Difference between revisions of "User:Explosions/sandbox"

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(Added relevant section from the GM Rules)
Tag: visualeditor-wikitext
(Actually I'm putting it in Threat)
Tag: visualeditor-wikitext
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=Various Bits and Bobs for the Site=
=Various Bits and Bobs for the Site=


==Run Content==
===Threat Level===
===Reusing Material===
===Threat===
Re-using run concepts and ideas is allowed, but GMs are encouraged to make their games as unique as possible for the benefit of the players.
The following are rough guidelines on threat level in game. For a more detailed description of each level, see [[Run Threat Descriptions]].


===GMPCs===
Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).
You need a run proposal and approval to have a GM-controlled PC in the game. It is strongly discouraged to have GM PCs in game without good reason.


===PvP===
PVP is always at the GM’s discretion, and should only occur if both players are ok with it.  If PVP does happen, don’t let players burn edge to smackdown in PVP, and if edge is burnt for Not Dead Yet, the player who burnt the edge gets to live.  Players are not allowed to circumvent Not Dead Yet (“I shoot him in the head just to be sure”, for example) in PVP.


===Space-time===
====Threat Descriptions====
The ShadowHaven operates in real-time. A day in the real world is a day on the Haven. However, some games take place over the course of a couple days, a week, maybe even longer. These games are considered to be part of their “pocket universe.
{| class="wikitable" style="border-style: solid; border-width: 10px"
|-
!Threat
!Description
|-
| Milk
| Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.
|-
| Low
| Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.
|-
| Medium
| Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.
|-
| High
| High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.
|-
| Semiprime
| Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner's ability to escape before HTR can engage them.
|-
| Prime
| Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics.
|-
|}


====Downtime====
===Special===
Character adjustments, purchases, and other time-sensitive cooldowns are unaffected by pocket universe time. As an example, a character who initiates before a run that spans a month in-game will not be able to initiate at the run’s conclusion as though a month has passed in real-time. Similarly, a character who learns a skill or spell, or increases an attribute during a long run only has that skill in the pocket universe of that run: they must pay for the change in downtime as normal before they can use it on other runs.


====Multi-Session Exclusivity====
*Multi-Session: a run that takes place across multiple play sessions
Note, characters in the middle of Multi-Session runs are assumed to be free to go on other runs unless either of the GMs in question elect to not let them. This should be clearly communicated in advance to avoid any issues.
*Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn't even need to use ShadowHaven characters.

Revision as of 06:49, 8 July 2021

Various Bits and Bobs for the Site

Threat Level

Threat

The following are rough guidelines on threat level in game. For a more detailed description of each level, see Run Threat Descriptions.

Each run post should state the designed threat level, but threat levels can be increased based on conditions on the table. However, these adjustments should be consented to by the players, either in advance or by signaling that an unexpected course of action may result in escalation of threat. Note that the GM still needs to have a sufficent GM level to run at the new threat level, which may require converting the run into a different type (i.e., getting a coach or employing pregenerated grunts, and so becoming a Coached or Structured Run).


Threat Descriptions

Threat Description
Milk Milk Runs are extremely low threat games, a way to introduce a player or GM to a new mechanic they may not be familiar with at minimal risk. Rewards rarely go beyond bragging rights.
Low Low threat runs have fairly light opposition in meat, matrix and magic, usually disorganized and unlikely to do much other than point and shoot, or surrender if they know what’s good for them.
Medium Medium threat runs are designed around more secured sites and people which still are considering the economics of their security. More skilled staff and better equipment is deployed, but they are still typical skilled levels and mass produced equipment. Powerful ‘landmine’ effects come up easily in the now mandatory legwork, and can be circumvented or defended against by a prepared team.
High High threat is when things start to get intense. Opposition will routinely use clever tactics like focused fire, hacking unsecured ‘ware, illusion and manipulation spells, and attempts to lure PCs into traps. Static factors and obstacles, such as mana barriers, might be prohibitively difficult to overcome directly.
Semiprime Semi-prime runs pit the runners against highly competent forces, often outnumbering them, and dangerous pitfalls hidden behind difficult legwork. Rewards typically come in the form of rare equipment or powerful contacts, in addition to money and karma. The objective is often located is large facilities such as Skyrakers or Proving grounds limiting the runner's ability to escape before HTR can engage them.
Prime Prime runs are the height of a Shadowrunner’s career, offering grave danger and outrageous rewards that can make runners consider retirement, or going off the deep end. They must always be approved by Thematics.

Special

  • Multi-Session: a run that takes place across multiple play sessions
  • Mock: a run with zero rewards (for both players and GMs), consequences, or effect on the canon that can be run by anyone, (GM or not) at any difficulty, with no requirements whatsoever, for zero pressure practice or just to have fun, so long as it clearly noted as such by tagging the run post title with [MOCK]. It doesn't even need to use ShadowHaven characters.