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Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Going smaller and more focused than originally planned, going to kick this off asap. Characters shouldn't be taking long now.
So yeah, here it is!
I'll be running a Shadowrun game in the new year or so, I've got the GMing bug again. To address my usual method of putting schoolwork off while I work on a game and then having it bury me and I drop hosting, I'm going to be adapting things to suit Play-by-Post better. Yes, this will be a PbP game. I will be focusing more on story than combat, to make it more tolerant to possible dry spells and also PbP in general.
The year is 2060. Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunnerâ€”a street operative.
You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunnerâ€”a professional. You don't just survive in the shadowsâ€”you thrive there... for now. Shadowrun, Third Edition is a complete rulebook for gamemasters and players. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition updates, revises, expands and clarifies the rules from previous Shadowrun rulebooks. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.
I'd recommend deep characters over combat-heavy. You definitely want to hold your own as a team, but don't worry about twinking yourself out with over-specced combat skills and a bucket of dikote. I'm very likely going to houserule combat to make it flow a little better in post form, or at least not focus on it too much.
Shadowrun has a lot of opportunity for espionage, tactics, humour, etc. I'd like the players to help me show off the awesome flavour that Shadowrun has, especially since there's a distinct lack of SR in this forum.
Use this thread to discuss SR RPG and concepts instead of cluttering up Z's phalla thread.
I'll work on the game and put together a team in a couple weeks roughly? I dunno. It won't be first-come first-served, so post your concept regardless of who has already posted if you are interested. I'd recommend that players be a little forgiving with pace and be able to enjoy the game for what it is, since I am sure I'll have to pause things on my end from time to time given precedent. But this time around I'm going to try to plan things with that in mind and try to keep the game going in the long-run.
Setting? Probably Seattle, still my fave.
Here are the books I have on hand. I'm stupidly excited over Shadowrun now too. Missing in this picture are Man and Machine and another book or two maybe that are stashed somewhere.