Difference between revisions of "SR5 Flashbacks"

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(New page: Design Notes: One of the difficulties with Shadowrun, is that games can turn in to extended planning sessions where every detail of the plan is nailed down in advance. These planning sessi...)
 
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Design Notes: One of the difficulties with Shadowrun, is that games can turn in to extended planning sessions where every detail of the plan is nailed down in advance. These planning sessions can take hours. If everyone in the group enjoys this, it's not that big of a deal. However much of the time, a few players really enjoy planning, and the rest are bored. Given the fact that we will only have one game a month, it is imperative that we finish any given Shadowrun in that game session.  
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''' Design Notes: ''' One of the difficulties with Shadowrun, is that games can turn in to extended planning sessions where every detail of the plan is nailed down in advance. These planning sessions can take hours. If everyone in the group enjoys this, it's not that big of a deal. However much of the time, a few players really enjoy planning, and the rest are bored. Given the fact that we will only have one game a month, it is imperative that we finish any given Shadowrun in that game session.  
  
 
The goal of this rule is to cut down on the planning time, and allow most of the game time to be focused on the run itself. We will do that by creating Ocean's 11 or Leverage Style Flashback sequences, where the PC's encounter a complication and we Flashback to where they had prepared for it.
 
The goal of this rule is to cut down on the planning time, and allow most of the game time to be focused on the run itself. We will do that by creating Ocean's 11 or Leverage Style Flashback sequences, where the PC's encounter a complication and we Flashback to where they had prepared for it.
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'''Mechanics: '''
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After the Shadowrun Team has spent at least an hour planning, they may make a <detail roll here>. The net hits create a pool of Flashback points.
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A Flashback Point may be used to do the following.
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* Acquire a piece of Equipment.
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* Gain +2 Dice to a single roll.
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* Make a single roll as part of an Extended roll.

Revision as of 10:40, 3 August 2015

Design Notes: One of the difficulties with Shadowrun, is that games can turn in to extended planning sessions where every detail of the plan is nailed down in advance. These planning sessions can take hours. If everyone in the group enjoys this, it's not that big of a deal. However much of the time, a few players really enjoy planning, and the rest are bored. Given the fact that we will only have one game a month, it is imperative that we finish any given Shadowrun in that game session.

The goal of this rule is to cut down on the planning time, and allow most of the game time to be focused on the run itself. We will do that by creating Ocean's 11 or Leverage Style Flashback sequences, where the PC's encounter a complication and we Flashback to where they had prepared for it.

Mechanics: After the Shadowrun Team has spent at least an hour planning, they may make a <detail roll here>. The net hits create a pool of Flashback points.


A Flashback Point may be used to do the following.

  • Acquire a piece of Equipment.
  • Gain +2 Dice to a single roll.
  • Make a single roll as part of an Extended roll.