This is just a starting point, the one you create will be uniquely yours. ![]() The links below provide snapshots of character types you are most likely to find in the shadows. So the least painful way of chargen is to gather the players plus someone who's already played (ideally GM-ed because we must have at least a working understanding of social challenges, magical and physical combat, hacking and rigging to run the game), start talking about the sort of characters they'd like to play, and have the old hand assist putting the ideas in game terms.All characters start with 25 Karma they will use later to improve themselves. The question system helps because you'll usually catch something like a player imagining dual-wielding vibroknives to be badass before they build a character who won't be able to hit with either blade because of how splitting the dice pool works and doing nothing because of low STR, resulting in low damage that any armour vest easily soaks. You need to work together since the system is so robust. You need a good grasp of the rules and the initial ability to make a temporary call with the intention of researching the correct answer after the game, but your players need to help you with it too. Importantly, don't expect to learn all the rules for your players. I can write down questions which help figure out what the player wants to be doing (so that we can help them pick the path to achieve it), I can link you to the 20 Questions Quiz, but for most of the time, the handful of basic questions always asked will branch out based on the responses, so it makes the person giving the questionnaire reactive rather than passive (example: if the player wants to be the savvy social operative, the person asking questions should then ask questions which will narrow down whether they want to build a mundane face or a social adept). It's not only mechanical competence - a lot boils down to an understanding of the lore, because the two sides (storytelling and mechanically being able to solve difficult problems of the PC's specialty and not be crippled by moderate challenges coming with the "I'm a career criminal!" territory, like the ability to lie to a cop even if you're not the face) blend. The downside is that the person doing the asking needs more knowledge and have the books, because their job is helping the newbie navigate the plethora of options. I'm not sure about resurrections and Earthdawn, but the trick to chargen in SR is relatively simple: the player needs to know the rules for their niche (so a magician's player needs to understand force, spells, spirits, the street sam or gunslinger adept ought to be able to quickly explain called shots, resolving physical combat and so on, the decker and the rigger should know how the Matrix works etc.), and another person has them answer storytelling questions whose answers help pick the mechanical details like qualities etc. "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon." 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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