And use sticky-notes to mark the important areas in the rule book. Get a feeling for the set-up and flow and organization of the process. Create a few characters by yourself in preparation. It might even change your original plans, for the better.Ģnd Point of Advice - Communal Character Creation.īefore you sit down with all your players to create the PCs, you should make sure that you, as GM, are familiar and comfortable with the character creation rules. This makes people more comfortable playing PCs they might not be 100% on-board with, as they know that if they really dislike it, they'll be able to change it later.īut involving your future players into your prep is an amazing way to get both more involved players AND a good set of pointers about where to focus your efforts. Either optimizing them or changing them completely. One special "ruling" I include in pretty much all the games I run, no matter the rules-set or setting, is this: "After we all have enough experience with the game, setting and rules, all of you will be able to re-work your PCs. And, yes, "I'm sorry, I don't think I'll be able to digest the rules for X until our first game." is a valid reason. Just calmly explain why can't do that yet. Not in a hostile or aggressive manner, of course. And if they express interest into something you can't/won't/don't want to accommodate in your first game, tell them so. If their ideas sound cool and/or workable to you, include them. But if you want your players to have fun, ask them about what they'd like to do/experience/play as well. And if you know that you'll have a social character, two combat characters and a tech-focused character, that's another good set of information, telling you which part of the books to give more attention to.Īlso, and this is something I'll never stop stressing for ANY game: Involve your players in this! It's okay for you as the GM to have a general direction in which to take things. Well, that's several sections of the book you don't have to tackle yet. If you, for example, know that you don't have any Mages/Deckers/Riggers in your group and that your PCs won't encounter the Yakuza and Mafia at first. This will, in turn, give you a better focus for the rest of your game prep. Think about what kind of game you feel comfortable running. The traditional "Mixed group of runners operating out of Seattle, doing jobs for everyone, brushing up against both Magic and High Tech regularly" setup.Īnd a decidedly non-traditional "A team of riggers and street sams operating in the Rhine-Ruhr Megaplex, working exclusively for mid-tier corps, never really brushing up against magic" setup.
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