Back to the Seattle Sprawl
Jan. 26th, 2009 11:16 pmTonight I GMed my first Shadowrun game since leaving Salem. I'd forgotten how much I enjoyed doing that! Using second edition worked well, I was able to make several correct rules calls without touching the rulebook. I did find out that I need another little box of six-siders - they go fast in SR, where a combat roll can easily take 8-12 dice at once.
Tonight, we assembled a motley crew to babysit an up-and-coming rock star who needed to break her contract with a crooked agent. I used the old "Mercurial at Underworld 93" module to get myself back into practice. The first half of the evening mostly set the scene of a mid-21st-century club with an angry rockergirl performing, and the second half involved our heroes protecting her from attack by hired goons.
Starr's physical adept proved insanely quick on the draw, plugging one of the goons as he was finishing his opening threat.
ptownhiker's mage threw up a force field which blocked
fixitup's shots, but deflected a flechette blast from the second goon. The force field absorbed
lewisw's shots as well, at which point Starr got Dave to drop the field, allowing her to perforate the second thug. Dwight's shaman cast a confusion spell on the last enemy, allowing Dave to telekinetically rip the gun from his hands as Starr tackled him.
Combat and spellcasting went smoothly once we found the rhythm, and the scene stopped at a perfect break point. I'm feeling good about this, and I've got plans to integrate our geographically challenged decker and Jesse's runner into next session. Thanks everyone, for making it so much fun!
Tonight, we assembled a motley crew to babysit an up-and-coming rock star who needed to break her contract with a crooked agent. I used the old "Mercurial at Underworld 93" module to get myself back into practice. The first half of the evening mostly set the scene of a mid-21st-century club with an angry rockergirl performing, and the second half involved our heroes protecting her from attack by hired goons.
Starr's physical adept proved insanely quick on the draw, plugging one of the goons as he was finishing his opening threat.
Combat and spellcasting went smoothly once we found the rhythm, and the scene stopped at a perfect break point. I'm feeling good about this, and I've got plans to integrate our geographically challenged decker and Jesse's runner into next session. Thanks everyone, for making it so much fun!
(no subject)
Date: 2009-01-27 12:42 pm (UTC)Of course, we'd probably have seen some action right now, if not for one member who REGULARLY does not show up.
(no subject)
Date: 2009-01-27 02:58 pm (UTC)The worst part is when you have to do that the session right after a cliffhanger, though. That's when you take your most mentally-flexible player and give then two characters until such time as one of the two can justifiably disappear to powder their nose for several hours.
But yeah, I try to work in one combat scene per session. Not always easy, but most Shadowrun players seem to want excuses to shoot things as often as the plot will let them :)
(no subject)
Date: 2009-01-27 03:09 pm (UTC)And cut off some ears. There's a bounty on ears...
(no subject)
Date: 2009-01-27 09:58 pm (UTC)(no subject)
Date: 2009-01-27 01:17 pm (UTC)But I would love to come to one!
Shrew
(no subject)
Date: 2009-01-27 02:38 pm (UTC)But I have to say, the group doesn't actually have a rigger...
(no subject)
Date: 2009-01-27 02:46 pm (UTC)You are absolutely correct! But I like the webcam idea! I have a pretty decent one also if you guys game on a night other than the weekend. Something to consider.... hmm... yes, very interesting.....
(no subject)
Date: 2009-01-29 12:26 am (UTC)