So my group has made it through two full-scale runs. The first was a daring raid on a Knight Errant office complex to retrieve some leftover tech from the previous occupants, followed by a hit on a prisoner transport. The second was a daring raid on a ship at sea to retrieve a sample of a weaponized VITAS-3 plague before it made it to Japan and corp bioweapons labs.
These were mostly stand-alone runs, designed to get some new players into the game and test out their fancy abilities. The players have ended up with some money and karma, and a few NPC friends and enemies on the back burner.
So I've started moving into a longer story arc, and I'm looking for ideas to fill out the middle. I'll explain.
My game is set in early 2070. We started in February and are about to move into May. I've decided I want my team to be critical in the Brackhaven election campaign (and subsequent Knight Errant takeover of the Seattle police contract), albeit working in the shadows.
My set-up: the team's fixer throws them what looks like a milk run, after their excellent work for her on the previous mission, the one that involved the ship. She sets them up with Mr. Johnson, who is secretly an agent for the Brackhaven campaign. His goal is to undermine Lone Star by increasing drug trafficking crime (tempo) and making sure there are some embarrassing public failures to turn public opinion against Lone Star.
TL;DR -- in the spoiler text is the story detail so far:
[ Spoiler ]
So Mr. Johnson hires the group on a test run to see if they're trustworthy, offering them ten grand to do a pickup for some smuggled raw materials for processing into tempo. The "run" goes off without a hitch. They drive up to a secret landing strip in Snohomish and do the exchange -- credstick for goods.
Mr. Johnson hires them again a few days later. Fifteen grand to do a pickup on a beach at the end of a secluded park. This doesn't go so smoothly. Responding to "suspicious activity" at the local yacht club (the smuggler came in via fishing boat and was rather uncouth), Lone Star sends in 3 cars to do the bust. The team takes down the Lone Star lieutenant and sniper, drops some CS gas on the rest, and escapes in their van before the cops can give chase.
This went reasonably well, so they get hired a third time. This time they need to travel across the border to Olympia, where they're meeting a contact behind a mini-mall construction site. When they drive the van around the corner, they're face to face with a small gang led by a twitchy addict dwarf with a missile launcher, who threatens to blow up them and their van if they don't give them the money. The gang ran across the smuggler, who they decided to rob. The smuggler tried to convince them to take his load of drugs and the money coming in, which was fine with the gang until they found out that it wasn't really drugs, just raw materials. They murder the smuggler and lie in wait for the team.
At this point things get dicey and two of the three PCs almost die. They get out of the car, but then the face tries to screw the dwarf by tossing him a credstick with only 500 nuyen on it. The dwarf isn't fooled and fires the launcher, blowing up the van and doing quite a bit of damage to the people standing around it. Everyone bolts for cover, but the dwarf is a minor combat god, with a rating 3 move-by-wire system. Over the course of his 4 IPs, he shoots up the face (bringing him to 1 physical overflow), and hits the mage twice, bringing him to something like 9 damage. Then he gets his gang to hop on their bikes and get out of there before the cops show up to investigate the explosion. To explain, the dwarf is a major drug user and amped up on move-by-wire, so he's very high-strung and more than a little crazy. He's had his shoot-'em-up fun, and then decides to bolt.
The mage manages to heal the face, then eats about 7S after rolling his drain resistance. With the team barely functional, they manage to hack a box truck at the construction site and toss all the goods in the back. They bolt down the interstate just before the cops show up, ending up in a seedy motel a few miles away. They rent a truck, swap the goods, then drive the stolen truck a few miles away into the hills to ditch it. The next day, they load up and make it back across the border into Seattle and complete the job.
On the plus side, with their smuggler contact dead, and Mr. Johnson not asking too many questions, they got to keep the 50,000¥ credstick that was going to the smuggler. The cartels might be asking some questions later.
The next thing planned (for next week's session) is the twist. Mr. Johnson is hiring them again, but this time the rules have changed. The pick-up is in Bellevue, the nicer side of SR's Seattle, at another construction site. Through contacts, Mr. Johnson is tipping off Lone Star that a minor drug deal is going down, and since Lone Star likes good publicity (especially around the rich folks) they're going to pull a COPS filming of the bust. But since they think it's only a small-time clean-up-the-already-clean-streets bust, they're only sending two cars and 4 agents, with the filming being done by a helicopter. When the team shows up, Lone Star will pull up with its lights flashing. The "smuggler" is ready to open fire on the cops immediately, then duck behind his vehicle while the team has to deal with return fire. When he gets the right moment, the "smuggler" is going to launch a guided missile and take out the helicopter. By dawn, news and the video of the chopper getting hit will be all over the Matrix, and there will be a public uproar over the drug cartels turning downtown Seattle into a war zone, with Lone Star obviously powerless to stop it.
So after that long explanation of what's going on and why, I'm wondering where to go from there. My overall arc is going to involve certain as-of-yet vaguely-defined events -- the team getting even more involved with making Lone Star look incompetent, and probably having something to do with Brackhaven's competition "falling ill" and dropping out of the race.
But basically I have six in-game months to fill between now and the Brackhaven election, and I'm looking for good ideas on how to fill it with all sorts of politically-angled runs. This of course all ends with Brackhaven taking over as governor, ousting Lone Star and installing Knight Errant, and the team wondering about their part in potentially screwing over a lot of runner teams (and themselves) in future encounters with the law.