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Edward
How to plan a run

I have been for some time collecting information to facilitate running an SR game. Now I have a job that will give me a lot of time to sit and ponder (guarding building sights for 12 hours at night) so I was going to devote some of that time to planing my first SR game. I don’t like the idea of running printed modals (mostly because one of my players has all the ones I would have access to.)

I have skimmed threw MJLBB and will be reading it properly soon, its anatomy of a run section tells me what should happen but I am interested in how to plan it. Will my old D&D planing method work (start with the mission then plan like BBEG, probably adding notes for legwork after making the planes)?

What do you write first and what do you consider last.? How do you write a run?

Thanking you in advance for your assistance.
Edward
BlackHat
I've never planned a run, but I've participated in quite a few - so I can tell you some of the things that seem to give my GMs the biggest headaches.

It seems the most important thing is to plan according to what you already know about the players, and their characters. For example, if you expect that the players wil lget a lot of their legwork information from the matrix, they damned-well better have a decker. Likewise, if they have a decker, you should expect him to look there for information first. If one of the characters specializes in survailence, or intelligence gathering.. .expect that he will want to go off on his own to check things out before a run... and already have some descriptions ready so he doesn't take too much attention away from the game.

modules tend to assume too much about how players will investiage information - or that they will bother to get any at all. At least, in our group, we tend come to the realization that SOMETHING will come up, causing us to improvise, and at that point, its every man for himself (since our players tend to only loosly associate outside of work)... so, anotehr suggestion would be to make sure that nothing too vital is left to be found via legwork.. .but that there is always something important to be gained, so that players learn the importance of planning, and information gathering.

It always seems to frustrate my GMs when someone throws them a curve-ball in the planning stagees of a run - especially when its somethign that the GM agrees he should have planned for.

Once the group actually get's "on" the run, its way too late for players to plan new things, or do something other than what they decided on - so most runs go smoothly after the legwork section.
Charon
I always focus on 'who' and 'why' first. Then on 'where' (setting). I only actually bother to draw out maps and get into the details of the location if I'm 100% positive the player will go at that location. I hate drawing up a maps for nothing.

At least once in a while I make sure the 'who' and 'why' strikes a cord with some of the players.

The most important thing is to figure out who wants the run to happen and why. The second most important thing is to understand the target(s) and how they are likely to reacts. If you have limited time for planning, you focus on that. Remember that while you have to know why the run is necessary and who is involved, it doesn't mean you need the PC to know. Usually, if you act consistently based on the motivation of the secret players in a run, PC may start to undertsand what's going on behind the scene on their own and that's always rewarding.

Once that is done, you can spend some time planning twists for the run. I usually improvise these but sometime they are planned. Like deciding that 2 coworkers are having a tryst after working hours at the time the run takes place. Or decide that another run is gonna take place in a different part of the building on the same night. Whatever tickles my fancy.
FrostyNSO
Here's how I usually do it. I will include examples based upon my own group.

1. Look at the players in your group and think about what they like, and what kind of run they would like to do. Pay attention to their individual likes and dislikes. Some of this information can be gathered by looking at their characters too. Determine what the team might be good at, and make notes of what each of their specialties is. Think about how each team member might be able to grab the spotlight for a bit. Finally, look at their contacts and determine who they might hear about the job from. This can be your normal fixer, or could come directly from the source (like if the character has a mafia underboss as a contact).

Some of the things my players like are action movies, fast cars, and gambling. The players' characters are as follows:
- Human "Ninja" Bounty Hunter. Mundane, and has no cyber other than wired 1. Proficient with pistols and smg's but not extraordinary. Good in close combat and stealth/athletics. Has close Yakuza ties/contacts.
- Dwarf Aspected Magician "Fire Mage". Has extensive burn scars over whole body, is struggling to maintain sanity. Member of the Halloweeners gang plus contacts in gang.
- Human former low-level bodyguard. Mundane, has cyber-replacement foot and (arm too I believe) due to accidents. Boosted reflexes 1. Recovering kamikaze addict. Was essentially hung out to dry during lengthy drug addiction but is friends with above two. Looking for any way to get himself back outta the gutter. Is avoiding his old dealer (now lvl 1 contact) for whom he used to do jobs for.


