I don't have a direct experience with SR1 but SR5 was the first RPG I've GMed and we did check out SR3 briefly
- Don't try to get everything right (mechanics-wise) from the start. It's impossible with that amount of intricacy. If you really feel that it's important to get the rule right - right now, ask a player to check in the book and continue with other thread
- For the first few sessions forget about the details of the mechanics. Focus on the world appearing in the run
Remember about the three:
- Meat (bribes/social/gangs/mafia/etc & violence)
- Magic
- Technology (Matrix & drones)
Focus on what should the characters find where and how. Try not to kill them, telegraph dangers
- Without some flashback mechanics your players might get stuck in analysis paralysis in Legwork phase. Try to find a way to mitigate that, that will work with your table
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Hacking will be taking a lot of time and unfortunately in later mainline editions it is only better, IMO never really good.
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From what I've skimmed, the Matrix house-rules for SR3 can make it move faster
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If you have the chance, take a look how Anarchy 2 approached hacking, IMO it's much better. But it might not fit your taste for crunch
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Shadowrun flows very differently than D&D
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Split the party
* helps maintaining more divided spotlight time
* gives time to check up rules
* allows you to gauge if they are going to completely miss the mark with how they approach the current situation -
IMO The Lazy Dungeon Master is THE WAY to prepare heist games and in general games where there are a lot of moving parts and players might solve a problem in a way that totally makes sense but you haven't thought about it. Having a bag of ideas instead of a planned plot makes it possible to play along
BTW, there's !shadowrun@sh.itjust.works. It's not very active but I dream some day it will be
And good luck, Chummer!
While personally I've ditched the mainline mechanics, it's a great setting and I really like running SR