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> Format of plot books
Demonseed Elite
post Jul 4 2007, 11:52 PM
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QUOTE (Talia Invierno)
Edit: Come to think of it, that attitude also means that nothing substantially new (per Goose totem, or otaku, or technomancers) can be introduced in a plotbook -- ever -- for to do so would create another instance where the new thing isn't in a core rulebook.

Well, keep in mind that in the near future, we'll be out of Fourth Edition core rulebooks. I don't think that means we'll be done introducing any new things for this edition of Shadowrun. What it will mean, most likely, is that it will be done carefully and that anything introduced will not bring with it new and foreign mechanics. And that if for some reason something is introduced in a plot book, it'll probably be replicated or updated in a sourcebook further down the road so players won't have to necessarily buy an obscure plot book in order to use that particular thing (like Goose shamans, or whatever).
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Talia Invierno
post Jul 5 2007, 01:21 AM
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QUOTE
Well, keep in mind that in the near future, we'll be out of Fourth Edition core rulebooks. I don't think that means we'll be done introducing any new things for this edition of Shadowrun. What it will mean, most likely, is that it will be done carefully and that anything introduced will not bring with it new and foreign mechanics.

The example cited as unacceptable, not by me, was the Goose totem -- which did not itself introduce new and foreign mechanics. That's the level on which the writers are instructed not to introduce new things outside rulesbooks and catalogues.

And if an updated catalogue is required down the road after the plotbook has already sold out its printings (for second-hand sales don't profit the company): how much of that will be -- must be -- pure and utter duplication from what has gone before?

I had my first economics lessons from the Corporate Shadowfiles -- in more ways than one! :)
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Demonseed Elite
post Jul 5 2007, 03:00 AM
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Let's say that it's a couple of years down the road and a plot book we're writing pretty much calls for a new magical tradition as part of the storyline. Well, we're not really forbidden from putting that new tradition in the plot book. It doesn't introduce any new mechanics, those are already in Street Magic.

That said, if we do another magic rules supplement down the line, I know I'd strongly recommend putting that tradition in that supplement also, so players who pick up the magic rules supplements don't need to pick up this rule book to play that tradition.

Still, it's not new mechanics. That's the thing that SR4 is really avoiding putting in supplemental books. Which did happen in earlier editions.
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TypeRyder
post Jul 5 2007, 09:14 AM
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I think I like the event books most - you can simply read them or you can build shadowruns based on all the stuff inside.

Sure, track books are nice if you doesn't like to think about a run for yourself - but I for myself have the problem that I really need time to prepare them (because it's not my idea and therefore I have to read the whole thing instead of improvise on the way) and most of them have IMHO a touch of railroading which I don't like.

Players never act the direct way, they always invent other ways to handle things and I simply don't like it to put them back on line. So I have to improvise anyway - and with an adventure seed I can easily fit that new situation in - much better than to integrate a homebrewn situation inside a tracked adventure.

The reason for me to buy tracked adventures is to keep in line with the story - oh, and to get some maps *g*
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Mistwalker
post Jul 5 2007, 01:47 PM
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I like the event books, but like some of the detail that is found in some of the campaign books.

Brainscan had lots and lots of info on the setup in the Arcology, allowing a GM to have lots and lots of runs with or without using the runs in the book.

Hmm, event books combined with setting book?
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edrift101
post Jul 5 2007, 02:33 PM
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Personally, I prefer to have a bunch of game ideas loosely described like in Runners Haven. I find that the best games are character/player driven and loosely based on a set of events that you would like to happen.

Honestly, I have yet to run one of the fully plotted out adventures... Mostly because they are so easily broken and pretty linear in design.

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redne
post Jul 5 2007, 06:13 PM
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One problem with campaign books like Brainscan is that the possibility that the characters can actually affect the events around them is mostly illusory. Although the GM may allow the characters to "deviate from the script", it usually means that the campaign will be broken in relation to official storyline. Then the GM has the option of forgetting the storyline or fixing things somehow. I, personally, think the fixing option might be even uglier than not letting the PCs go their own way in the first place (if anything can actually be uglier than cruel railroading).
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Mistwalker
post Jul 5 2007, 07:27 PM
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I have no problem with chars making world shaking effects/events. If the official book says that Johnny 5 did the deed, well, the runners aren't too unhappy, as the heat is not on them, and those in the know know who really did the deed.
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fistandantilus4....
post Jul 5 2007, 07:32 PM
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Besides, Johnny 5 is just a rogue Ares anthroform. Everyone knows 'he' couldn't have really been behind it. It was Dunkelzhan.
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Mistwalker
post Jul 5 2007, 07:37 PM
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Your spilled the super secret.

