Okay, my players have all confirmed that they don't read much about Shadowrun online and they haven't read much non-rules material, so I'm going to post my current campaign outline here to see what people think of it. I'll probably keep it up to date with a log of the campaign as well, assuming that our group actually lasts, this time.
A couple of explanations of why things are falling out this way. Firstly, I started playing with 1st edition. I played through much of 2nd, but 3rd passed me by entirely. While I'm fine with moving on through all the events of these editions, my players weren't there for them and it seems a shame that they missed so much. Also, it can be problematic to hit people with everything that's happened in the Sixth World at once. One of the strengths of early Shadowrun was that it was still close to our world in a lot of ways. Fourth Edition actually does an even better job of making orks and trolls and magic feel real than 1st and 2nd did. Everything is so well thought out. But there's still the baggage of the big events. Chicago, Dunklezahn, Arcology: Shutdown. All put together at once, these risk breaking that fragile believability.
So although the technology is the same and the year is 2070, we're having an unofficial and non-explicit reboot. The second post will be more about my actual campaign plan. This will be more about the previous games.
The initial game was a bit of a milk run to let everyone find their feet and for me to get a feel for the group. Unfortunately, I inherited this group so didn't have any involvement in the creation of the characters. So we got our obligatory Cha 1, Log 1 troll. We're talking restricted cyberware, a troll bow, the works. And a slutty Cha 1, Log 1 troll to boot! A second player was a pure power-trip ork samurai-assasin. You know the sort: two handfuls of dice with a sniper rifle. I didn't even realise the character was an ork until after the session (it was scrawled somewhere on the sheet I didn't notice and I hadn't time to crunch the numbers on all the characters). Certainly it was never mentioned. A third player was much more into Shadowrun. It was him who persuaded me to guest GM and he played the game as a kid and loves it. He has the most developed character by far with a bit of honour. An ork physical adept. He still has Magic 6 and Cha 1, mind you. Fourth player might be the most entertaining, but is also run by someone with the least grasp of the rules. Banjo is the rigger and proto-hacker of the team. He's not actually got much in the way of drones (a few roto-drones and a doberman) but does have a van which is more than most of the others. Did I mention that this group decked out with hundreds of thousands of Nuyen's worth of gear all live in a squat in Redmond with no facilities? Well sorry - I just figured I probably didn't need to. I've named Banjo. The walking wall troll girl is called Da Silva. She does have some backgrond - she used to fight for the Azzies down in the Yucatan which is why she has all the implants. She got out though and washed up in Seattle. Longtooth is the ork adept. Strong silent type, Russian background. Not too shabby in the Stealth department. And SharpEye. SharpEye is the sniper-rifle with the attached ork. Glowing red cybereyes with a mod so that smoke can curl from his skull. Creepy bugger.
Well they all get a call from their Fixer who they share. There's a job - a hostile extraction - that might suit them. A Japanese called Hideo whose been up to no good and is wanted. The background is that a factory has been built in Redmond (yes - it does have some industry, check out Runner Havens) by Shiawase. As part of the deal, Shiawase agreed to refurbish some of the local housing. The Mayor of Redmond is still fighting the good fight to claw her city from the ashes. Shiawase have honoured their agreement but the recently completed apartment block has just been thoroughly torched by Cutters. It's suspected that Shiawase instigated that for some reasons. Who knows? Maybe they don't want the area gentrified or to be stuck with utilities and power obligations toward their worker housing or maybe something else. The players don't know - their reconnaisance consists of driving up to the place and circling the block. All they really know is that this guy Hideo is suspected of having something to do with it and they need to get him out of extraterritoriality.
So the players drive unknowingly into the middle of a stand-off between the Cutters and the Crimson Crush (it was the latter's turf after all) ready to pile into this factory. It's a closed compound and its still receiving the finishing touches inside, not yet operational and staffed, so security is light. So the players, just to make my return to GM'ing after a nearly year long absense smooth and easy, immediately split up.
