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Jan 6 2006, 04:55 AM
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#26
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
Oh... Holy shit...
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Jan 6 2006, 05:08 AM
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#27
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Which reminds me of another old run idea. Custody battle/kiddnapping run only some leg work will show that the Johnson isn't divorced (everything else is perfectly fine). The punchline involves one member of the team being compelled to cook his own face and feed it to the cute kid. Or, you could have them the the mafia girl's second set of bodyguards after the first one took my advice.
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Jan 6 2006, 07:34 AM
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#28
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Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
Bless you Brother There are some change ups that you can do. Like Nezumi said, up the ante a bit. Send them into an arcology. Send them into an Ares facility, the type that has milspec gear for the heaavy response guards. Use the security measures from the SOTA 63 book, like the wall nano sensors that are all but undetectable, or capacitance wire. Use biomonitors for the guards. Use para-critters, or cybered dogs. Improved scent and hearing will work wonders for spotting runers w/ high stealth. If you want high end, give all the security battletac, and have the security rigger or sargeant use tactics to coordinate. If you're going to shoot, shoot a lot. Yes, you'll miss a lot more, but as one of my players found out last weekend, one guy unloading his mag on you sucks. One guy w/ an Ares predator, w/ smartlink (street sam type) with lots of recoil compensation unloaded on him until he had no dice left to roll. He only did a couple of boxes of damage at a time, but at the end of the round, that character was at 7 boxes of damage (and he had a 6 body and some serious armor). Followed that w/ a manaball on the group, and that guy was out for the rest of thr run. If you're a guard, and a group of runners are tearing your pals apart, you're going to throw everything you have at them. So shoot everything you've got, and pick them apart. If you send them in to a place that should be formidable (read:zero zone), take your time designing the security system. Set it up as best you can, then look for ways to exploit it. Think "If I was trying to break in here, where owuld the weak points be?" Then build those points up. That's what the Security Director would do. Design the building with security in mind. Obviously this isn't going to be the case for the majority of corp places, but send them into a zero-zone and see how they do. Don't give them a way in, make them find (or make ) one. |
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Jan 6 2006, 07:42 AM
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#29
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,283 Joined: 17-May 05 Member No.: 7,398 |
Corridors full of monowire.
"So you walk down the hallway? Okay, you hit 3 strands of monowire. Make body resistance tests." *player rolls* "Okay, you take 18 boxes of physical damage. You body is sliced several more times before it hits the ground." Also, fill the matrix host with oodles and oodles of Black IC. Even the best technomancer's going to have trouble if he's getting swarmed with dozens of IC programs. |
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Jan 6 2006, 07:44 AM
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#30
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Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
security mages w/ fiber optics in different parts of the building.
Fire elemtentals engulfing sammie's specifically to set off their ammo. ;) |
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Jan 6 2006, 07:52 AM
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#31
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 |
There are some good ideas here, but a lot of them...well, ARE sort of leaning toward the ol D&D tradition of 'they're killing my stuff, lemme throw bigger and badder stuff at them!' To me, that was the ol' D&D way of handling things. "They have a Machinegun? well than the enemies have a Panther Cannon! PCs have Cannon? Enemies have Thorshot!!!"
I typically liked the lines of 'play the other stuff smarter'. Rather than beefing up enemies til they are nearly undefeatable unless the runners have subtactical nukes...playing a party roughly equal, if not a few karma more powerful, VERY smart can ruin a runner's day just as well. And besides, a lot of out of combat stuff can be done to challenge them just as well. And I always thought the most challenging runs were the 'If one bullet is fired by any side...you failed the run'. I would try some of them before throwing force 12 spirits at the PCs. |
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Jan 6 2006, 08:11 AM
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#32
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Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
I'm not saying big spirtis, or big guns. In my example, the PC was taken down by an Ares Predator and one spell.
Just build the security [I]smarter[I]. The fiberoptics is a very cheap way to make one security mage go a long ways. Sending an elemental aginst a street sam is just being smart. It's a quick and easy way to disarm him, even with a mid-force elemental, that doesn't cost any sec guards lives. Remeber that these buildings that they're going in to have people that are actively trying to keep people out, and are going to cover any weak points that they can find. That is EVERY corp building they go in to. They might not all have the resources to buy all the toys they want, but enough to make it difficult. When you draw up a map of the place they're hitting, don't draw it up with a way in on your mind. Rather, draw the map, see if you can find points to exploit it, then do what you can (within reson and your idea of their budget) to plug those leaks. |
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Jan 6 2006, 08:17 AM
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#33
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Find a guy and deliver a message to him (not a ephemism for violence, an actual message). No combat whatsoever if the runners do it right.
