a lot of dice, pistol wielders choose their shot s carefully -- a multiplier table is applied to all pistols. Ranging from x2 damage to x5 damage multiplier, a single heavy pistol round can almost stop any runner in their tracks.
Armed combat also has multiplier damage, a small knife 1d4 - 1d6 Unarmed combat is measured by the character's strength. Archery and Marksmanship both include multiplied damage
Gunnery skill includes extra heavy machine guns and most exotic prototype weapons
Skills:
Skills are more or less handled with a d10 system - if you wanted to pull a 360 U-Turn at high speed, you would roll a number of d10s equal to you driving skill and then highest rolls equal successes. Extra difficult maneuvers could require more than one success
Decking:
Decking is the most primitive part of the system and a single decker can handle most deck encounters. Deckers can elect to take Protocol Contacts instead of Street Contacts which offers some variety
We play with no GM screen of any kind - every roll is counted as is so there is a genuine element of risk in every fight. Players start with 2 characters each. In the past 13 sittings, there have been 6 deaths in a total group of 14 characters. There has been some edge of seat action - can be intense.
Has been around for a few years now and problems with the mechanics have been rare - that being said everything gets worked out fairly and it is important to remember that Shadowrun is meant to be fun and mature - even if you have just lost your favourite character. The streets are a tough place, chummer
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