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Dumpshock Forums _ Shadowrun _ YOTC Adventures
Posted by: Malachi Jul 25 2007, 09:25 PM
I've been a GM without a group for some time, but now I have a new group starting up. My last group fell apart before I had the opportunity to run Year of the Comet, so now I'm putting this new group through it, but with 4E rules.
What I'm looking for is adventure ideas/outlines from people. Did you GM a good one? Did you play through a memorable one? I'm particularly looking for runs that take place at the beginning of the timeline, before the comet first appears (during the "Probe Race"). I think I've got enough material for the "back end" of things (going to be throwing Survival of the Fittest in there too), but I'm definitely open to ideas. Fire away!
Posted by: eidolon Jul 25 2007, 09:49 PM
Oh man. I'll post when I get home. I ran some scenarios in YotC just a little over a year ago.
Posted by: eidolon Jul 25 2007, 11:33 PM
A lot of this is sparse when it comes to details. I tend to work off of loose notes and generate a lot of stuff on the fly. Also, even if I had stats and details for you, they'd be useless since this was run in SR3.
Also, as it turns out, a lot more of the runs for that game were player-centric than I remembered. A lot fewer are actually directly YotC related than I thought.
[ Spoiler ]
Take out the Whipple
Background:
Nicholas Hurd, the current Assistant Telemetry Control Technician working on the Whipple probe belonging to Novatech, was tired of playing second fiddle. When a man (secretly working for Ares) approached him with a very lucrative offer that would also just happen to put him on top, he was quick to jump on it. All he had to do was discredit and disgrace the Lead Technician, Alpert Yancey, therefore guaranteeing his ascension to the coveted Lead Tech position, and then sabotage the probe. Not a problem, right?
He has managed to slowly sneak out technical documents and information on the probe, and plans to hire someone to plant this damning evidence, along with falsely generated documents indicating that Yancey was planning on jumping ship, at Yancey’s house in Snohomish. With Yancey out of the way, he’d be in position to “guarantee� that the probe wouldn’t reach the Comet. He plans on doing this so that Novatech won’t detect any deliberate tampering, and so the Whipple will appear to have suffered an inflight glitch.
The Job:
The team is hired to plant the false evidence on Yancey's home computer system. Basically a B&E and data planting. All kinds of complications and stuff you could throw in.
Railgun? What railgun?
Synopsis:
Herbert McIntyre is a leading weapons designer, working freelance for whoever will pay him. He works out of his home, of all places, on the 14th floor of the building at 1521 Garatty Avenue, in West-Central Bellvue.
A few months ago, Herbert did some work for Ares, redesigning the Aztechnology Relampago (from stolen plans, no less) for retrofitting onto the Ares Gigas probe. Although he was supposed to have given over all data and materials upon completion of the job, he has actually kept copies of not only the original weapons plans, but all working data and his final plans for the Gigas probe induction guns.
Recently, Kenchi Saitama, a Shiawase tech working on the secret manned version of the Brahe probe, happened to wander into a matrix discussion room about space technology and overheard McIntyre bragging about having kept the designs, and joking that although he had kept them mainly as souvenir of the job and to use as a basis for some future work, he was thinking about “how much he could get for them on the open market�. Saitama approached McIntyre later that night, and asked him to a private room, where he proceeded to ask how much he’d take for the plans. McIntyre refused to sell them, saying that he hadn’t been serious, and left the room.
Frustrated but still interested, Saitama went to his supervisors at Shiawase. In typical corporate fashion, they took all of his information and told him to forget all about it. (This was later “facilitated� by a visit from one of Shiawase’s wage-mages.)
Now, Shiawase wants those plans. They think they can alter them to be used as a space-based weapon for their manned Brahe probe, allowing them to “ensure� that they reach the probe first. One of their local professional Johnsons received a call, and the run is born.
The Job:
The job is to collect all the data, wipe out any trace of it, and make sure that Mr. McIntire will never design another weapon.
Background on McIntire:
He has paid a top security firm to beef up his floor of the building that he lives in. His physical and network security are top notch, due to his reclusive nature. (The tidbit the players caught on when I ran this was that since he never left the house, he must get stuff delivered. They posed as his grocery delivery service.)
Yeah, so those probably aren't that useful, and might not be as twisty-turny as seems to be popular with most people. The games I run are much more centered on the characters and their lives than they are the actual runs, and so more play time comes out of the result and repercussions of the runs than then runs themselves. But there you go, there's all 2 of them that turned out to be remotely YotC related.
Posted by: MaxHunter Jul 26 2007, 01:36 AM
Firstly I recommend the S3 book "wake of the comet"; I have run two runs from there and they turned out nicely.
[ Spoiler ]
IRC one was about a kidnapping a scientist from a Proteus AG launch facility in Guyana. The other was about retrieving the crashed Gagarin probe from a group of native luddites in the great white north. The latter was the most fun because one of the runners was indeed a native american and had lots of conflicts with his trigger-happier friends. Fortunately they could let off steam when the Yamatetsu team arrived...)
