Part 2: Iduno how to write runs well, either.
My steps were write a follow-up while I still remembered what happened (I kept some notes during runs), check the list for the over-arching plot and compare to what sounded fun/what the players wanted, research on whatever idea I had, and put something together (If I had no ideas, it was based on an action movie or a stupid joke). I also had a running list of things I had seen in various forms of entertainment which I used about half of, so it was definitely worth the time.
The first step, follow-up, was usually a news item showing how the characters actions were viewed by the corporations (or a pirate trid operator, or told second-hand from another runner). I usually added some stuff from the timeline thrown in as background, because it would be weird if there was a monthly news show just saying what you did, and also just to acclimate the characters to the world. Reading the timeline every week also gave me a feeling for what was about to happen in Seattle, and how it might affect things (KE taking over for LS). It ended up as a half-page that one of my players could read while I got everything arranged, which also gave them a chance to discuss/make dumb jokes.
The second step is where plans get re-adjusted. It's also where I get ideas. For example, my 4th plot mission involved the street sam (also, named Sam) getting kidnapped as part of the cyberzombie experiments. I had talked to the players ahead of time, and gave them the option of becoming a cyberzombie, but nobody jumped at the bait. I knew that a few games ahead of time, so I brought back the ork sam who hired them for the first mission (and who I had planned on having as a recurring character anyway). His personality fit taking a high-risk high-reward procedure, and I didn't have to worry about losing a character. The pre-set skeleton came in handy when I needed a location run, and Remembrance Day (of the night of rage) was nearby. I moved the location run to coincide, and had the run take place in the Ork Underground. It was a bit early, but the players did some thinking about how the Night of Rage had affected them (they were all metas, but one was in Japan at the time...). Lower-hanging fruit like the Summer Solstice being a time involving crops and abundance of wildlife combining with a location run were easy (yay! planning ahead works).
The third step is the interesting one for me. "Here's a thing, I want to know what Shadowrun does with it." As mentioned, I looked into the history of the Ork Underground (and Seattle Underground), well-known locations, who the security was. I ended up having them save a musician because of a description of a Jem and the Holograms episode description that mentioned the Seattle Underground. It would make sense to have a slight background count to get the mage used to the idea of them, especially around Remembrance Day. It would also make sense to have low lighting, which orks benefit more from than other metatypes. It's one die different than thermo-vision, but it affects everyone equally (except the opposition). Skraacha as security, not fond of outsiders, but there is a more open tourist area. My adepts initiation test/personal run involved the type of research into Japanese "stuff" the character would have done. Very cursory and half-understood information about culture, with as much coming from Anime as possible. After writing detailed runs, it was an interesting challenge to myself in an attempt to create a confused/ADHD and Americanized version of Japan's history (several eras) ported to the future and with any real understanding eroded by the passage of time. I just now realized I was probably trying to create a somewhat more serious version of Futurama's ancient Earth history. I learned about the motorcycle gangs for the easily-understood Akira references, some religion stuff from the point-of-view of someone who didn't follow a religion, threw in research that pretty much started and ended with the ideas of ninjas. The run against KE's new offices got me to find a place where it would make sense to have an office for a police corporation. I looked up the courthouse, and happened to find a tall office building in a government area of Seattle, near the courthouse, that would possibly have come open (especially with Ares' money) in the next 50 years. Finding that address means I knew what other buildings were nearby (the courthouse, a DOT building, other government stuff), so I knew the response time for outside help to any alarms would be pretty much instantaneous, and have ideas of how the characters might be able to gain access. It also led to excellent situation where a helicopter (mode of transportation) found its was into the side of the Department of Transportation, partly because I had taken 5 minutes to find the actual location the run would take place in. Because the game took place at my apartment, I was able to put a map up on the TV when the players asked where they were going. Getting that detailed can have impressive results, and really doesn't take any longer than just making something up. Plus, it gives me ideas and keeps verisimilitude.
