QUOTE (Ayeohx @ Jan 27 2010, 02:56 AM)

I've ran Shadowrun on and off since 1st edition and I've always had the same problem. How do I design a good adventure that requires the party members' skills, doesn't result in instant death and isn't just a rehash of another adventure?
If you have run games as long as I have (20+ years) then it is pretty hard to create a totally new adventure. But that really doesn't matter because the color is what matters. It's all about the details and how they are presented.
Instant death is a bit harder part as it depends quite a lot how you run your games. If you don't fudge your die rolls it is entirely possible to get instant kills (I think) unless your characters are tanks (which is unlikely from what you wrote about them). Granted, my experience with Shadowrun is quite limited so I could be wrong.
Personally I think that the best mix for an adventure is that you give your players a
chance to shine and prove their worth and that means both of them. When one can't do something the other might have the right skills for the job. But the game gets really interesting when they get to a situation where they can't rely on their skills directly or at least not use their primary skills. Then it's time to improvise and that's interesting.
QUOTE (Ayeohx)
While planning a game I find that a good hacker, a mage or a stealthy character can accomplish the mission by themselves. This has led to a lot of trashed stories & general unhappiness. I think my biggest difficulty is shoehorning combat into the game. We had a run where the players snuck into the building and grabbed the data, no shots fired. There were definitely chances of combat but clever work bypassed it. One player thought that this was cool and took pride in it the other was a bit frustrated that there was no combat. Hell, I was frustrated.
To me this sounds like a perfect run

Everything went smoothly. But you are in trouble if you and one of the players want combat but the other player doesn't. But there ways to get around this.
QUOTE (Ayeohx)
I've also noticed that life threatening combat doesn't happen a lot in my games. The players are usually hired as the hit squad/"go-fors". They have the time to set up a plan and execute it. They refuse to take last minute work because of this. And while throwing a wrench into their plans occasionally happens it's rarely enough to cause issues.
Also, I can't seem to really add much variety to my games. The usual "Get (Item)" or "Kill (NPC)" doesn't change much for me. Sure, the settings change but the formulas usually stay the same and after a short time it's easy to see the formula instead of the settings. Boring for the players and more important boring for the GM. And I'm not sure if the players are able to handle anything too complicated. They never really understood the "foot work" part of the game (checking with contacts, asking around for info) so I don't base games on detective work being necessary. They have questions but if the NPC hacker or the Johnson doesn't have the answers then they abandon the question.
Now we're talking. This is something to be exploited to a great extent.
Create a normal run and give them time to plan and execute it. Since they don't do their own footwork and give up the questions if they don't get the answer it's just asking for the trouble. Put some twists to the runs. But this is a balancing act. Leave some of the runs without twists so they can't be sure what to expect. Same goes for what kind of twist it is. It can be anything from Johnson doublecrossing them to poor intel and to a minor (and even funny) incident. When you use the whole spectrum it keeps the game fresh and your players on their toes.
Let's say that they get another data steal job where they need their NPC netrunner. In the middle of the run the NPC makes something stupid or just fumbles. This could result him being fried or getting caught or whatever seems to give most drama (and more adventure potential). This will probably trigger the alarm in the compound and now your runners are alone in a very hostile situation. They are definitely overgunned or at least there are more of guards than there are the runners. As a final insult they don't have the pay data, yet. Now, do they proceed to try and retrieve the data (is it even possible any more?)? Or do they just try and get out of the compound, alive? Do they try and storm their way out (sooner or later) or use more interesting tactics? Lot's of possibilities.
Another example might be a hit squad job but the arranged extraction never shows up. What now? Why it didn't show up?
I think twists like these might make your players more interested to do some legwork themselves and these add more combat to your games, if that's what you want.
QUOTE (Ayeohx)
I've used the generators and I've read a LOT of SR material over the years. For some reason it's just not clicking for me. And 4th edition adds a lot more detail which, while awesome, makes my job harder. I don't know, maybe Shadowrun's too complicated for my poor old brain to comprehend anymore. Maybe I should just abandon RPGs and veg infront of the XBox.
Any ideas?
SR world is a pretty complex and I am not anything an expert about it. Adding the twist to runs is one tool for more varied games. Looking at the character sheets shows you not only what the runners can do but in an indirect way shows you what they want to do in your game, too. Still, the best tool is simply to talk to your players. Talk what each of you want from the game and explain to them that doing their own legwork etc. is an important part of the run (if that's what you want).
I hope this helped.