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skyekicker
Hey guys I'm starting a campaign on this forum and I like to know what would be a good and easy way to generating a shadowrun.
The I would like my runs to focus on all sorts of non-combat actions reserving combat only for when everything goes wrong.

What would be a good map design for an installation?
What would be a good set of generic mission objectives?
What would be a good set of gereric problems?
What would be a good set of solutions to those problems?

This will be my first time and anything guys would say way would be of use.
Thanks ahead of time.
Cheops
Wait for the screen to come out or else get the SR3 book Mr Johnson's Little Black Book
Shadowrunner13
I don't have a surefire formula for making good runs, since every player likes different things when it comes to gaming...

My suggestions are these:
Minimal Planning - Everything you plan for will be something your players don't do. Create a brief outline of the key events that make up the run... only make setting specific stuff if there is no way for the players to avoid a location. Improvisation is your greatest asset.

Make sure everyone has a purpose - Before you have a run made up, make sure you know what everyone will be running in terms of runner types. If you have a hacker-heavy group, a run without hacking potential will bore a chunk of the team, as they will not get a chance to shine. Try to incorporate an obstacle that each runner will shine against, so they feel they contributed in a big way to the team's success.

Get the runners to care - Having one vanilla datasteal after the other will bore the players over time. Be sure to have some kind of hook in the story that will interest one or more of the players. Typically, players will give their runners similar concerns and likes to their own, so if you have a plot hook that resonates with your players, they are more likely to take a vested interest in the story.

It's not much, but hopefully, it's food for thought. You can also check my website (click the sig) to see if anything I've run in the past might gel with a run concept for your group. Keep in mind, most of my stuff is from SR3 and will need to be tweaked.

SR13
BishopMcQ
My two cents...

When I am running a long-term campaign, I generally start with a broad strokes outline of what I want to embody.

For this exercise, we are going to deal with Criminal syndicates in Seattle. (I'm partial to the Vory and Irish Mafia.)

Now we get to the story, at this stage we still want to be thinking broad strokes. So the Vory are going to start muscling in on established Mafia interests.

Enter the Players, what are their characters motivations? The first run or two can be on one side or the other, as you feel out the characters--do any of them have connections on one side of the fence or another? Are they trying to run by a code, out for the money, etc.?

Now we get into some of the grit, the Vory boss is actually trying to get control of the Mafia supply chain, to put a strangle hold on their smuggling and drug influences. Look at the puzzle from all the different angles and directions that you can find.

How are the runners going to respond to being hired by the Vory to beat up chip dealers and hijack shipments? Will they be upset about doing wetwork? Afterall they are only whores and addicts? But what if one of the prostitutes is a friend of a friend?

Just keep adding on layers and watch for the players, they have a pesky habit of starting their own sidequests and crusades.

For a PbP Mission, I generally start out with a storyline that's slightly more filled in.

We'll use Chasing the Prize as an example. This game was designed to be a legitimate bounty hunt.

I made the bad guy a virologist who skipped bail--but what's interesting about that? Let's add some depth to this guy...He's researching a cure for VITAS, the plague of the modern era. His research is primarily looking at cannibals in the West Indies who seem to be immune to the virus (my own tidbit) and victims of the Krieger strain (ghouls). So our good doctor, need a name--Lucien Ballefour, was running a street clinic to help out his fellow man and perform some heinous experiments on the sly. He contracts HMHVV and tries to hide the fact from the people at his research lab. (Otherwise he'd have to explain what happened...)

So now we have a ghoul running loose, he's intelligent, educated and more than a little scared. We can add environmental complications like a viral weapon (VITAS anyone?) being released in the subway during rush hour; humanitarian aid from Ballefour Pharmaceuticals as they offer free innoculations of their VITAS cure which is still in clinical tests; and foreign travel--Lucien has dual-citizenship.

Now all we need is to grab a group of players who want to play legitimate bounty hunters and we are ready to go.
CountZero
My own input: Don't be afraid to rip stuff off.

For example, I'm reading The Emperors of Chocolate by Joel (with an umlaut) Glenn Brenner. The book's about Hershey and Mars and, frankly, I was suprised with the number of run ideas got from this book. Sometimes that's all you need. It's one thing to have an extraction from a lesser corp, or a datasteal or whatever. But when that corp employee you've been hired to clip works for the Sixth World's largest (and most secretive) chocolateer, that will get your players interested (and possibly make them want to dig deeper into the Whys of this run).
bclements
QUOTE (CountZero @ Dec 26 2005, 12:44 PM)
But when that corp employee you've been hired to clip works for the Sixth World's largest (and most secretive) chocolateer, that will get your players interested (and possibly make them want to dig deeper into the Whys of this run).