The assassin bunnies have been unleashed
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OneSeventeen
post Jul 5 2007, 09:49 PM
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I suppose I prefer the kinds of things that are most vague and, thus, more easily modified to what we're already doing. In fact, I kind of prefer if things are happening in the background a little bit. I get a little tired of stories where the heroes save the entire frickin' Earth/Universe/Existence. I'd rather run a game at a level where global events are messing up local affairs and the characters are having to fix/modify/destroy things on that level.

Others will, of course, disagree. I think it just comes down to what level you want to play your game at; I think there's a continuum between huge save-the-world type plots and little locally-scaled plots. I imagine this is difficult to do, but ideally a book that advances world events would allow for a GM to take the information therein and run either direction with it.

I also think it's valuable to have a book be such that a player can read it and when the GM incorporates something from it, they think, "Oh woah. I remember reading about that," which will (hopefully) sort of parallel the character's thought of, "Oh... I heard about that on the news/from my contact/in the bar."


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fistandantilus4....
post Jul 5 2007, 11:25 PM
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QUOTE (Mistwalker)
Your spilled the super secret.

The assassin bunnies have been unleashed

No prob. Drop Bear Commandos have my back. ;)
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Da9iel
post Jul 6 2007, 02:00 AM
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Or does they, proud fallen Iron Chef Drop Bear Elder #19?
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fistandantilus4....
post Jul 6 2007, 02:15 AM
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They does.
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Magus
post Jul 6 2007, 06:24 AM
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QUOTE (fistandantilus3.0)
QUOTE (Mistwalker @ Jul 5 2007, 02:37 PM)
Your spilled the super secret.

The assassin bunnies have been unleashed

No prob. Drop Bear Commandos have my back. ;)

Surrounds Elder Fisty with two squads of commandoes. :notworthy:
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fistandantilus4....
post Jul 6 2007, 07:59 AM
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See. And I'm not even in Florida. :D
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redne
post Jul 6 2007, 11:26 AM
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What the hell are you people talking about??? :?

Anyway...
QUOTE
I have no problem with chars making world shaking effects/events. If the official book says that Johnny 5 did the deed, well, the runners aren't too unhappy, as the heat is not on them, and those in the know know who really did the deed.

Yeah, me neither. I meant decisions more like "Let's not go to the Arcology, it's too dark and cold and dangerous. And while we are at it, let's put a bullet in the head of this drooling old man so no one finds out it was us that took him." Which kind of is a problem if one likes to follow the official storyline.
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Slash_Thompson
post Jul 6 2007, 03:01 PM
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put me down for track books and event books,

don't get me wrong, I like reading the campaign books but they really don't have much use for me to actually run them (either too much to tweak or too much effort to keep players close enough to canon paths for the events to be coherent - more recent campaigns have improved this, a little bit.)

track books on the other hand, I can start dropping the runs into my regular games right away with minimal tweaking, since you're getting basically just the 'plot' of the run and not the 'mechanics'.

and event books work great for my group since I use them to generate my own run ideas with a greater sense of tie-in for my players (these are also the only kind of plot book that I encourage my players to buy before I finish using it - since the runs are mostly not detailed)
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FrankTrollman
post Jul 6 2007, 03:57 PM
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Much as it seems to hack some people off really bad, I prefer it when events are never explained or returned to again. It would be a major problem for me if it was ever explained what "really" happened to Saito because it almost certainly wouldn't end up being what it was in my campaign.

Maintaining a shared world requires a shared cast of characters and a shared set of countries, but it also requires a substantial amount of "unknowns". Quantum areas of the world and the plot where players can take actions that they know in advance will never be countermanded in any later books.

Let's take the throwdown in Cambodia between Queen Rochefort of the Republic of Cambodia and the Nagaraja of Nag Kampuchea. Player characters could potentially choose to support either side, possibly even causing one team or the other to win - which would probably involve killing the leader of the other faction. That's fine. But if the books ever come out with an official storyline of what happened there in the last 6 years it's a total coin flip as to whether your team's antics were even possible.

In general, more plot hooks should be dealt with like Saito or the identity of Sheila Blatavaska. The plot hook is thrown down, some possible answers hinted at, and then the acual "answer" left up to individual campaigns with the promise to never speak of this again. It's the only way for player character actions to be rectifiable with future releases.

-Frank
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eidolon
post Jul 6 2007, 06:22 PM
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Campaign book: I like them, but I tend to wait until I can pick them up used. This is mostly because rather than run them beginning to end, I usually end up mining them for stuff that either will spark a new game/campaign, or stuff to fill out an existing game/campaign. I usually don't care much for trying to run a story line that fundamentally does not allow for player actions outside those expected in the linear story. (That's me. Not trying to start an argument.)

Track book: Predominately the same to me as a Campaign book. I love to skim through them, and I'm always interested in the meta developments (even the ones that I toss out and leave out of my game world).

