
Bilbo Bang-Bang |

I've been in two Shadowrun PbPs here, and both died quick deaths for some reason.
Any leads on places other than this to find one? I have heard the combat system can be a bit cumbersome in the slow moving pbp game, but I am not sure if that is true or not. In any case, if another pops up it looks like there may be two interested, lol.

Bilbo Bang-Bang |

I just picked up the Anniversary Ed. and am still reading it over, but I would be happy to help with this. I love the concept of SRs future and would love to play again. The last time I played was with the 1st ed. and that has been sometime, about 16 years if I were guess, haha. Let me know if you need any assistance.

Xabulba |

Bilbo Bang-Bang I would be happy for any assistance I can get.
The 20th anniversary ed. is a good pickup as it makes the rules for combat, physical and matrix, much easier to comprehend. Plus it has the indexing for the 5 main splat books.
Ideas for mechanical changes:
1) No glitches or require 2/3's of the dice to be 1's.
2) Reduce the target number from 5 to 4.
Ideas for posting:
1) At the beginning of each combat have everybody roll 3 defense tests with dodge dice rolls to add if a character goes full defense. These tests will be used in order to defend against attacks.
i.e. Defense 1 = 6d6 ⇒ (1, 4, 2, 2, 1, 5) = 15 dodge dice = 4d6 ⇒ (2, 1, 1, 3) = 7
Defense 2 = 6d6 ⇒ (3, 5, 4, 3, 3, 3) = 21 dodge dice = 4d6 ⇒ (4, 6, 5, 2) = 17
Defense 3 = 6d6 ⇒ (4, 3, 5, 5, 1, 5) = 23 dodge dice = 4d6 ⇒ (6, 5, 2, 2) = 15
Defense 2 has 1 success, 3 successes if using full defense.
2) After each attack the player may chose to keep or reroll all three defense rolls but must reroll the defense dice after the third attack on them.
That's what I got for now.

Bilbo Bang-Bang |

Alright. I will look the rules over and give ya some feed back this weekend. But, mechanics aside, I think we can run one of these bad boys with a little effort on our side to see it through. Do you use the "seasons" or do you run your own adventures? Either way I think a little diversion from fantasy to sci-fi sounds like a blast to RP.

Bilbo Bang-Bang |

Nice. I prefer GM created adventures for the most part. While published works have their place, a lot of the time they just have to reach too many people and end up being a little sterile. So should we just take up on a run gone bad, a negotiation with a Mr. Johnson breaking down, or some such situation to test out combat? We can test both physical and magic in seperate attempts the first time out then try them together.

Xabulba |

First ranged combat then add in melee and explosives. Run combat for a few initiative passes then add in magic. Lastly toss in a matrix element and then figure out which modifications work the best.
We can use the template characters for the tests as both side of the fight.
We should also recruit a couple of other people to help test it out.
I'll put a notice in the recruitment thread foe volunteers.

Shifty |

I'd come at a Shadowrun PBP if you get one up, but to me, I find the shootouts aren't the most interesting part :p
On a feedback note, I'd reckon you'd need a good 'map and counters' system like Maptool etc to show distance and spacing and I'd put in place procedural houserules (such as if you haven't indicated what you are doing in your turn of combat and X-hours have elapsed then the GM plays your turn) to ensure that things keep moving, otherwise as you say, it will take forever and a day.
Just my 2c

seekerofshadowlight |

I do not think the listed changes are the issue with pbp shadowrun. Combat phases are.
The best thing I can think of
*The GM rolls dodge dice or has the players always make doge rolls,
*Have a set period to update in combat{24 hours works}
*Use lots of maps
*Do not wait for players to post in order, have everyone post an arrange them best you can
*Have players with more then one turn per phase post them all at once, with suggestion of things they would do and change as needed
* Might want to do the same for phases past the first.
Other then that I am not sure how you cn speed it up as combat is the issue.

Shifty |

*The GM rolls dodge dice or has the players always make doge rolls,
*Have a set period to update in combat{24 hours works}
*Use lots of maps
*Do not wait for players to post in order, have everyone post an arrange them best you can
*Have players with more then one turn per phase post them all at once, with suggestion of things they would do and change as needed
* Might want to do the same for phases past the first.
This.
The combat should pretty much become a bit of a game of intent, where the players throw a pile of 'most likely' dice and give an overview of what they are generally trying to achieve. If circumstances dictate they can be really specific then sure, do so, buit otherwise "I shoot at guy A, if hes up I shoot again, if not I start shooting guy B, and during this I am trying to run to position C"
At the end of each turn the GM can put a short post up of 'how things actually went' and then its the next round with an updated map.