2. Next, I'll determine what kind of job this is and what the target is. Who wants the job done and who it will target. Why they want this job done. When they want it done (i.e. by next week, immediately, whenever), and finally, where the target itself is.

So, we have a unique team here and an idea of what sort of things they may be good at and what the players themselves like.
Seeing how the players like gambling, I've determined that I want to include this somehow. The team looks like it could handle some low-intensity conflict at least, so we'll throw in some of that. We'll maybe want to throw in a magical threat of some sort for the mage, and probably a little infiltration or close combat for the "ninja". The third guy had a drug problem at one point, we'll try to work that in some how. I've determined that the job will come from the first guy's Yakuza contact. Looking at the team, I suspect that they don't need a ton of pay to maintain themselves. I will give them more than enough to cover rent plus leave extra as spending cash.
What I come up with is this:
The first guy's Yakuza contact will call him up and request a meet at a local restaurant. Over dinner, the yak offers them a job. The job is as follows: There is a mafia underboss who the yaks want eliminated. This guy is in charge of a club that offers gambling, drugs and prostitution in the Tacoma district. The yaks know that the guy spends a lot of time at the club (tell them what club/where it's at), but don't know when he will be there exactly. They want it done at the club, to make an example "that the Yakuza can get you anywhere". Pay is 20000 as a lump sum for the group to split.


3. Determine what kind of information the team might want to find out before performing the job. Throw in at least one good piece of information. If you want, throw in a little misinformation or red herrings as well. Don't overdo it on the red herrings otherwise the players won't make as much effort to find stuff out if they believe all they'll find is garbage. Remember that they may even decide to investigate the johnson, or whoever is giving them the job.

I have determined that if the team goes and checks the place out, they'll find a large club with a second story. If they have access inside and check things out, it'll be your average nightclub, but the second story is cutoff from the rest of the club and blocked by a troll bouncer that watches the stairs. If they try to gain access upstairs, they'll find that access is by invitation only. If the mage takes a look in astral space, he'll see an earth elemental that is watching to make sure nobody tries to sneak by astrally, or magically influence the bouncer to allow access.
If the characters ask around they'll get some info about what goes on upstairs. It will range from a VIP lounge, to a gambling hall, to the owner's apartment. In reality, it is all these things, offering sex, drugs, gambling, etc...
Sliding a good chunk of change the bartender's way [I]could
get them access if they try that.
They may want to ask around on the street to find out additional information. A lot of this will be vague and at most times inaccurate. Asking around in the club (and with adequet bribes) will yield some information, possibly including that the underboss likes to come in on wednesday nights, that there is a combat mage that pulls security 5 nights a week, as well as other vague tidbits, possibly what kind of protection the boss has (which the bodyguard character should be able to size up appropriately if he sees them).[/I]

4. I'm running out of time, but that's the basics for that. You'll figure it out smile.gif Next, I'll throw in some complications. Don't go overboard on complications, but there should be some things the characters won't know, or that won't go according to plan.

As soon as things start going down, the team will run into an elemental, and most likely, the combat mage will be there when the boss is there. This will give the mundanes some trouble, but will really give the mage a chance to shine.
There may a good chance that things come down to hand to hand combat, esp. if the bouncer somehow becomes involved, perfect for the "ninja".
The other complication I'm going to throw in is that many of the upstair patrons are criminal types themselves. In essence, the team is going to run up against more security than they had previously thought, and may need to find an alternate exit. I will be sure to give them an option, probably through a window if they choose to take it, with a convenient dumpster below it.


5. Last but not least. Keep notes of what happened and any actions the PC's may have done that would leave a loose end that you could pick up and use for future runs or complication (like and enemy showing up at a bad time). Always be ready to improvise, and accept that you won't be able to cover every possibility that the players may follow. Don't get too specific. Leave yourself room to improvise. I say this twice because it's important.

6. (optional) If you want, you can do what I do sometimes (and have fun doing), and just wing the whole thing. Improvise the whole run and let the chips fall where they do.

So that's it, I know my run example kinda sucks on a few levels and leaves a lot of important elements out, but I was really pressed for time. I hope this is able to help at least a little.

Edward
How detailed do you make the stats for NPCs and mooks.

Edward
Large Mike

I have a little black box *full* of index cards (that will soon be made obsolete... but thems the breaks), but that's just me. If I need a basic stock mook, the kind without a name (note: everyone should have a name) I just make it up on the fly. Body 4, Pistols 5 and some Cram? Done!
Edward
Where do you get names from, I always have a lot of difficulty naming characters.