The last step is putting it all together, and writing up what things might happen if the players go to the right/wrong places at the right/wrong times. My notes (written in notepad, and kept on a flash-drive for usability on almost any computer) were usually a "read this to players", some GM-only notes to remind me what I was planning, a list of things that happen and where (whether or not the players see), and either stats or a reference to the stats for opposition to save table time (I learned this the hard way). The hardest runs to write were the ones I did the least research for. I also liked to create a plan for a good security system (like security-conscious people would create), then find things that wouldn't work. Maybe accounting found a "better deal" than the expensive piece of equipment, parts got disabled/not turned on so employees can actually get in/out, maybe KE didn't expect people to get past the early stuff so everything else was a cakewalk, a corp might focus on magic/physical/matrix security and do a poor job on one or two of the others, maybe a guard left their computer unlocked. Whatever I've seen/read of humans doing to screw up security. It made it more of a puzzle that legwork and creativity could get by. That's probably also why I wanted to determine ahead of time where everything was. If the players came up with something unexpected, the horrible traps got bypassed.
The last run I wrote up was going to take place in the ACHE, so I wrote up options for the mall area (security keeping the prisoners in) and the areas that had not been 100% re-taken from Deus' creations (puzzles created by a mad god-AI to test or torture people, good stuff). I've got that run half-written, so you can see what I did with it:
[ Spoiler ]
First you need a pass to gain entry to the mall area, which would be ridiculously easy-to-bypass automated security, because they are more concerned with keeping people in than out (maybe someone trying to go out that way gets tasered by 3 guards, then hauled off to a back room). All of the indentured people who wanted SINs working, willing to help in exchange for being smuggled out, but being afraid to out themselves for fear of being caught. The hard part would be getting to an employee-only area, so you can get into another area that would let you into Deus' former playground. On the other side of the metroplex guard.
Deus, who used to run the arcology and presumably left behind traps and parts of itself was angry/somewhat insane after being tortured/neutered to be controllable. Classic. My thought was the area all of the fun stuff happened in would have about half of the traps set off but not reset in Deus' absence. Showcase deadlier traps without actually killing characters. Also, it would be something like a cross between the Saw movies and insane humor.
For example, the runners need a passcode to get through a door. The computer has 3 programs with the information they need: one program always tells lies, one always tells the truth, and the third one is psychotropic IC that will melt your brain.
I'm also guessing the players will want some amount of combat, so I'll have to stat out some drones that would have been beyond cutting edge 20-ish years earlier.
became (with some cut-and-paste updated stats from another forum):
[ Spoiler ]
It has been 11 and a half years since the arcology was retaken from the mad AI, and nearly 13 since the AI took over. It has since been transformed into a prison for the underclasses, who run a mall for all of the good consumers who can come and go as they please. There aren't even rumors anymore about what happens in the arcology. You sign up, get a SIN, work in the mall, and nobody cares, because it at least keeps "them" off the streets. 150,000 former SINless living in space intended for 90,000 Renraku employees. Even still, it couldn't be crowded: 320 stories above ground, 21 floors below, taking up a grid 3 blocks by 3 blocks, it's enormous. Left-behind vestiges of Deus and automatic drones have been cleared slowly over the years from the sealed levels, by soldiers and "volunteers," allowing ever-growing living quarters and manufacturing areas. Getting in is easy: it's a mall with a monorail passing through it, parking underneath. Or you can try to get permission to sneak in through one of the rumored entrances through the Ork Underground. Finding your contact (or sneaking in any heavy hardware) with security watching may be more difficult.
The turnstyles as you get off the monorail aren't even being watched. They want customers, and they only serve the purpose of letting you mark your ticket as "arrived." The metroplex guard has only 2 purposes here. Having a monopoly on violence in order to prevent crime, and keeping the reactors below working. As you see one of the people who signed up for a "free" SIN get too close to the exit, you see a third purpose: keeping the prisoners in.
Security Guard
B A R S C I L W Ess Init IP
3 3 4 3 3 3 2 3 6 7 1
Condition Monitor Boxes: 10
Skills: Athletics Skill group 3, Automatics 3, Dodge 3, Pistols 3,
Close Combat Skill group 3
---------Maze------------
Drone bits on the floor, and scorch marks on the walls. (Deus' drones explode if they are no longer AI-controlled)
"You are in a twisting maze of little passages, all alike."
"Big money, big prizes!" Underneath, someone has added in what appears to be rusty brown paint (blood) "I love it."
Towers of Hanoi - one of the bottom pieces that needs to be moved is actually part of the base, machined to look like it's separate. Door is actually unlocked, but poison gas also gets pumped in if they are there too long.