Schweet* Idea! wink.gif

*For those that haven't read the book, this quote from an Amazon review is far better than I can come up with: "Any candy company with its own intelligence division must be serious business."
Mr.Platinum
My experience is just have an out line, cause alot of times the players will go out and do there own thing.
Liper
first step for a good gaming session, find out what the players want to do.

Step two, find a way to twist that into a mission.

Step three, watch lots of TV.
FrostyNSO
Step 4: Turn off that television when the session starts.
Mr.Platinum
What also makes a good run is crazy player reactions.
Some times you just roll with em and they make there own story.
stevebugge
As long as you've got a good story to tell and aren't too disorganized things usually go well
Dash Panther
If you give specific details about your players, you may get more specific (and more helpful) advice. Information about the number of players, archetypes of their characters, personalites of the players, how the characters know each other, etc.

If the characters know and trust each other, you can get more hooks that are meaningful to the players.

For example, you can have the team steal a magical artifact for money (yawn), or you can have the team steal back a magical artifact that originally belonged to a bear shaman group that the team's bear shaman is trying to get in with (and the shaman group will pay the team, too). The team's shaman can initiate through the shaman group, and this can also result in a contact for the team (if they need spirit back up, healing, etc.). Maybe you want the players to be paranoid and mistrustful, but I prefer connecting the team on more than greed and professionalism.

It's also good to give the players chances to use their skills creatively. Have the face set up a diversion while the covert ops specialist sneaks in.

If it's your first run, so I recommend that you generate the characters yourself so their stats are simple and you don't have to look things up so much.

Forget using non-humans, positive and negative qualities, shaman bonuses, complicated cyberware, and hacking.

You can still have some fun with the mage using illusions and manipulations.

It's your first run, so it's supposed to be more about you and your players getting a feel for the system and setting.

If your players spend a ton of time generating characters before your first run, they might not like their characters anyway. Just make simple characters for them and let them focus on personality, interaction and using skills creatively. The players might end up liking their characters anyway, and would just modify them a bit.


Azralon
* Have a very clear mission objective to convey to the players. "Kidnap X," "Steal Y," or "Eliminate Z" are traditional favorites. Just make sure that the mission objectives don't (initially) run counter to the PCs; don't hire them to gank baby tuskers if the samurai is part of the Orc Rights Committee. You can assume the Fixer or Johnson knows enough about the PCs to have chosen them for a task they'd be likely to complete.

* If you want to complicate your mission objective, use a combination of the above objectives and/or add a time limit. "Eliminate Z to kidnap X and have it done before midnight tomorrow," for example. Don't overcomplicate the objectives, however, as that can lead to confusing sessions and difficult conversations about how much people should get paid upon partial completion.

* Use the "kobold swarm" method rather than "every fight has a boss in it" method. It's generally more satisfying to spend a few hours hacking through a river of ninjas than to beat on just a few extremely tough individuals. You'll find that it's easier to keep the loot escalation under control that way, too, and your prep time will be shorter if you just need to make up 2-3 flavors of cannon fodder but only one big boss.

* Above all, never EVER expect your PCs to be predictable. It's a shadowrunner's job to exploit the world around him and not get caught doing it. The predictable runners that try to enter a secure building through the only obvious doorway will have short careers. The clever ones will go through the air ducts, service entrances, sewer grates, or fresh holes in the walls. The really clever ones will figure out a way to accomplish the mission without setting foot into the building at all.
Cheops
Watching movies, tv, and reading books is probably a good way to learn how to plan runs and how to counter them. Those Tom Clancy books are kinda dull sometimes but they give a really good idea of how to run security/black ops. Dogs of War by Frederick Forsynth is also a good read for such things--covers the business end of things as well as the actual operations. 24 is a fun show to watch but it also gives a great idea of how high end security should work.

I've also fallen into the bad habit of trying to figure out a way to beat the system of every building and/or job I've been in. It's a good way to get used to planning and mapping everything out in your head and also with coming up with stuff on the fly. If you remember that just about everything that you, as a non-criminal (I hope), have come up with has probably already been thought of and tried and then trying to come up with a way to counter your idea you'll be able to eventually come up with ways of challenging your players to no end. This is why no one in my group is eager to run games where I play in them--I can come up with stuff on the fly and know that the brute force approach is usually the best way to beat any system (When in doubt...).

Finally, this part is boring as shit if you don't like business, but learning about how businesses operate, are structured and all the usual office procedures and politics is a good way to set up runs. Makes the run seem more real and it can pose real difficulties for players who don't bother taking any etiquette or procedures skills.
Apathy
Just ask Blackjack...
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