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A couple of things to keep in mind if we start a shadowrun campaign:
-Buy spare mags, you're gun comes with one and it's not even full. Don't buy them and you'll literally be sitting on one magazine. It's called Space Clip because Shadowrun developers jokingly put it as such since it's common to call mags, clips.
-Buy fake sins and licenses. The licenses can be ignored if you want to just run around not carrying the illegal things and only pulling them out when necessary. Fakes SINS are almost a must have. It's another identity so they can't trace shit back to you. If you don't use a fake sin, they find the getaway car you bought using a real sin, then they kill you.
-Take it as an actual organized criminal group. Gather information, make a plan, execute, remove evidence. It's recommended to just burn down buildings you stole shit from, as even trace amounts of blood can be used for some rituals that can be used to find you, or just CSI level investigating.
-Carry weight will be a thing. Drop load as necessary. As long as you didn't buy it using a real SIN, then it's only traceable to some James Smith you made up.
-Building on the execute plan part, PLAN. Moving a cameras angle slightly may not seem all that damning, but an officer may check to see if somethings messed with the camera, so have something on the exterior of the camera that might have caused the shift. Really just cover tracks.
-Sleep in shifts. Raids happen, might as well have some escape plan for when shit gets real and you'll need someone alert to get the rest of the crew moving.
-Like each other. Shadowrunning is high lethal, so every cog needs to fit together for the machine to not fall apart. I'll probably pull the plug if someones being overtly edgy or unwilling to befriend crew members. Everyone is an asset, so treat them well. I'll change the introduction of the group to where you're brought together either to work together so you have to accept eachother, or we can start with you guys having some front business or some shit, and are already a crew.
-LOOT. Almost everyone you face is going to have a gun, and unless you call a shot on the gun itself the gun will be fine. Armor may get torn, but that can used for repairs. Random data may be useless to you but maybe MR. Johnson wants some competitors data, or hold it ransom.
This final bit will be to fill on the common knowledge of Shadowrunners, questions can be asked but I'll try to keep it things you guys would know as semi professional runners.
-Plot response times. In almost every mission they'll be a couple security guards, imagine mall cops but they actually get guns. Then you have the police, those guys are around the corner but have lost a lot of fame and power, so they may take a minute. Now, for the reason cops lost fame and power, private security companies. Shadowrunners are elites so some companies offer elites to help stave off runners. Megas may have them onsight, while most other companies will have them on call.
-Deckers, Riggers, and Mages, are usually vulnerable while doing things in their respective areas. Deckers go into VR aren't actually moving their bodies, so you can shoot them or get shot out whichever the case. Riggers become the drones, so same deal. Mages astrally project themselves, so same deal.
-There are some legends out there. A guy so good with a sword he fights armored vehicles by himself, a bloodsucker who owns a corporation, and a sniper that was never seen taking down some big players. Be wary, some of these may be true.

     
 
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