Difference between revisions of "User:Sleevey"

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{{Infobox
{{Infobox
|title = {{PAGENAME}} <!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. -->
|title = {{PAGENAME}} <!-- Do not change this!!! It is supposed to say PAGENAME, the wiki will automatically replace this. -->
|image= [[File:lotl1.jpg]]
|image= [[File:lotl1.jpg| 400px]]
|label5 = Reddit Username
|label5 = Reddit Username
|data5 = [https://www.reddit.com/user/IamWalrustastic]
|data5 = [https://www.reddit.com/user/IamWalrustastic]
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|data14 = US
|data14 = US
|label15 = GM Level
|label15 = GM Level
|data15 = 0
|data15 = 1
}}
}}


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<blockquote><div style="text-align: center, justify;">
<blockquote><div style="text-align: center, justify;">
==Declining Runs==
==Declining Runs==
I'd prefer if the runners did the job that was posted, yes. It's not fun for the teammates if one runner just up and leaves. I try to both select characters and format the run post to prevent this from happening. The goal here is to take you on runs, not have you show up, decline and then walk away.
I'd prefer if the runners did the job that was posted. It's not fun for the teammates if one runner just up and leaves. I try to both select characters and format the run post to prevent this from happening. The goal here is to take you on runs, not have you show up, decline and then walk away.  


==Derailing A Run==
==Derailing A Run==
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==Consequence and Failure==
==Consequence and Failure==
One of the more interesting things about shadowrun is that enemies play with similar hands. Going in hot without a plan? You might pull it off but people have seen you there and will be wary next time, if you can pull it off at all. Failure comes hand in hand with success, without the risk being present the victories aren't won. The 6th world is a dangerous threat and going in unaware and without a plan can lead to the odds quickly being stacked against you. That being said, I never go into anything with the idea that the players should fail. I'm here to provide a good time, sometimes a challenging one, not kill you and your dog.
One of the more interesting things about shadowrun is that enemies play with similar hands. Going in hot without a plan? You might pull it off but people have seen you there and will be wary next time, if you can pull it off at all. Failure comes hand in hand with success, without the risk being present the victories aren't won. The 6th world is a dangerous place and going in unaware and without a plan can lead to the odds quickly being stacked against you. That being said, I never go into anything with the idea that the players should fail. I'm here to provide a good time, sometimes a challenging one, not kill you and your dog.


==The Sixth World==
==The Sixth World==
While this is a bit of an un-popular view of the world of shadowrun, I think my favorite aspect of shadowrun is its inherent ridiculousness. This view is only exacerbated by the fact I live in Seattle in its current dystopian existence. And let's face it, Shadowrun can be a little goofy at times. Those are my favorite times. I generally prefer more lighthearted runs with a more casual tone and an emphasis on the parts of the world I enjoy. Expect trolls. However, THIS IS NOT A GOLDEN RULE. While my standard is light-hearted, I also enjoy DMing intrigue and horror, though less often. I try not to be a one trick pony. The runs with vastly different tones I will mark as such so no one gets confused.
Shadowrun can be very goofy at times. It has some inherent silliness to a lot of the lore. I like that stuff a lot. You can have some fun, light-hearted times in the setting that I try to embrace.
 
However, the setting also has a whole lot more than that. Intrigue and secrets, horror and mayhem all sifts throughout the setting and deserves respect. As much as I love pink mohawk silliness, I love the realms of eldritch horror and the miles of red tape.
 
Essentially, stuff can be multiple things. Shadowrun juggles a lot of different themes and tones and I try to be open to all of them as a GM. Otherwise, I wouldn't be doing my job, would I?
</div></blockquote>
</div></blockquote>
Happily copied from Asmo's page

Revision as of 02:59, 22 September 2021

Sleevey
Lotl1.jpg
Reddit Username[1]
TimezoneGMT-7
CountryUS
GM Level1


Gamemaster Foundation

Declining Runs

I'd prefer if the runners did the job that was posted. It's not fun for the teammates if one runner just up and leaves. I try to both select characters and format the run post to prevent this from happening. The goal here is to take you on runs, not have you show up, decline and then walk away.

Derailing A Run

While I will avoid players and characters who enter a run with the intention of causing chaos and derailing it, if the players seek to go about the run in a bizarre way or even backstab the Johnson then I'm all for it. There's no set way to do a certain thing and I go in knowing something I'd never expect will probably happen. Just be patient, if things get too crazy I may need to call a break to go over rules or set up an un-exptected combat. And remember, actions have consequences.

Consequence and Failure

One of the more interesting things about shadowrun is that enemies play with similar hands. Going in hot without a plan? You might pull it off but people have seen you there and will be wary next time, if you can pull it off at all. Failure comes hand in hand with success, without the risk being present the victories aren't won. The 6th world is a dangerous place and going in unaware and without a plan can lead to the odds quickly being stacked against you. That being said, I never go into anything with the idea that the players should fail. I'm here to provide a good time, sometimes a challenging one, not kill you and your dog.

The Sixth World

Shadowrun can be very goofy at times. It has some inherent silliness to a lot of the lore. I like that stuff a lot. You can have some fun, light-hearted times in the setting that I try to embrace.

However, the setting also has a whole lot more than that. Intrigue and secrets, horror and mayhem all sifts throughout the setting and deserves respect. As much as I love pink mohawk silliness, I love the realms of eldritch horror and the miles of red tape.

Essentially, stuff can be multiple things. Shadowrun juggles a lot of different themes and tones and I try to be open to all of them as a GM. Otherwise, I wouldn't be doing my job, would I?