NEWS

New Campaign: Bladerunner

  • 3 Replies
  • 1939 Views

Ronin

  • *
  • Newb
  • *
  • Posts: 46
« on: <02-10-12/1007:02> »
Didn't know whether to put this in general gaming or gamemasters' lounge; its not strictly shadowrun but i need gamemastering help.  Im working on a detective campaign using SR4 rules without the magic or metatypes.  Its based in a world similar to that of Bladerunner or the board game Android, at the early stages of colonising mars and the moon where corporations take advantage of the need of androids to make huge profits.  A murder will take place and the authorities will be completely barking up the wrong tree. The players will play the parts of PI's or bounty hunters looking for the real killer and unveiling a massive siderweb conspiracy.  Obviously, the main objective will be clue finding but does anyone have any tips how I can control how the players interpret such clues so that they lead to the next clue lest they all run off on wild goose chases that lead in the wrong direction?
« Last Edit: <02-11-12/1608:59> by Ronin »

Wolfboy

  • *
  • Omae
  • ***
  • Posts: 381
  • life sucks, deal with it
« Reply #1 on: <02-24-12/1748:10> »
actually that sounds like a decent SR Op just dont let your PC's be mages. Use the Otomo as your android base and otherwise have fun. Go ahead and use the metatypes even, they wont throw anything off, if anything they will add a little more depth to things .
May god grant me the serenity to accept the things I cannot change, to change the things I can, and the firepower to make the difference.

Suicide is never the answer, now homicide on the other hand, that has posibilities.

7.62 Russian, when it absolutely has to be done under budget

Halancar

  • *
  • Chummer
  • **
  • Posts: 120
« Reply #2 on: <02-24-12/1801:41> »
Quite a bit of a puzzle, that, leading the players in an investigation without losing them. I've played my share of purely investigative games, and my best advice would be to be very flexible in your scenarios. It's a virtual certainty that your players will miss some clues, invent some you didn't think of, and/or jump over other and still end up in the right place, so your best bet is to forget about anticipating them entirely. Write up your protagonists, and write them up well, so you can have them react appropriately to what your players do. Make a very detailed timeline of everything that happens, so that you'll know what is happening wherever it is your players end up at. And then just cut them loose, and be prepared to improvise.

If you really want them to follow a series of clues, perhaps the best way is to make your clues people: talking with the witness A will give them the name of B, who will give them C, who will lead to D. People are flexible, so you can adjust their responses to make sure the PC do get the name that matters, and names are names, it's hard to misinterpret them completely. Whereas there's not telling just how far a group of imaginative PCs can end up on the basis of a button or some cigarette ash.

And prepare a plan B, something like a NPC with a big neon sign screaming 'Here is the villain' (figuratively speaking) that you can trot out if all else fails.

raggedhalo

  • *
  • Omae
  • ***
  • Posts: 709
« Reply #3 on: <02-27-12/0559:09> »
I understand that the GUMSHOE system used in Trail of Cthulhu handles investigations very well - but I've never played it, so I couldn't say for sure.
Joe Rooney
Freelancer (Missions and otherwise: here's my stuff, plus CMP 2011-05 Burn Notice)

My Obsidian Portal profile