Trees with large root systems have been stenciled on the walls. Green, white, and blue in different areas.
One truth/one lies/one psychotropic IC. Joke - try to avoid making characters insane.
Final showdown is either saving the Johnson (Sam's friend) or a hall of mirrors (polished metal) showdown with the same, depending on Sam's relationship with the NPC.
Medusa looks like a metal lion with a scorpion tail. Be nice, use one at a time. 2 arms (6P base, 2 reach) and 2 whip tails (10S(e), Ap -1/2, 2 reach).
4 body, 8 armor, 4 pilot, +2 handling, 4 skill, no dodge skill (still roll 6 dice). +4 pts Ablative armor, which lose 1 point for each attack that does non-stun damage.
Except for a servo in the right rear leg that's frozen from time and disuse, it moves with an unnatural smoothness.
Gorgon (larger medusa with rutheum polymers): Perception 4 hits to notice, hides on the ceiling with magnetic connections. 4 Hydraulic-jack legs, 2 extended arms with fineblade claws (reach 2, 6P damage). Sprays freeze foam.
3 body, 6 armor, 4 pilot, +3 handling, 4 skill, no dodge skill (still roll 6 dice).
Spider (Large Drone)
+2 Handling, 5/10 Accel, 15 Speed, Pilot 2, Body 4, Armor 0, Sensor 3.
Standard Upgrades: Walker Mode, Mechanical Arm x4, Special Equipment (Monofilament Chainsaw, shears, pincer, hammer, electronics toolkit), Obsolescent, Targeting (Unarmed Combat) 3 Autosoft, Industrial Mechanic 3 Autosoft, Hardware 3 Autosoft.
The Spider is a derivative of a construction drone that was already being used on sensitive portions of the SCIRE when the AI took over. The most common model was an eight-armed ellipsoid, which used four arms for walking, and the other four for various functions. However, alternate versions with up to twelve arms were confirmed to be sighted within the arcology. The four legs used for walking each have a Strength of 4, while the tool-wielding arms have Strength 6. The most common tools on the arms were a Monofilament Chainsaw, shears, an industrial pincer, and a sledgehammer. Though not designed for combat, the Spider was still an effective fighter against the unarmed and unarmored denizens of the arcology, especially in the initial chaos of the shutdown, and had a targeting autosoft for the purpose of using its tools as weapons. The Monofilament Chainsaw does 5P (-2 AP) damage, the shears deal 5P (-1 AP), the pincers 4P, and the sledgehammer 7P. The elongated arms provide the Spider with a +1 reach modifier on all its attacks. While this model is the most common, these tools can be switched out for other tools or items with a Hardware (10, 1 hour) extended test. Any melee weapon can be attached to the arms in place of tools, with a similar hardware test, but they would require their own targeting autosoft.
You're noticing that they only shoot for the body, and avoid vital organs. They aren't just missing; they're trying very hard *not* to kill you.
I still have a list of what the floors were used for in Shutdown/Brainscan, but the game fell apart before I decided which floors would be used. With a bit more polish, it would have been a fully-planned run. Where else does the monorail go? What weaknesses do the security systems have (age?)?
Final thoughts: I never learned how to use lifestyle rules, SINs, or reputation except in vague ways, but I'm not sure how much it impacted the enjoyment of the game. Shadowrun has enough moving parts already.
Knowing your group and the characters as much as possible makes it easier to create an entertaining experience. It did take them a bit to realize I was more of an audience than their opponent, due to bad gaming experiences in the past.
Preparing and researching as much as I can ahead of time
allowed me to be lazy gave me plenty of inspirations and ideas to use in the game. Even if I never used or re-used something, it was an interesting thing I learned.
The restrictions I put on myself were usually helpful. When they weren't I could ignore one or two (they were my restrictions) and find ideas elsewhere. Having 3-5 things I "had to" have in a run meant two or three line up in a really cool way. That kept me motivated and feeling creative.
What would you do different? What can you take from what I did?
Having security all pre-determined helped with the fairness and puzzle aspects of the game. That was great. It also made the difficulty really unpredictable. I should also have ways of increasing/decreasing the difficulty (although I did have some ideas for that for the ACHE run).