Fresh GM asking for some advice
Hey Chooms, I’m running a game in a fictional city stuck in the middle of the Outback after a failed irrigation project (based off a real initiative btw, look up the Bradfield Project).
I’ve run two sessions thus far and they’ve been really fun! Everyone has had a chance to shine, but I have some questions as I look to turn this into a long term game.
- How do I walk the line of making encounters difficult without being impossible? I want Chrome to feel like a bit of a Faustian pact where you’re giving up humanity to make work easier, but I also don’t want every job to just be killing the party with hammers.
- Any tips for how countries outside NUSA would be dealing with the Red? Should the Outback be getting Red Rain too or was that exclusive to America?
- We’re a theatre of the mind table, at a stretch I’ll have a grid and some pieces up for reference, but are there any good systems for keeping track of individual initiative roles and positions of enemies? By systems I really do mean something I could just do with pen and paper, but also any cool software for that sort of thing would be cool too.
- Lastly, how long should the “we’re so damn broke we can barely afford anything outside of kibble” phase of the game last? I know that giving the players too many eddies too fast is a death sentence, but I also don’t know how easy it should be for them to be buying new chrome, weapons, etc.
Thanks for taking the time to read through this, any guidance would be greatly appreciated.