Secondly, I used a couple ideas from the YoTC book that turned into decent adventures...
[ Spoiler ]
There was one that was (is?) in the shadowrunrpg website called Media Spectacle. This is about escorting a journalist to an interview with Pobre in the midst of the Yucatan war and Aztechnology chemical strike.
Another one I called "Rojo" and had a couple of Denver based runners hunt a series of individuals -a show magician, a crazed dwarf, etc. - who actually were different "parts" of a Denver free spirit. The runners were working for Ghostwalker without them knowing. Eventually they got first hand information to "get out of the city fast" in the middle of their last run and just on time to be witness of the Ghostwalker strike.
Finally, a couple runs involving the unveiling of shedim spirits. The first one included stealing some data from the DIMR in Boston and stumbling upon a room which contained a ward and a body. Of course the body animated and attacked the runner who had inadvertedly stepped on the ward pattern, but security arrived fast and they couldn't quite figure out what had happened. For the second one the runners got hired by Ares to kill a muslim leader who favoured peace in the area and was friendly to S-K. The runners smoked the man but he later appeared all live and well, so they had to pull the job again to finally discover Ibn Eisa's secret shedim conspiracy
I might remember more later, If you would like more info on any of those runs, just send me a PM and I'll dig up something. I even have "translated" some of the opposition stats into SR4
Cheers
Max
Edited for -some- clarity
Posted by: Malachi Jul 26 2007, 03:37 AM
All good stuff. I had planned on running some of the Wake of the Comet adventures, but those are set far later in the timeline. Any other run ideas?
Posted by: eidolon Jul 26 2007, 02:00 PM
Well, until character actions became way more interesting than the runs I had in mind, I had this idea to involve them, at least in some small way, with every probe failure. I don't know how I would have done it, exactly, but I thought it would have been awesome to have them basically end up on the wrong end of every corp that was trying to launch a probe. 
Had the campaign lasted (people moving, I got burnt out, etc), I would have randomly picked a couple of them to undergo SURGE, which if your players are the type to get really into character, could be really interesting. I have a notion that the players I had at the time would have taken it and ran with it, probably getting involved with SURGE'd research and rights and stuff.
That's why I love YotC. There's so much stuff you can do with it, since it's basically just a backdrop of "here's what's going on this year, set your game in it".
The Timeline Explorer is down right now, but if you get a chance to look at it, you can punch up that year and see everything else that happened. For example, the events in Brainscan take place in the same year, so I ran parts of that in my YotC game. The blackout was really interesting. The team ended up going out and hooding, which was...not exactly what I expected. Good times.
Posted by: Malachi Jul 26 2007, 03:05 PM
At first, I too had the idea to get them involved with every probe failure. However, when I thought about it, that seemed very unrealistic to me. So, I've decided to focus on just 1 and have the team do a short series of runs that ultimately culminate in the probe being sabotaged. I'm looking at adapting some of the run ideas you presented above into that.
I too saw the great potential in the YotC events to really get players personally involved in the events going on. My only worry is that this is a group new to Shadowrun and previously used to "power, hack and slash" kind of gaming. So I'm not sure how they'll react to "heavier" character issues, but I suppose I can always "throw them a bone" and see how they react.
I ran the Brainscan adventures some time ago, but I didn't realize they had an "official" place in the timeline.... interesting.
Posted by: Malachi Sep 7 2007, 07:42 PM
Thanks for all the suggestions everyone. eidolon, I adapted your "railgun" adventure idea and I'm going to be running it tonight. Here's a synopsis and background:
[ Spoiler ]
Synopsis
Players are hired by Ares for a passive surveillance job, to watch a businessman while he is in Seattle. While he is in Seattle, McIntyre becomes increasing difficult to follow as he becomes personally involved with one of the FB managers. Players are forced to follow the pair through their various social and private meetings, getting increasingly narrow time windows to prepare their surveillance. When he finally is extracted by a rival team, the runners must rush to find and rescue (“un-extract�) him before he gives up information sensitive to the runners’ employer, possibly with the cooperation of FB agents.
Background
Rob McIntyre, a naval weapons consultant, was contracted as part of the Gigas probe construction to adapt the naval Magnetic Propulsion Railguns that the probe was to be equipped with. Although instructed to destroy all plans, Ares doesn’t trust McIntyre. Now, he is in Seattle to have talks with Federated Boeing about the possibility of a new contract. Ares has suspicions, now that FB is helping build a rival probe, McIntyre may be the subject of an extraction or even be planning to sell what he knows about Gigas, thus hiring a team to covertly monitor his dealings with FB. Meanwhile, FB’s partners, Aztechnology and Shibata, have overridden FB’s objections to extracting and interrogating McIntyre. They acquire an asset team of their own to deliver McIntyre to them where they plan to find out whatever he knows about the Gigas probe, at any cost.
Posted by: eidolon Sep 7 2007, 08:24 PM
Very cool, I like. Let us know how it goes. 
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