Edward
FrostyNSO
I just make the stats on the fly, using the "3 is average" rule.

If it's a special NPC, then I make up a full sheet, but otherwise yeah, on the fly. I throw in a bit of cyber now an then pretty much randomly (since I know the effects the stuff has) to give some flavor.

I mix and match names from people I know in real life or see on tv. Or baby name websites are great if you wanna do that.
Fortune
QUOTE (FrostyNSO)
I just make the stats on the fly, using the "3 is average" rule.

I do the same, but tend to go with 4 as the base average.
Grinder
Giving the npcs all stats on 3 or 4 is usually enough to challenge the players imo. And you don't need to write down the stats of the faceless ninja thugs, saving a lot of time.
Adam
QUOTE (Edward)
Where do you get names from, I always have a lot of difficulty naming characters.

There's a billion way to name characters, including the tried-and-true phone book, a newspaper, baby naming websites, a variety of pieces of software that string together names, this TSS article, etc.
TeOdio
If you are going to run the Frame Work type run (not too much details before hand), make sure you listen to what each player wants to do. If they are new to Shadowrun, feel free to give them hints that their Character would know to keep the game moving. I keep a couple of binders of easily referenced tests that come up again and again in Shadowrun, like Build and Repair, Social Skills, etc. I prefer the framework type cause I don't spend so much time on the minutia of what type of equipment the mooks have, I spend it on creating a background story to explain why the mooks are there in the first place. A good way to do this is make up a bunch of stock NPC adversaries before the campaign begins along with a couple of equipment and skills packages for what profession they are in. Are they Sec Guards ?, Lone Star?, Gangers ?, Other Shadowrunners? In a fire fight, most of the time, your PC's won't really care what the enemies are using unless they decide to loot the bodies after. Oh Yeah, and keep the Ghouls in the Sewers.
nuyen.gif nuyen.gif nuyen.gif
GrinderTheTroll
QUOTE (Edward)
How to plan a run

I have been for some time collecting information to facilitate running an SR game. Now I have a job that will give me a lot of time to sit and ponder (guarding building sights for 12 hours at night) so I was going to devote some of that time to planing my first SR game. I don’t like the idea of running printed modals (mostly because one of my players has all the ones I would have access to.)

I have skimmed threw MJLBB and will be reading it properly soon, its anatomy of a run section tells me what should happen but I am interested in how to plan it. Will my old D&D planing method work (start with the mission then plan like BBEG, probably adding notes for legwork after making the planes)?

What do you write first and what do you consider last.? How do you write a run?

Thanking you in advance for your assistance.
Edward

A few suggestions:

Have a storyline ready and what you'd like to happen. You can't plan for every contingency, so try and consider a few different angles to which the players can solve the problem. I often have Mr. J make some suggestions to help push the team in some direction or at least give them some up-front options (my ideal options wink.gif ).

For example, "Mr. J wants the team to find out who from inside Company X is selling a new combat drug on the street. He has a few names and locations where they've spotted the drug. Not much more is known." Now stopping here leaves *alot* up to the players, but by Mr. J adding something like "You might consider some surviellence on the dealers to get an idea where and who they are seeing and going" if nothing else, gives them "the GM's plan" of what you'd like to happen. Runners can easily bypass entire sections of what you've planned if you leave the options too vague for them to consider.

Unless an NPC is vital to your story, don't spend alot of time on their skills, stats, gear, story. Afterall, they aren't probably more than a fleeting dice roll or encounter for the players. Don't bog yourself down with tons of detail here. Other more envolved characters probably deserve more development time. Personally, I rarely write down NPC stats unless they are unduly complicated. Same goes for building or facilities, unless you *need* to know where every chair is, the team will be more worried about security cameras, sensors, windows, doors, etc., than if there is coffee maker on Level 3.

Lasty, have fun! I will often deviate from my original idea if things aren't going as smoothly as I wanted or of things go sour. Sometimes the players just get stuck, so I try and avoid directly saying "didn't someone mention something about the docks?". Instead, have a Contact give them a call (maybe even after a bad Etiquette Test) and "remember" something else. This is also a good time to now owe that Contact a favor wink.gif. Nothing is set in stone and even if it was, you are the GM so you can do whatever you want!
pragma
All of the above schemes work beautifully if you have a fairly large amount of time to plan the run and are very similar to what I do.

