User:ArcaneFuror

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Resources

GM

GM Style Sheet

I'm new to gming in general, but even worse with shadowrun as the lore is so deep, diverse, and unfamiliar when compared to my experience with D&D. I'm a big ole magic nerd and have found shadowrun's magic system to be the best one I've seen yet in a TRPG, and have enjoyed reading a lot of the magic elements in the play-material. I have much to learn still, but given how intensely I love the magic I haven't seen it being applied to its fullest, so I took it as my call to try to learn how to gm. So please be patient with me and I'm absolutely welcoming and appreciative of those more knowledgable than me to help me out with certain mechanics that I'm well versed in.

As such, I don't have too many comments on expectations other some simple and common ones, but here we go:

  • please don't apply to one of my runs if your character is going to turn down the Johnson. Its kind of odd given how the job subreddit is also a rp of applying for the job to check it out. But also my lack of familiarity with intricacies of the setting makes improv that'll make sense with the rest of the haven extremely difficult. I'm not alone as a gm so I can't just handwave any details later on, I'll do my best to fix this whenever possible, and sometimes incidents happen.
  • Be good to each other, hostility on the meta-level is a pain to deal with and just like D&D, no SR is better than bad SR. If you want to have beef on the character level that's fine by me as long as everything is all fine and dandy.
  • Magic itself can get dark just like the SR, and I may want to occasionally dabble in these themes. I'll generally put something in the job posting, but for extra security, please link to your player profile if you have any additional lines, veils, backgrounds outside of the globals set by the haven at the time of your job application. This allows me to pick the players appropriately, and when possible make tweaks to a run if possible so that way as many people get to join our magical stories together.
  • Magic is chaotic, dangerous, and uncaring just as much as it can do the opposite. As I plan on doing runs heavy in magic, not just awakened but also critters and astral phenomena, players need to have a sense of caution, or they might get burned, as such please be accepting of consequences and work with me if something seems out of place.

Games Hosted

NameMetaplotDate
Walking the Path2 August 2081
Flash Terror in Rave Town16 July 2081
Heart of Stone21 June 2081

Player

Characters

Runs Participated In

NameGMMetaplotDate of RunTeam
Arrogant AmatuersChrisst11118 July 2081Aristotle
All Our DaysPillareString Theocracy27 June 2081Moth
Aristotle
Wild Star
Scurvy
Booze CruiseChrisst1117 June 2081TROGZOR
Aristotle
K9
Legion
A Little Doll's DreamPillareString Theocracy2 June 2081Setback
Turul
Aristotle
Tails
Why is all the Ham GONESedatedAlice31 May 2081Flyboy
Aristotle
Cyber Snake
Princess Sparkleshine
Hold Down the BlockPillareString Theocracy28 May 2081Ice Cube
Spider
Baron
Aristotle
A Shudder of ClownsAurora14 May 2081Howler
Twitch
Phantom Drifter
Aristotle
WHO DARES SUMMON ME?Teksura7 May 2081Mickey
Kara
Aristotle
Click
Libre NachoDoc5 May 2081Spider
Tobias
Sinister
Aristotle