QUOTE (Wakshaani @ Apr 27 2021, 06:41 PM)
They're well aware that *someone* was pulling strings, but they don't know who (yet) or which parts are connected and which aren't.
......
Feel free to lay out your own theory as to what happened, why, and who is responsible for it. It might be as obvious as you think, it might not, but feel free to try and get the solution early before the rest of the clues come in.
I'm very late to this thread, but I just wanted to comment on this part. It sounds pretty cool, and in a comic book or set of novels I think it plays well. Probably even in a video game where player options are controlled by the game.
But from a GM perspective, I've found it to be pretty useless, in some ways a net negative. I'll try to explain. (eta: sorry, this gets ranty. it hits on something that has been bugging me for a while)
When you introduce "big events" into the game, of course it is going to get the players interested. Even if you don't give them runs directly related to the "big events" they are still going to try and find things out. And if you let those big events hit things that they/their characters care about? They might get
motivated. Motivated shadowrunners can get pretty impressive since often they don't care about the rules or sometimes the long term consequences -- think John Wick and his dog. They have skills, they have knowledge, they have contacts, and they may have hundreds of karma of practice at getting around obstacles in their way. So if they really want answers they may not find answers, but they might wreck a campaign in the search for those answers. After all why introduce this "big thing" if they are not supposed to react to it?
The problem is that in this situation, I, as a GM, don't have answers. Oh sure I can make up answers -- I'm a GM, I do that all the time for my own plots. BUT, presumably some day more info will come out. Sure, they could have found fake answers, but I can't even fake the answers well because I don't know who would know what. So in essence what Cutting Black seemed to suggest was to introduce a "big thing" and then say "but don't worry about it too much, nothing for you to worry your pretty little heads about. Let the Jackpointers worry about it, they'll find an answer eventually."
The problems with that should be obvious, but to be blunt: the PC should be the protagonists, not the Jackpointers, and the PCs should be in some way advancing the plot that the game books are presenting. To me this has been a growing problem over the course of 5th edition, and it is so far worse in 6th edition. The books could say "this big thing happened, here is how your PCs could be involved, here are things they could find out, here is how they can contribute to fighting back against the powers that be (the genre is called cyberPUNK after all). Instead they say "This big thing happened. Here are what the jackpointers are doing to find information, and what they find. Tune in next supplement for more clues and banter from those clever and wacky Jackpointers!" (btw: I love shadowtalk, it is one of the best things about shadowrun. But anytime you are writing something that sounds really cool, please ask "Is there any way we could have the PCs do this instead?")
Sorry for the long rant, but it was something that was increasingly bugging me through 5th, and Cutting Black then just made my blood boil. I ended up having to rush a major character development plot to take characters off to Europe to keep one campaign from exploding, because having recently finished the Chicago Missions arc the characters were rather protective of Chicago, and then it got hit by the blackout too, and they got pissed at whoever was attacking their poor city again, and things started to go critical quickly. Another campaign got put on hiatus and we played 30 Nights instead. And you know what, by the end of 30 Nights, despite all the time you spend in that adventure, you still don't know squat about who was behind any of it. In the climatic scene there was magical interrogation of one of the leaders of the mercenaries defending the power plant, to find out who had hired them to keep people out, and in the climatic scene of the whole adventure the best answer I could give that I was confident wouldn't cross future truths was "I don't know, it was kept secret, all I know was rumors and speculation." How hard would it have been to give the GMS not the full answer, but a piece along putting it all together, to give some sense of advancement after all of that playing?
And we still don't really know, over a year and two more books later, what was going on. For an RPG campaign that is not building tension, that is smothering it from lack of plot progression. Character progression and character development can only carry a game so far.
/rant
And btw, I don't blame the free-lancers for this -- I know that to a large extent they are writing to an outline/instructions. But it really is a problem IMO.