If I have no time and have to wing it then I pick a theme for the run (organized crime, that player's dark secret etc.) and then flip to three random pages in New Seattle. On each page I pull one element out for use in the run and try to string the three together somehow or another. It is remarkably effective and the number of superb runs which have grown out of combining "The Crime Mall," "The Red and Yellow Ring," and "The bioware smuggling market" (or some other similar nonsense) is staggering.
frostPDP
I've played and GMmed for a little while now, more GMming lately, and here are the major snafus and solutions to stuff I've come up with.

So you know, the group I play with consists of:
Adept 1: Power-hungry, slightly murderous (and wanted for it), hand to hand expert.
Rigger 1: This rigger is perhaps even more murderous than the first adept, who at least has tact. He's new on the streets though, so has little rep.
Mage 1: This chick is pretty cool, but not quite built for running (Her player isn't sure she wants to continue with SR, for starters.)
Adept 2: This kid isn't quite psycho, and is pretty weak for a PhysAd. He is a swordsman though, and a pretty bright guy.
Decker 1: Amnesiac girl who has a lot of data in her head she can't get at. All she knows is she is a cold hearted killer and is damn good with a pistol.
Adept 3: Adept 2's teacher in martial arts, this guy's probably got the highest Karma count (though Adept 1 is catching up), is hardcore into chicks and is definitely not a serial killer.
Mage 2: my character who I NPC. Botched a run against the Tir and is trying to stay under cover. It'll never blow over, but some high-level contacts who owe him are letting him have a chance to work a debt off for more help against the long arm of the law.

First: How do the PCs know each other? The whole "run into one another by happening to be on the same job" is great, but it took forever for my PCs to build a suitable enough "I know someone who can help us" network.

Solution: Similar fixers for chartypes. My NPC and my chick friend's Mage both have the same fixer, who gave my NPC some chump change after returning from the Tir in order to "watch over her friend's daughter." Adepts 2 and 3 are part of the same martial arts school, and Rigger and Adept 1 have a mutual friend.


Second: How do you plan a run?

Solution: I loosely plan stuff. If its a "you have to get into this place," you have to draw the map of the place - They can't succeed without it. You don't, however, draw up anything other than the floor of the building they HAVE to go to. If there are 50 floors, do you draw 50 floors? Of course not, so if they visit one then you wing it and use some description.

Third: How much info is too much?

Solution: This is tough for me. I do NPC a character who is deeply involved with the characters current plans, and I'm sure we've all run into that situation while GMming. Especially with new players its tempting to have your NPC do all the work. You are your character, after all; and you know what you need to do to succeed at the mission. One suggestion is to set a target number and roll your character's intellegence - And to do this with any out of game knowledge that could be applied.

Example: Adept 1 once had snuck into a Lone Star base and deadly hands (D)'d a cop in the back. The guy exploded. The GM (not me this time) had him roll intellegence against what I can only assume was a target number of two. The response: "You look up and see the camera on you. Then the alarm goes off." If all else fails and the PCs are sitting on their duffs with no idea, let them throw intellegence, set them a target number of 5, and for every success give them a possible idea. Make sure that at least one PC comes up with the -wrong- idea, if you get a lot of successes. After all, the other PCs might buy it, and even if they act on it and fail it at least retains the realism of a bad plan. It might suck but at least it happens rather than people complaining.

I hope I've helped a little.
Dog
I suggest you start writing in descriptive, emotive words, putting together how you want the players to feel about the run.
Then create some characters, NPC's that would fit that mood. Don't worry about stats or anything, just outlines of who they are. Focus on motivations.
Make a list of all characters involved, including PC's, and stare at them for a while, imaging how they'll interact, where they might go, what they might try to accomplish, and so on. A story will begin to develop.
Check my "Plotting" thread. I presented a few more ideas like this and a bunch of very insightful comments have been added.
Crimson Jack
Some good suggestions already listed. I'm a big fan of the red herring. I always include one to two non-run-related encounters in a game. It gives me an opportunity to add more flavor to the world my gamers play in and it keeps them on their toes.

Other than that, yeah what the rest have said.. smile.gif
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