Event book: My absolute favorite of the three. As a GM, YotC gave me a framework against/in which to set any number of runs, games, story lines, and campaigns. I was able to delegate the larger meta-world to the book, pulling events and timelines from that, while I was able to focus on the micro - the runs, the character stories and plots, the interactions, the NPCs for my game, etc.

Which ones are most enjoyable to read?

Event books, as you describe them.

Which ones are most useful to you as a GM?

Event books, for reasons given above.

Would you like to see more of one format or the other or an alternating mix of formats used?

I would like to see more event type books, but I think it's important to have a few different ways of presenting things. The other two types you describe are good for exactly those purposes, but to me, the way to present major events in the world is an Event book. Sure, the stuff in the other two make up bits of the plot, but it seems that they do so best on a smaller scale.

What might be missing from these various formats that you really wish were in plot books?

Maybe some more "major players" lists, more info on the movers and shakers? I love having "real" people in the game world to lean on and use. I know, pretty weak, but I really can't come up with anything else right now.

Do you have a "dream format" that you'd like to see plot books done in?

YotC. ;)
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Rifleman
post Jul 6 2007, 06:43 PM
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QUOTE (FrankTrollman @ Jul 6 2007, 10:57 AM)
Much as it seems to hack some people off really bad, I prefer it when events are never explained or returned to again. It would be a major problem for me if it was ever explained what "really" happened to Saito because it almost certainly wouldn't end up being what it was in my campaign.

This plays out in other areas, especially those in the seattle. Any time something is stated as fact, it becomes nessesary for someone to break Canon.

For instance, my major break with cannon surrounds the events and people in the Mob, particularly Rowena O'Malley. In my world, there aren't three families, there are five. Rowena took the war against The Butcher to the level of international, brought in a family from Sicily, converted a dissatisifed Oyabun, and got a nephew of The Butcher to sign on. Players in my game brought these forces together, as well as uniting the criminal elements of the orc underground under the hand of an ancient orc (kept alive through two leonization treatments so far) who had, before he turned, been a mobster himself. When Old Man Orc joined the criminal union, they christened themselves the five families and dropped the rug out from under The Butcher

My players got to take part in an epic crime war that set up a new order in Seattle that now is in danger of tearing itself apart under the stresses of it's difference. The other crime syndicates are recovering now, and are going at the new behemoth with a venom. The players got to take down The Butcher in his own mansion, ala "Scarface". In my current game, with a new group, the politics of the New Five Families are coming to a head, as Rowena is trying to push the Mob itself by threatening going independent. It's vital, it's living, and the players most definately have an effect. (One of the players, in fact, resurrected an mob character he played before as a 'diplomat' from Italy, and is getting annoyed with Rowena's runaround.)

Then I pick up Runner Havens, to look at know what's 'Canon'.

Needless to say, I'm still running it with My Rowena, and her crime syndicate. As well as in My Seattle. :cyber:
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Demonseed Elite
post Jul 6 2007, 07:30 PM
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I agree that leaving a number of unknowns in the metaplot is important. The hard part is that we never really know what we'll be leaving as unknowns and what we don't. If San Francisco were chosen as a signature sprawl in one of the sprawl books, the writer might be forced to deal with Saito, or at the very least they are going to have to establish the current situation, which says something about the direction of the Saito storyline.

I also encourage GMs to break canon and not to worry about it. I did it all the time in games I GMed, even going against canon I had written. The canon is there to provide a basic framework and an ongoing story but it's not there to lock anyone down into it. It's a roleplaying game, after all, and the freedom to go outside of canon is one of the great things about this medium that hasn't been duplicated very well elsewhere.
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Rotbart van Dain...
post Jul 6 2007, 07:37 PM
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QUOTE (Demonseed Elite)
I agree that leaving a number of unknowns in the metaplot is important. The hard part is that we never really know what we'll be leaving as unknowns and what we don't.

Well, making the whereabouts of the great AIs a cliffhanger in System Failure and then blatantly state that they are gone for good in Emergence was a bit... brutal, even for retconning.
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Demonseed Elite
post Jul 6 2007, 07:42 PM
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I agree with you on that point. :P
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odinson
post Jul 6 2007, 07:55 PM
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QUOTE (FrankTrollman)

What I would like more than anything else is simply a Sixth World Atlas. A book that was simply a UN world report on war and smuggling would be perfect. I figure like 196 pages with a map section that covered the whole planet (in something like 12 pages). Then give a half-page rundown of each of the world's ~220 nations, have 8 full-page illustrations, and have 66 pages of United Nations hand wringing about war zones and crime.

-Frank

That would be a pretty slick idea. Sorta like one of the shadows books but with maps. You would start with the world over view and a world map and when it got to a section about any area there would be the detailed maps and a bit of game info. I personally would like a just info book that skipped all the fluff and had maps and game data. That would be useful.
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