The catch, the guy is missing and was last seen in the general vicinity of Tibet. The runners have to track him down and this may require getting into Tibet (a difficult task itself considering the impenetrable barrier and mountain-sized fire elementals that they do not want to make angry). The run iself is pure legwork without any violence unless the runners themselves do something stupid. |
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Jan 8 2006, 09:08 PM
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#34
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Moving Target ![]() ![]() Group: Members Posts: 458 Joined: 12-April 04 From: Lacey, Washington Member No.: 6,237 |
I find it helpful to think about the background of a run - not just the "why" but the "how." How does Mr. Johnson know that Ares has this hotshot research scientist that we'd love to kidnap? Did he send in a hacker? Did the scientist himself decide he wants out of his contract and covertly emailed his resume around? Does Mr. Johnson have a secretary on Ares in his payroll (i.e. a spy)? Any way you slice it, there's always a chance (sometimes a good chance) that the opposition knows something is up. Maybe the hacker got traced (or at least set off an alert). Maybe the scientists email was intercepted. Maybe the secretary is a double agent - really working for Knight Errant to lure in types like Mr. Johnson.
If security is on alert for trouble, they're going to take some extra precautions. They're justified in sending in some guys with cyberware or installing extra sensors/drones/spirits. Maybe they'll try to be real obvious ("we'll scare off any troublemakers") or maybe they'll try to be really subtle ("those troublemakers will never see THIS coming"). Either way a routine run is a whole new ballgame. And you can take it a step furhter - if the target has an inkling something is going down, maybe they're already in the "preemptive self defense" mode with loads of agents (or shadowrunners) looking to stop the team. Maybe that Loyalty 1 Fixer really has the straight dope about security plans. And maybe he'll make twice what you're paying him for selling you out to the corp, instead. The best part about this sort of paranoia is that it starts to make the players work harder than you do. They'll get worried about being followed or overheard or ambushed anywhere - even a routine meet or a pizza delivery can get scary as shit. They'll chase their own tails and turn ordinary details into impossibly elaborate security setups and traps. As long as they THINK the game is hard, they'll act like it is and have that much more fun! |
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Jan 8 2006, 10:38 PM
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#35
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Target ![]() Group: Members Posts: 32 Joined: 8-January 06 From: Tuscaloosa, AL Member No.: 8,142 |
One thing I always did when I ran was create "soft" corridors that would funnel the attacking runners into areas because it was the "best" way in. Using fiber to watch exactly what the runners are doing, the security would hit them from hardened positions that limited the runners choices for retailiation.
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Jan 9 2006, 02:41 AM
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#36
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Moving Target ![]() ![]() Group: Members Posts: 458 Joined: 12-April 04 From: Lacey, Washington Member No.: 6,237 |
SEAL that is vicious. I'm totally doing it next run . . . .
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Jan 9 2006, 03:11 AM
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#37
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Target ![]() Group: Members Posts: 32 Joined: 8-January 06 From: Tuscaloosa, AL Member No.: 8,142 |
In the best adventures there is a point where a character says, "this was a really sh*t idea". We used to play SLA Industries and so everyone was always paranoid anyway so I just fed that.
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Jan 9 2006, 06:48 AM
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#38
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Man In The Machine ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,264 Joined: 26-February 02 From: I-495 S Member No.: 1,105 |
Hearing your players plan for 2 hours and getting to hear "this was a really sh*t idea" is just music to my ears.
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Jan 9 2006, 10:20 AM
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#39
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Ah, the bean-counter's favorite - as soon as monowire shows up in a run, abort it and start your own: stealing monowire. 8) |
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Jan 9 2006, 04:42 PM
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#40
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
"Ah, let's go over to plan Z anyway. Shoot everything that moves." |
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Jan 9 2006, 05:14 PM
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#41
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 |
My group outlines Plan Z as "Charge in and react accordingly."
They stopped doing that after a while. |
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Jan 9 2006, 06:57 PM
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#42
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Target ![]() Group: Members Posts: 23 Joined: 31-October 05 Member No.: 7,914 |
I agree with the people before about making the other parts harder than just the enemies. Sometimes as a GM i fall into the fault of giving to much to quick, and i see a balance start to fall. In a situation like this i use the regular enemy types but the fact of completing the mission and coming out ok is two different things. Having one of the runners seriously injure a part of thier body and magical healing is expensive or not around.
