In short i treat being a GM as to provided a stage for the characters to be challenged, not defeated, and a good GM works for the party not against them, and their primary job is to make sure everyone is still having fun. Gm advise don't get too attached to your NPC's PC's have a habit or finding ingenious ways or eliminating/ totally avoiding an NPC before you've got everything out of them and just saying oh he lived/appeared for XXX ridiculous reason will make their efforts feel cheap and will in the long run just make them stop thinking of cool things and ways round problems. So again talk to the group and decide between you what sort of campaign you all wan t before you plan too much otherwise it will just cause more problems in the long run. equally id they want o play a sleuth campaign where being a pro makes all the difference being in a low level kill this do this campaign will drive them mad. there's no point planning a super stealthy pro mission if all they want to do is go round gunning down gangers. The biggest thing i would suggest to avoid confrontation later is to have a session with your players and discuss what they want from the game. A Lot will depend on what type of campaign your going to be running.Ħ. In general as GM you have final say as to what is OK for characters to do, however from my experience you try to avoid having a group of glass cannons (someone who is awesome in aspect but desperately weak elsewhere) in general the standard character generation in SR4A are good enough. Just a few ideas but for a lot of things you will be limited by not having at least some matrix and or magic involved.Ĥ. equally sabotage can be done mechanically rather than electronically (although the later is usually safer and easier) assassination also tends to be mostly mundane. However, a simple B&E job could be done without either i suppose at an entry level as suggested. and unless your group has a hacker and a mage/ magic user they won't get too far in the shadows anyway. Rewards i try to reserve for good RP or at least intelligent game play etc.ģ.- avoiding matrix and magic is near impossible unless you run a low level ganger campaign. with some more in depth runs netting potentially much more. so an average run will probably generate about 3-5K a head. personally i try to give players about 1k -1.5K per karma point to be earned in the adventure. The catalyst GM screen from runners toolkit is pretty good and covers off most of basics and common stuff.Ģ.- Cash/rewards is always a funny one and whoever you talk to you'll always get a slightly different answer. Personally i tend not to use the cheat sheets but rather have the books on hand with post its at relevant pages that come up often, either that or bookmarked PDF's on my laptop. Still reading up and hopefully running soon!ġ. any good intro adventures you can point me towards?Ĥ- any particular character building shenanigans and pitfalls i should watch for? particular uses of some skills or stacking of effects for ludicrous number of d6s thrown or ridiculously effective combinations/uses of gear.ĥ- on the flipside anything character building recommendations i should give to the players?Ħ- general tips on running the game would also be helpful. how much is too much for an early game job? how much is too little? 2k/head? 5k/head?ģ- i'm planning on keeping things simple. I've played & GMed in a few systems so i would like to think i don't have too much to lean on how to not be a jerk, but a new system does have it's fair share of challenges.ġ- any user created cheat sheets/GM screens out there you find useful? i'll be running the game mainly from my laptop so having a cheat sheet i can quickly look up with charts and info would be niceĢ- rewards in general, but in particular handing out cash seems to have been skimmed about.
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