Date: December '05
Vlad decides that he needs to actually learn the rules for SR4 (that he picked up several months before at Gencon) being as that is what will be played at the Gencon tourney the following summer. Decides that the best way to do this is to get his regular gaming group to actually play SR4 instead of of the SR3 he has been running for the preceeding 7 years.
His group, having played 3 different campaigns concurrently (ie. 1.) Traditional Shadowrunners in Seattle, 2.) Troll Go-gang in Seattle and 3.) a group of mostly magic wielding mules/runner in Denver) is gonna need something to spark their interest in playing yet
another campaign. Vlad considers a Doc Wagon campaign... discards idea as being too limited. He looks through his many, many volumes of previous editions of SR books and sees the SR2 Lonestar sourcebook. He smiles.
Date: December/January '06
Having created many SR4 characters, he selects half a dozen "archtypes" that encompass most of the assorted mechanics usable in SR4. The characters are aproximately 3/4 finished and will allow the players to customize them a bit for personal tastes and interests. He sits down over the next couple weeks and works out a finished character design with each of his players, singularly, allowing them to choose from his pre-created archtypes. Gives them the basic idea that they will be Lonestar detectives working in the Hell-hole division in Seattle (Fringes of Redmond). Works with each to create background info on their character, select contacts, design personalities. Tries to work this collaborative info into his own background for the campaign privately. Comes up with an EXCELENT run idea based on combining several of hte characters backgrounds.
Date: Late January '06
Runs the players on mini-missions, two characters at a time. The players will be "partners." Introduces key NPCs such as the Captain, co-detectives and some of the colorful criminal NPCs. Allows the players at the end of the missions to tweak and fine-tune their characters a bit (ie. Re-balance a couple stats, drop a skill or two and pick up a new one, etc.)
Date: February '06
Gathers the players and begins his most excellent introductory "real" run. The players have a blast, each trying to stay in character with what htey had spent time working out with their patient GM, meeting each other for hte first time, dealing with their cliched shouting Captain, the competition from their NPC co-detectives and quickly find themselves embroiled in a corrupt storyline that used concepts from LA Confidential, Six Blocks, several of hte Dirty Harry movies and Lethal Weapon.
The players wound up playing diverse characters:
- A former swat sniper (human) that is 18 months from retiremement, recently lost his partner due to his own negligence and flying a desk in Vice, hitched to a new partner that no one else wants. Probably has a dark shrine to Dirty Harry in his locker.
- His partner, a human woman CSI-type cop that has been forced out of the lab for not being able to overlook indiscretions on the part of the department. Been shuffled to vice as a "promotion" because Lonestar doesn't dare fire her. Very quirky. Assigned to the above "Dirty Harry" to keep her out of hte way and some secret hopes that he may get her killed too.

Has been asigned more than her share of "okay, be the prostitute tonight" cases.
- An orc Vice undercover gang operative. Recently blew his cover bringing down a middling level gang. Developed a bit of a drug habit during his time under, but otherwise a "good" cop. Assigned to regular vice duties until the higher ups figure out what to do with him and until the court cases against the former gang are over.
- His partner, a troll desk seargent that was
jsut promoted to detective having finally passed the detective test after 6 years of trying. He made it by one point and that was with cheating. Has a real gambling problem. Add to that the fact that the Captain has a great disdain for metas. The partners, Mr Undercover and Mr. Troll, regularly get the worst assignements.
- Then, after the first session, another PC character was added: an elf adept IA detective that has been sent in to uncover corruption in Vice. He is universally disliked by the above teams and travels along with them on their cases. He's a by-the-book, pissy bean counter.
The real fun begins when elements from the first session start gelling and hte PC's find themselves embroiled in a homicide investigation when they are assigned to be independant investigators from the brass above. They end up discovering that Homicide (and elements form Vice) are part of a scheme involving Judges, a couple DA's and some detectives that are all being bought off by a large gang in order to further a drug conspiracy that also involves the Mafia. The PC's are finally forced to go rogue and take down their brothers in blue, all the while (sorta) working with a Federal Anti-corruption task force that was simultaneously investigating the division. They eventually are successful, but not without many harrowing times, shootouts, warrants for their arrest, hiding out, dead cops, assassination attempts on them by the other cops, the gang and the mob
The above all took place over maybe a dozen sessions. At this point (having already played (and won!) the Gencon tourney), I decided that I wanted them to be more than jsut cops. The resolution of hte adventure allowed me to have the Feds hire them up, give them new identies and force them to work for 5 years as part of a special task force. They all became Deputy Federal Marshals and their job is what ever is handed to them by their new team leader ( the character I played at Gencon Tourney in '06.) They bacame the sorta Mission Impossible team. They took down two terrorists, a mass murderer, and foiled the kidnapping of a Coporate CEO' daughter that had huge contracts with the UCAS.
So, is it possible to run a Lonestar campaign? You betcha! It has been one of the most successful of my long, 20+ year gaming career. Take time with it and don't let yourself get into a box. Get the players enthused about their characters. Give each of them time to shine. Press them to the point of breaking, then press a little more but always allow them a chance to be successful. Mostly, allow them to do what they want to do. Don't hem them in. IF they want to be straight arrows, play it that way. If they want to be dirty, let them. If they are sorta in the middle, go with it. Remember that ALL choices have consequences. Make those choices part of your story, not sticks to beat htem with because they didn't play it how you would have, or go where you wanted them to go. The game should be a world for them to explore and interact in, not a railroaded storyline where they jsut get to improvise the dialogue.
Vlad