![]() ![]() And even the written adventures do not give you a detailed contacts with contacts and all are fully fledged characters. If you have your Contact's contacts, you actually need their contacts as well, all with Loy/Inf and actual rolling when your first contact activates his net and "asks around". ![]() ![]() B has things to do be doing when not waiting for your calls.įully (!) building out Contact's contacts as full characters is a huge waste of time that isn't benefitting the game in any appropiate way when considering the ressources regarding time and consideration a GM has to put into that. Mech B, with greater investment, has connections to subcultures that a GM might be interested in exploring. They may take a payment/gift of an old part, it may be worthwhile to give them a videocall when you are in a junkyard to see if they want anything, they may have a run to go get a part o recover one from a bad trade, etc. With just a little detail, Mech A has some personality/goals/interests/knowledge. A 4/2 mechanic (mech B) can repair/mod, and might be involved in the underground street racing scene and an avid hot yoga practitioner. A 2/2 mechanic (Mech A) can fix my vehicles/order mods and is a collector of vintage car parts (with the knowledge to go with it and the goal to build a classic hot rod). A contact shouldn't have to roll for things that are their primary area (they might though depending on circumstance) and their access/ease to work with should be consistent with their connection/loyalty.Įx. If they have 5 or more points allocated to them, i throw in another minor area (do demonstrate character investment into contact). The tables give rough estimates for you/gm to think about the scope of a contact given their ratings, but their power comes more from how interesting of people they are.įor starting contacts, I usually give them one primary area of focus, and an interesring minor (knowledge area, passion, affiliation, hobby, etc). Worry more about their fun/style level than dice level. Bamce's rec works well enough to moderate between the extremes and not be burdensome.Ĭontacts are more about making your character sheet more unique/interesting and are one of the few more freeform options you have to do it (contacts/knowledge skills are the only two things that have mechanical impact that are completely up to you.) Optimized shadowrun characters look a lot a like on paper, it is their contacts/knowledge that make them distinct. "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon."Ĭontact rules are difficult, having both lots of abstract handwaiving and overspecifity. ![]() Living Community (Where you can play online) Subreddits For that please check out /r/ShadowrunReturns for help. Sadly our nova hot community isn't the best place to discuss the mechanics discussion or troubleshooting the video games. Mostly the pen and paper role playing game, but also the deck building card game, video games, and literature of Shadowrun. Discussion is primarily aimed at exploring narratives found in the Sixth World. Here at /r/Shadowrun we talk shop about all things in the shadows. ![]()
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