SharpEye is first. He's got a grappling gun on his equipment list and nothing's going to stop him using it. So he scouts around one side of the building looking for a likely tall structure adjacent. I'm using a Google Maps print out with some tweaks for map, which I've printed out at A3 in colour for the locale, so I think I'm scoring GM points with the players here. Finding a suitable apartment block, SharpEye kicks his way through the Barrens trash and goes in to find his way to the roof. Woo! Action now. A couple of Crushers are stationed here as look outs. Bang, bang. That's two dead Crushers. I think he took a bullet but he shrugged it off - light pistols, meh! So slightly more cautiously, he's on his way up. Silva the troll is by this point loping around the factory after him having scented dice rolling. She might have Cha 1, but she's got long legs and she's half-way around the complex by the time Banjo makes contact with the locals. You see Banjo, not having much in the way of combat skills, is waiting in the van while LongTooth scouts out entrance to the building. Naturally an unmarked, non-burnt out van has got the Cutters' attention (he's parked on their side of the standoff) so over they come. Trouble's over there now - so Silva starts loping her way back round again. I'm thoroughly loving all this as GM.
There's a bit of an exchange between Banjo and the gangers, along the lines of "Who are you?" "No, who are YOU?" "Are you looking for trouble?" "Are YOU looking for trouble." Banjo's player proves more adept at street talking than her GM and the balance tips further when the alarming troll giantess appears puffing and panting in her body armour. The ganger leader is uncertain, and he reaches for his commlink to contact the rest of his group who are hiding in the nearby buildings watching this. Silva pulls out her favourite toy - a directional jammer and cuts him off. The leader makes a terrible mistake and goes for his gun. Oh dear. More dead gangers result from Silva's lethal close-combat skills and Banjo's doberman drone. (Yes, melee and automatic weapons are a bad combination, but no, the players pull it off). Shots and Molitov's rain down on them both from the cover of the nearby buildings. None of the molitovs strike home to the GM's great dissappointment, as the troll was carrying explosive arrow heads. Oh well. Silva's player gets the hint though, and stashes all combustibles in the van. SharpEye is put out by having missed all this bloodshed and so employs an attention getting device - the grapple gun. Zipping across the street five stories up, SharpEye lands delicately on the roof of the complex with every intention of solo-ing the entire mission. He strides confidently through the motion sensors to the spotted roof access door.
But first, let us return to Longtooth who is suffering, as sensible, cautious players are wont to do, through lack of gametime. Despite a bouncing SharpEye player next to me, we now spend a little time with Longtooth who has gotten himself inside with a maglock passkey (iirc) and is now cautiously stalking through the dimly lit offices and hulking, silent machinery.
Okay - action time again.
Silva and Banjo make their way in the van back to the factory entrance, following LongTooth. Meanwhile, the roof door opens and two Japanese security guards appear in cover and pop some shots off at SharpEye. One dies in return, the other is hurt and limps back inside. Meanwhile, deep within the complex, a certain Hideo has heard the alert and has plugged himself into the factory security cameras, watching with some concern. SharpEye pursues the guard into the building and finds to his great delight that the guards in this facility make their way around the rather long corridors on Ares-Segways. He calmly dispatches the remaining guard who clutches up at him and whispers a few last words as he dies. But SharpEye isn't Japanese so understands as little as he cares. Because it's TIME TO RIDE SEGWAYS OFF ROOFS!!!! Down goes the first segway with its ork rider leaping clear. But sadly Segways are electric and don't explode in gasoline fireballs, so it's back inside for, I quote, "Looting" (to be said in a sing-song manner). SharpEye kills a painting and decorating drone (which is a shame as this was a means for the players to get their hands on building layouts from a source that was easily hacked). He then discovers that each of the many offices in this place has its own set of cheap trodes on the desk. There are a hundred offices in this place! If he can rob all of them, then that's going to be... let me see... a hundred sets of trodes! "How much are trodes worth? Give me the book! I think the GM fucked up!" SharpEye is going to be busy for a while, so we'll leave him playing D&D for a bit. Kay?
Silva and Longtooth are now searching office by office through the complex and are realising that this place is actually, like, really, really big. They also realise at this point that SharpEye killing the security guards scuppered them a great opportunity for interrogation. Oops. Oh well, it's not like they had a chance to stop him. LongTooth suggests looking for a security office. He's dejected because he knows neither of them will be able to hack the computers there and Banjo is currently waiting by the van. I point out that this is 4th edition and he can do any hacking he wants via their shared commlink. Hooray for 4th Edition!
Well I've missed out some Troll on Drone action, I'm afraid. Three dobermen are dead despite good tactics on their part and heading off the PCs. That pre-errata troll bow is just too powerful. Still the encounter works very well as everyone gets to grips better with the idea of tactics and the need to co-ordinate and seek cover. Silva's player picks up on things fast, quickly assessing relative advantages of bow rate of fire vs. rifle rate of fire against targets of different toughnesses and at different levels of dice pool penalties (make GM note: this one adapts rapidly).They find the security office and Banjo tries to hack it, but owing to a very poor selection of skills and programs, doesn't succeed. A bit of a shame. How will they find Hideo now?
