Following a series of House on the Haunted Hill games, I've been working on putting together Locations-as-Mechanical-Encounters for Shadowrun. In House on the Haunted Hill, the house itself, its rooms, are NPCs of sorts, acting on the players individually or collectively and spawning various kinds of events (most of which are terrible!). Similar to a complex series of 'random encounter' charts or 'wandering monsters' from early D&D, I am thinking of how this would apply to Shadowrun's Sprawl.
Many of the ideas create reliable, predictable encounters and challenges that allow players to plan for and work around specific kinds of problems. Further, these challenges can spawn a number of new items, services and RP opportunities and provide avenues through which NPCs can reward or provide increased trouble or challenge to a party of PCs.
For example:
- Entering the I-5, the 405 or I-90 - or any large freeway - would involve logging onto GRIDSEC and engaging automatic controls. Players can attempt a hack against [Device Rating X] to gain access to their local GRIDSEC node and spoof special permissions to allow them to drive on manual.
This could produce NPC sold or traded items that would be single-use ROMs to complete this hack on your behalf or even provide bonuses against this kind of hack. Areas in low-security zones would have reduced device ratings, or maybe no checks whatsoever until entering a higher security area. - Certain sections of the Sprawl are so heavily populated / trafficked by pedestrians that just getting anyplace in a hurry is damned near impossible. Moving beyond a Crawling rate requires an Athletics check of some kind. All weapons fire is at a large dice pool penalty and will strike bystanders.
Often, I find that encounters boil down to the PCs and their prey. On the battlemat, you have the player characters, the opposition, cover etc., but no / few innocent bystanders. There are a lot of reasons for this, as tracking the innocents is a pain in the ass, there would be a lot of clutter, the list goes on. But, how often have you really had athletics (or any skill) come up in a non-combative encounter? A location like this would allow for a pretty interesting foot chase. - Crossing into certain, known (and probably some unknown), high security locations initiates a [Device Rating] scan vs Fake SIN [Rating] threshold. The location requires passersby to log on to a public security network that continuously scans SINs. Players that have their SIN compromised may be allowed an Edge check to retreat the location before a security response occurs. Failing that, players may be allowed to spend an Edge point to avoid the encounter entirely, just skating out in time.
Makes the fake SIN a regular and important portion of the game. Knowing data brokers that can get you a decent fake SIN is a bigger deal. Additionally, a run that requires players to dump a decent SIN can be a big deal. Finding SINs as loot or as rewards turns out to be a big deal. - Gang territory actually coming into play. I keep a google-maps version of Seattle with gang controlled areas marked off. A player that enters one that has a beef with them must make an extended Infiltration check to avoid an altercation.
Checks of this kind can create situations, as one of my players has said 'my Tacoma privileges have been revoked.' This can dramatically change the style of play at the table, puts greater emphasis on relationships with NPCs and organizations and rewards good RP. Players that get shaken down by a gang and respond with gunfire can soon find whole sections of the sprawl difficult to do work in.
These are just a few ideas. Do you have some?