Survival was very much fraught with political implications albeit on the GD scale as the runners were caught in a political game between Lofwyr, Hestaby and the Sea Dragon. In a sense the PCs were merely pawns in the game and for them it was ultimately a lose-lose situation as they either sided with Lofie or Hesty (and effectively became NPCs by that point) or they were dead. In this sense I agree, the characters seemed pretty meaningless, as they really had no way to affect the outcome on their own terms. If they tried, they were hors d'oeuvres for one or more of the GD personalities.
Brainscan was definitely epic for it had an important effect on the Shadowrun future history line and in a sense was the set up for System Failure. What could be more world sweeping than that? This was a pretty one sided campaign for again the PCs pretty much either defeated or succumbed to Deus (and being killed in the process). Basically there was no real middle ground save for the PCs telling the J to take a hike and then it was campaign over.
The first run of my Rhapsody in Shadow had elements of both the political and World sweeping (on a more regional level being set in southern Europe and the Balkans) campaign. Yes there was a desired outcome but the door was left open for the PCs to approach the issue in their own manner. There were a lot of conditions set on how the PCs reacted and approached the mission. Sometimes they made matters worse as in a case where they created a rather messy incident in Beograd. Instead of going after the runners, the Serbian government blamed the incident on Croatian terrorists and ordered a punitive airstrike on Zagreb. In their extraction of the kidnapped person they were hired to find they again precipitated action by the Serb government against Croatia after downing two military helicopters and setting off the facility's self destruct.
As the campaign neared it's conclusion, the players threw me for a total loop. After meeting with a group of Serbian veterans who were disillusioned with the way the country was going the team actually spearheaded a revolution which ended up toppling the dictatorship. As part of the plan (which took two sessions for them to orchestrate), the runners themselves turend the tables and abducted the Serbian Secretariat General (the nation's dictator) after which they remotely drove several explosive laden vans into the SSID (the Serb Intelligence Bureau) tower bringing it to te ground. I planned for none of this but they had come up with such a fantastic and daring plan I couldn't not (sorry for the double negative) let them try it.
In the end they all enjoyed the campaign. The PCs still achieved the main objective, and then some, but did so on their terms. My only misgivings was that some aspects of magic tended to spoil a bit of the mystery I had set up, but overall, it was a success.
The reason why I believe this worked was that all of us had been together as a group for some time. After all we had been through in each other's campaigns (Not only Shadowrun but other game systems as well), I felt the time was right to try something of this scope. Yes the characters retired afterwards with nice fat credsticks (one of the PCs even married one of the NPCs) but the players were really satisfied as they had a major hand in the outcome. The characters also grew and developed distinct personalities which is another reason I think it was successful
There were a number subplots that were not touched on directly but which still took place behind the scenes. Some had an effect on events that the characters encountered while others set things into motion the PCs were never aware of. Yes this is a very difficult way to write a campaign and it took me nearly eight months to work out all the possible angles (in a sense it was more a "decision banyan tree" format).
The second run was unfortunately not as successful since I pretty much thrust it on a fairly new group of players. My intent was to playtest it with a more balanced team (the first group was fairly magic heavy) but because of the threat levels, I had to use the MrJ'sLBB high powered chargen rules. Another facet was that the players were not yet totally famiiar with my GM style and expecting a more straightforward type of SR campaign than one with many subtle clues that needed to be tied together.
There was also a timing issue in that I was dealing with running a 3rd ed campaign while 4th had been out for nearly a year (and seemed to be more on everyone's minds). Furthermore, I had just come off a fairly bad experience in a 4th ed campaign I had closed which had an effect on some of the ground rules I set (such as banning Mindprobe and possession traditions - both for PCs and my NPCs). Finally, since part of the campaign took place in countries like Austria and the Balkans, character race was an issue and I suggested that certain races (particularly Trolls and Orks) may attract too much unwanted attention for the type of mission they were on.
So in the end, running a successful epic styled campaign really depends on a number of factors: the group of players, the experience they have playing together (and with the GM), and the right timing as much as it does with the GM's imagination and preparation. This is not to imply the new group I have are bad players. In fact they are very creative and a couple are really into roleplaying their characters as I have seen in the 4th ed runs we recently have done (ahh, fun to be a player again for a while). It is more that everyone is still feeling things out and would like to develop their characters from more humble beginnings before tackling something on such a large scale as RiS.
In hindsight, I probably should have waited a bit and let 4th ed catch up (in the sense of source material), and convert everything over to the new ruleset while keeping the campaign in the 2062 setting. The only trick there is dealing with the wireless matrix which didn't exist yet. In light of the upcoming releases I have actually been entertaining such thoughts, but it would of course require a different group of players as the current team pretty much knows the plot now.
For now I'm taking a break from GM duties. I do have a couple other ideas for "down the road" one which stems from a three part mission I ran and the other out of an old 2nd ed campaign that involves the "new and improved"(?) TT. However these will need to wait until I have Arsenal and possibly even Unwired so it'll be a bit.
...oh and apologies for the epic length of this post.
