User:ArcaneFuror
Resources
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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
Name | Metaplot | Date |
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Walking the Path | 2 August 2081 | |
Flash Terror in Rave Town | 16 July 2081 | |
Heart of Stone | 21 June 2081 |
Player
Characters
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Runs Participated In
Name | GM | Metaplot | Date of Run | Team |
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Arrogant Amatuers | Chrisst111 | 18 July 2081 | Aristotle | |
All Our Days | Pillare | String Theocracy | 27 June 2081 | Moth Aristotle Wild Star Scurvy |
Booze Cruise | Chrisst111 | 7 June 2081 | TROGZOR Aristotle K9 Legion | |
A Little Doll's Dream | Pillare | String Theocracy | 2 June 2081 | Setback Turul Aristotle Tails |
Why is all the Ham GONE | SedatedAlice | 31 May 2081 | Flyboy Aristotle Cyber Snake Princess Sparkleshine | |
Hold Down the Block | Pillare | String Theocracy | 28 May 2081 | Ice Cube Spider Baron Aristotle |
A Shudder of Clowns | Aurora | 14 May 2081 | Howler Twitch Phantom Drifter Aristotle | |
WHO DARES SUMMON ME? | Teksura | 7 May 2081 | Mickey Kara Aristotle Click | |
Libre Nacho | Doc | 5 May 2081 | Spider Tobias Sinister Aristotle |