I have an adept in my group that got to be extremely powerful. He was unlucky during combat and passed out the only other person that was running with him was unconscious as well the team took him to a street doc and told the runners that the damage was to great and the arm from the elbow down would have to be amputated. When the adept woke up he was without arm and pissed i must say but he had to get a cyber arm and that hurt his essence. Also create :nuyen: dumps for them something were they have to spend the money so they can't just be buying everything that they want. Also make the availability harder for them to get. Leave them in situations where doing a run itself is far from their mind and roleplaying more and thinking through things is the way to go. Just some thoughts |
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Jan 9 2006, 08:00 PM
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#43
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Resident Legionnaire ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,136 Joined: 8-August 04 From: Usually Work Member No.: 6,550 |
Sheezes. If you have to do all that, you're missing something. That just sounds like GM assclownery.
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Jan 9 2006, 09:29 PM
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#44
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
A zero essence cloned replacement limb costs less than cyberlimbs and is several times more common. Why would the adept have to get a cyberlimb?
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Jan 9 2006, 10:34 PM
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#45
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Target ![]() Group: Members Posts: 32 Joined: 8-January 06 From: Tuscaloosa, AL Member No.: 8,142 |
You can take your run and just cause little problems to come up during the operation. The vehicle they are traveling in has problem such as a fuel line rupture and sprays the group with fuel and generally making them misrable. They could also have problems such as an accident when they arrive and people can get hurt then. They have done the planning and have to hit tonight even though things are looking bad.
They go in and find that even though everything they accessed had shown that security on site would be 40 guards total and a few biologicals, turns out it is several times that number, several are cybered and have some awakened critters and mages. The team has some comm problems once in the facility and has a hard time coordinating. Throw in some friendly fire and while they may succeed they will pay for it. Your players may b*tch about it and say that they are professionals and that should not have happened. If so, ask them to do some research on Operation Urgent Fury because this is not unlike what happened to SEAL Team IV (now DEVGRU). Does not matter how much they plan, things will go wrong. Operation Gothic Serpant (Mogadishu) started poorly because Pvt. Blackburn fell while fast roping and tied up resources early. Just something to always hold over their head, not something on every mission but often enough that they are good and paranoid. |
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Jan 10 2006, 03:03 PM
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#46
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Turn it from Shadowrun to Shadow Call of Cthulu. That generally gives my players good cause to be nervous.
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Jan 10 2006, 03:28 PM
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#47
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Make random (bad) luck really random - roll for it.
Otherwise it just has a bitter taste. |
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Jan 10 2006, 03:37 PM
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#48
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Target ![]() Group: Members Posts: 32 Joined: 8-January 06 From: Tuscaloosa, AL Member No.: 8,142 |
Little things can really mess them up too. Consider having a Lone Star detective notice that all those spent casings at the 4 mass murders have matching trace DNA and prints. Now have him pretty sure that it is runner X and start following him around. How careful are runners about not leaving DNA and prints on the trash? Going to McHughs (I think that is the name) and leaving with your trash to properly dispose of it will raise some eyebrows. Then again if they are happy to go outside you could have a group of runners ambush them because they hit that target that they were spending all that time casing for their Johnson.
Using the CoC flavor can be a nasty surprise. That is what our GM did for bugs to add that alien feel and to keep us from understanding exactly what was going on. SR4 does not have good rules for insanity but do some research on PTSD and then you can use that to help explain to the runners the nightmares they are having. Are those cold sweats from PTSD or are you sick? |
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Jan 10 2006, 04:32 PM
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#49
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
It has composure checks and rules for use of medical diagnosis, though. |
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Jan 10 2006, 07:36 PM
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#50
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Target ![]() Group: Members Posts: 50 Joined: 4-November 04 Member No.: 6,807 |
Another good tactic is to take the players out of their element and/or deprive them of their equipment from time to time.
I have a group of players that is effective and very creative, but their jobs tend to be on the noisy side. Recently they had to go to Japan to help out a friend. They travelled on a commercial flight, disguised as tourists, so they couldn't bring any weapons or illegal gear -- and when they arrived they didn't have to contacts to buy anything. I also made the police presence pretty heavy, and played up the fact that Japan is very law-and-order oriented and that noisy, violent actions would get them in a lot of trouble. The toughest opposition they faced the whole run were a few plainclothes cops with light pistols -- guys they could have walked over normally. But the whole run they were *terrified* that they were going to get caught, and they definitely felt challenged. In another run, the train they were travelling on was attacked by a Comet cult. It took them a while to even figure out what was happening, and they were forced to react to the circumstances instead of planning everything ahead of time. |
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