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Shadowrun without shadows?

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revaddict

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« on: <07-13-11/1433:25> »
Have any of you run SR games without the default setting of the PC's playing shadowy street mercs on the wrong side of the law doing ethically questionable jobs for a living?  I'd be interested to hear what other tones and themes other people have used in SR games.

Crash_00

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« Reply #1 on: <07-13-11/1448:53> »
I've played several other campaign types, including the following:
- African Merc Wars (PMC fighting in a jungle war)
- Lonestar Rapid Response Team
- Corporate Cleaner Team
- Doc Wagon Response Team

I played all of those back in SR3, but they were just as much fun. They just were a lot different to run and play (much less planning for the most part).

That said, I've used the SR4 system for several other types of games that weren't in the SR universe including:
- WWII era pulp (think indiana jones)
- 80s Action Movie (We were a world saving rockband)
- D&D style fantasy
- Post-Apoc Zombie Survival

StarManta

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« Reply #2 on: <07-13-11/1948:03> »
I've been wanting to run a team that was on contract with DocWagon. Are there any sourcebooks that have information that would help that? The most pertinent bit of information I haven't found is that DW won't enter the borders of certain megacorps, but it never says which ones it's on good terms with (or why). I think most other stuff could be improvised reasonably, except that.

Critias

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« Reply #3 on: <07-13-11/1948:28> »
Lone Star, Ancients campaign, short-lived Tir-noble-brats, outright mercenaries a few times.  I'd love to play in a long-term Company Man game.
« Last Edit: <07-18-11/1737:08> by Critias »

nakano

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« Reply #4 on: <07-17-11/1102:46> »
I have done a few over the years.

  • Corp Black Ops team.  This was fun as hell.  Putting the players behind the suit of Mr J, and having them meet the bottom line.  This is one I would definately do again.
  • Gang based game.  The players took over a gang in their city, and worked to transform it into a syndicate.  Again very fun, very open ended campaign where the players really were in the drivers seat directing plot.
  • Corp Special Projects Team.  This is a new one for me, and is a mix of Corp politics, industrial espionage and such.  Fun but a helluva lot of work for me as Gm.

usefulidiot

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« Reply #5 on: <07-18-11/2025:16> »
I played through a campaign in SR3 as a Doc Wagon High Threat Response Team, also played
one campaign in SR4 as an occult investigator, and its coincedential, our group has also used the
basis of rules from SR2 to play a D and D type fantasy game and we also used them as a basis
for a Vietnam War game with miniatures.

Blond Goth Girl

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« Reply #6 on: <07-18-11/2141:55> »
Well, I love the SR4 world and rules system even though I admit to some minor tweaking of the rules, adding more corps and even more skills.  As a GM,
you can have the setting anywhere you want and run whatever plot or mission that strikes your creativity.  As long as you have players and GM who enjoy it,
you have a game.  Creativity knows no bounds.

Crash_00

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« Reply #7 on: <07-18-11/2209:13> »
I know our Doc Wagon team was back in SR3 and the SR2/SR3 Runner's Companion had a small section in the back of it that helped our GM set down his ground
rules for it.

DeciusRagnos

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« Reply #8 on: <07-24-11/0046:27> »
A DocWagon response team seems like a really interesting idea, but did you run into the problem that it gets just a little too linear.  Go here, fight some dudes, get karma, spend karma, rinse and repeat?
Knowlege is Power, guard it well.

Crash_00

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« Reply #9 on: <07-24-11/0057:44> »
Well with DocWagon, we were always having to rescue someone. The stories behind it and the rescues themselves were varied enough to keep it interesting.

It and the Lonestar Rapid Response Team both had this feel (always extraction or neutralizing targets respectively), but by making the enemies be on a different run each time, you can add a lot of mix.

For instance, the approach as a Lonestart RRT changed drastically if the threat was a hostage crisis as opposed to a bunch of runners trying to steal some new wares from Ares Arms.

The big difference is that there is a lack of legwork going on usually (compared to most games), but it works real well for a combat oriented group.

DeciusRagnos

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« Reply #10 on: <07-24-11/0101:21> »
OK that seems really cool.  I was hoping to put something like that together.  Any tips on say a Freedom Fighters in the Yucitan campaign?
Knowlege is Power, guard it well.

Crash_00

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« Reply #11 on: <07-24-11/0123:23> »
Only real tip I can give is that its all about variety. With a combat heavy game, remember to really play up the non-combat elements when they occur to add some spice to the game. Think about their mission/objectives just like normal runs and then adapt them.

Want to run a wetwork scenario? There is a VIP working against their cause in town and they need to take him out. Want to run a smash in and grab something valuable run, is it really that different than bust into the corp and set explosives to level the building?

CanRay

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« Reply #12 on: <07-24-11/0237:17> »
OK that seems really cool.  I was hoping to put something like that together.  Any tips on say a Freedom Fighters in the Yucitan campaign?
Logistics based.

I know, I know, "How interesting can driving trucks and stocking warehouses be?", well, with Freedom Fighters, that's not what's going on usually.  It's trying to GET the equipment that's needed in the first place, and can be a combination of Shadowrun, a Military Campaign, and Junkyard Wars.

Well, I'd find that interesting at least.
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