Well fortunately they don't need to worry. The original intent of their GM was that Shiawase would send out a helicopter to pick up their employee at the first sign of trouble. That would put a nice time-limit on the mission and the gang issue was a possible complication for the players trying to get the target out of the area to meet their Johnson. But I like to play everything logically and Hideo is an intelligent NPC. He's not going to wait around to die. Having access to all the security feeds, he has, by this point, managed to dodge by the PCs' haphazard search and make his way to the exit while they're in the security room.
Interlude: I forgot the moment when the PCs discovered the core of the factory was a small (three story), standard issue Shiwawase manufactured Fusion core. It was lolz. :crazy:
Right - back to Hideo. For some reason, although they received no information to suggest this, they have for some reason assumed he was some boring wageslave. He isn't. He's a Company Man. The probability that he carries out negotiations with street gangs for his employers should have tipped them off that he was not Mr. 2x4 Office Desk. Perhaps it was the trid photo of him that the Johnson gave them showing him in a nice suit that gave them that idea. Or more likely it was the longtime player working on habits from previous games with other GMs. At any rate, Hideo walks out of the building while the three toughest characters are inside and quickly bests Banjo in combat, ending it with a cyberspur against the throat. Now we get to play hostage negotiations.
Everyone kicks into action at this point. Longtooth sprints for the entrance. Silva goes straight to troll speed and though starting from further away is rapidly catching up. And SharpEye returns wih a vengence, his player stubbing an index finger at my map and saying "these split level roofs... they go down one floor at a time?" "Yes," I reply, followed by a display of parkour that David Belle would probably appreciate.
As the factory shakes to the pounding feet of a 500lb (226kg) troll and an ork jumps from roof-top to roof-top, poor Banjo is hustled into her own van and knocked to the floor as Hideo prepares to make his get-away. Simultaneously the troll and the roof-jumper appear to block the escape, closely followed by the ork adept. A stand-off results.
Threats are made and spurned. But Hideo turns out to be a pretty glib character and soon negotiations are begun. Because Hideo has pulled another trick that didn't occur to the PCs. He's called the cops. With Hideo's blade at the rigger's throat, a Lone Star YellowJacket in the sky and the Johnson on the comm, everything, after all those dice and stats, has come down to role-playing.
The players discuss things amongst themselves using their comms. No-one knows who Hideo is talking to, if he's talking at all. A compromise is reached. It turns out that Hideo would prefer to be arrested by the Star and face a few white-collar charges with a Shiawase lawyer by his side to taking his chances with three psychopaths. The Johnson isn't too happy, but he'll still pay just to have Hideo taken into custody. That was the ultimate intention, after all. (Don't forget that the Johnson is ultimately working for local government). The only big faux pas, as it turns out, is when SharpEye offers to double-cross the Johnson for double his fee. They'll drop Hideo off in return for the money and then get him free again once they have the Johnson's money. The problem? Hideo has cybereyes and can record audio on his commlink. This offer later makes its way back to the Johnson because once Hideo is out of physical danger, he can be pretty spiteful.
Still, the team get their money. The City Council has proven it can play hardball and with one of its people interrogated by the police, Shiawase is forced back to the negotiating table to get operating licences etc. (And their man released again as a sweetner, as Hideo knew he would be all along). They've unfortunately made an enemy of the Cutters gang - one of Seattle's largest. And their fixer is mightily pissed off once their betrayal becomes known to him) But on the plus side, they learnt the value of planning and tactics (ish) and that the resale value on cheap office trodes (even a hundred of them) is pretty low.
It wasn't a bad game. I was out of practice running combat since the fight with the gangers took too long. Longtooth's player was pretty put out at Hideo's unexpected capability due to the assumptions he made. He was also (more justifiably) put out at the lack of spotlight which really wasn't fair as he was effectively being punished for having a sensible plan and a less min-maxxed character. I'll have to work on that. I got a bit of negative flack for putting the dampers on some things (like capping the Strength of a troll bow) but I was told later, that it was the best game they'd ever had so I got a good glow from that.
And best of all, the troll player spent his precious karma on getting her Logic up to 2 having realised that yes - he really will have to roll it sometimes.
Okay - that's all I have time for now. Thanks to anyone who actually read through all this. I hope it was interesting. If I get feedback, I'll post some more. The next up will be the outline of my campaign plan.
Khadim.