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#1
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 2-July 07 Member No.: 12,125 ![]() |
So, as the years keep ticking by and gaming time becomes more and more scarce, friends of mine have been turning towards tabletop boardgaming as a great way to spend a few hours together doing (almost) what we do best. Luckily, the advances in tabletop games, their increasing complexity and maturity and incredible diversity has made all of this a winning proposition. From Catan to Battlestar to Descent Into Darkness, we've been feeding the coffers of the creative creators of these tabletop wonders.
Following a series of House on the Haunted Hill games, I've been working on putting together Locations-as-Mechanical-Encounters for Shadowrun. In House on the Haunted Hill, the house itself, its rooms, are NPCs of sorts, acting on the players individually or collectively and spawning various kinds of events (most of which are terrible!). Similar to a complex series of 'random encounter' charts or 'wandering monsters' from early D&D, I am thinking of how this would apply to Shadowrun's Sprawl. Many of the ideas create reliable, predictable encounters and challenges that allow players to plan for and work around specific kinds of problems. Further, these challenges can spawn a number of new items, services and RP opportunities and provide avenues through which NPCs can reward or provide increased trouble or challenge to a party of PCs. For example:
These are just a few ideas. Do you have some? |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 946 Joined: 16-September 05 From: London Member No.: 7,753 ![]() |
Pretty good.
Always makes me laugh that in the so-called densely packed metropolis, vehicle traffic or people traffic is barely visible. Oxford Street in London is a river of people during daylight hours, which is what I imagine it to be like in the the future. |
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#3
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 115 Joined: 17-June 10 Member No.: 18,723 ![]() |
The second point might be questionable. To create a big commotion people need a destination where they want to travel, a shopping mall, subway station, workplace, or other places where they spend/gain their money and these places are heavily guarded with automated systems and/or security personell.
Poor districts where the majority of the people dwells have poor no none security measures despite people calling the police you still may encounter the local gang who dislike you running around firing automated guns. Not a long time ago, there was an incident in the news here where certain politicians tried to create a loophole for far reaching automated surveillance as they tried to exept such methods from privacy protection laws. The protocols for recording and datamining suspicious behaviour already existed in concept which would have been things like running on public places, train stations, govermental building or leaving a bag in crowded places. This whole idea was to be realized in 10-20 not sure IIRC. I expect things to be even worse with laws and technical possibilities in SR in Zones with existent (think of B/C+ Zones) security contracts. |
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#5
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,180 Joined: 22-January 07 From: Rochester, NY Member No.: 10,737 ![]() |
Ooh. Can I snag a copy of that map? I've got one idea to add to your pile: People are creatures of habit; even top operatives will often end up sticking to a few well-scouted routes for travel. Characters have to make a Intuition + Shadowing (Tail Evasion spec) (Security Level Of Neighborhood) Success Test to avoid leaving these "routines" for others to notice and take advantage of. (This would be more for my game, which has lots of downtime; I'd have them make the test when it was necessary, not on a daily basis). Test modifiers would include things like: Positives: vehicle has a spoof chip, more than one fake SIN, Erased quality. Negatives: Dependent quality, Day Job quality, Fame quality, SINner quality. Failure on the test will allow enough information to exist for others to use to predict where and when you might be at certain times--like your commute, having to pick Timmy up from school or day care, and so forth. |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 ![]() |
That should be Shadowbeat's theme song. showmonkey, interesting idea and scenarios. You might find some inspiration in Sprawl Sites, it has some sprawl encounters sorted by race and archetype amongst other things. |
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#7
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 ![]() |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 2-July 07 Member No.: 12,125 ![]() |
I can't seem to find my gang map, which is odd given that it was a google maps overlay. I may have had it on another account or built in the gmaps API. I'll hafta dig around a bit.
A few other ideas:
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#9
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Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
But, how often have you really had athletics (or any skill) come up in a non-combative encounter? A location like this would allow for a pretty interesting foot chase. I run a noir-style campaign, so I can recommend running chases through urban settings. I kinda abstract it (straight Running opposed test, with the bad guy starting 10m or whatever in front and a subway station 300m away he needs to get to to be home free). Of course you need a setting where the PCs can't just pull out their guns and take the guy down. Try it sometime! |
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#10
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 ![]() |
[*] Certain sections of the Sprawl are so heavily populated / trafficked by pedestrians that just getting anyplace in a hurry is damned near impossible. Moving beyond a Crawling rate requires an Athletics check of some kind. All weapons fire is at a large dice pool penalty and will strike bystanders. A retired NYPD cop talked about the time that his ESU team (in the 80s iirc) had to to literally push their way through rush hour pedestrian traffic. It was NYC, so the pedestrians were pointedly not looking at anyone and just kept going and flowed around the cops. Oh, and the cops were in uniform, with obvious body armor and helmet, and holding shotguns and SMGs at port arms. |
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#11
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 2-July 07 Member No.: 12,125 ![]() |
I run a noir-style campaign, so I can recommend running chases through urban settings. I kinda abstract it (straight Running opposed test, with the bad guy starting 10m or whatever in front and a subway station 300m away he needs to get to to be home free). Of course you need a setting where the PCs can't just pull out their guns and take the guy down. Try it sometime! My next game is going to be centered around a Bail Bonds office where the PCs are bailbonds officers / bounty hunters that moonlight in even less-than-legal activities. Basically, their Bail Bonds office is sort of their clubhouse / flophouse where they sometimes earn a bit of legit cred and wait for the next job / woman. |
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Lo-Fi Version | Time is now: 11th May 2025 - 05:19 AM |
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