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Purchases through this contact get a ten percent price reduction and a +2 dice pool modifier for the Availability Test.Īt some point in your wide travels and extra-legal activities, you met someone who has access to retail vehicles, and your connection means that you get vehicles at a discount. The selected contact can always buy or sell goods in that category through the black market with better-than-normal rates for the character. But I plan on at least doing a 4e version of the crunch guidelines, and leaving the field open for anyone who wants to talk about other versions (I just say 4e for me because it's my preferred version and I know it the best).ĭuring character creation, the player chooses one existing individual contact and a single category of merchandise (e.g., vehicles, weapons, electronics, armor, etc.). The crunch side of things like 'this is how you build a matrix defense grid for the hacker/decker to beat their head against' would be more system specific than I'm going for here. Anything from fluff to good rules of thumb for police response times in a given location, to appropriate degrees of escalation as the run goes progressively further south. Basically, the part I'm working on right now is technically devoid of mechanics, and is to serve as a guide for shit like 'useful ways to keep track of initiative', 'basic run construction', 'why get the mage first is on the top ten tips list nine times'. Types of runs, ways of setting up a good and dramatic Johnson double cross, advice you'd give to a first time GM, mistakes you made that you'd want to watch out for, anything. Anything from different types of runs (like the difference between theft and extraction), to little details you think are important (like security camera placement).Īnything. So basically, drown me in ideas here so I have as much to work with as possible. The end result hopefully being that you could throw any sort of idea at the wall from 'bank heist' to 'I wanna do a cool car chase' and figuring out all the little details that'll turn it into a solid, memorable run. So like, step one would be figuring out the basic premise of the run (theft, for instance), step two would be in managing other details (Who the Johnson is, the object of the theft following the earlier example), Possible complications (changed security layout, other team making a go for the same object) etc. I figured /srg/ was the best place to throw this idea out there, see if anyone wanted to help.
#Dragonfall slapdash pistol how to#
So /tg/, I wanted to throw together a little guide to building a run, for newbie GMs and a general reference for the rest of us.īasically, I was planning it as a two part thing: First one being a sort of checklist of things a run needs and how to put together a coherent location, and the second one being a semi interchangeable bit based on the edition in question for specific bits related to rules/fluff changes between rulesets.
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