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Campaign Plots

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Despayre40

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« on: <11-13-13/1852:05> »
Would referees be willing to provide examples of outlines for campaigns they have run or plan to run in the future?
Were they successful? partially? Lessons learned?
What I am looking for is examples of ideas for the basis of campaigns.
Did you start with a long range plan or just make it up as you went?
Did you define a list of major entities? corporations? NPC's before you began?
Was there a specific plot line you wanted to see played out?
It is easy for me to picture or define individual "Runs".
A bit harder to conceive a purpose or agenda for a campaign.

The Madadh

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« Reply #1 on: <11-15-13/0954:37> »
I can't really plan out a sprawling campaign arc before the game. In my current game I just drew from the character backgrounds and started weaving parts of their stories into mine.

One of my players is an escaped corporate experiment, so the arc of this campaign eventually became about learning everything there is to know about the experiment. I also introduced a "sub-plot" about a ghoul collective living in the tunnels underneath their neighborhood, and they are getting pretty interested in that, so I think I'm going to be adding ghoul rights to the agenda for this campaign.

So, in short, I let the campaign form itself from the interests of the party. Each of those arcs was a single encounter that I chose to develop after my pcs seemed to enjoy it.

Think in terms of themes. What do you want to talk about in this campaign? Let the players tell you what the campaign is about. Give them interesting things to encounter outside of the runs themselves. My $0.02

Csjarrat

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« Reply #2 on: <11-20-13/1647:42> »
my main game is still running so i'll have to be sparse with the details (they play pbp here!)
I had a concept of a really bad guy/organisation in my head and thought up his/its motives; where it was based, what it was trying to achieve, and the various alliances and enemies they made along the way.
I started off with each of the players doing a solo run that happened to involve some part/element of the bad guy/organisation and then brought them together as a team under a johnson in act 2.
I have an idea of where it'll go, it needed to be quite proscriptive in act 1/2 to set the scene but act 3 is going to be a lot more open ended. the players loosely know that they're working for someone against someone/something specific but dont know what/who/why at this point. it's all starting to come together though :-)

to be honest mate, i get the ideas that shadowrunners take on whatever job they can to pay the bills. they may not get involved in long term campaigns against the same organisation all the time. they do the run, take the pay and go home all being well. if your players are happy doing one-offs, stick with it.
« Last Edit: <11-20-13/1649:57> by Csjarrat »
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Oak

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« Reply #3 on: <11-21-13/0847:07> »
I usually start my campaigns in a small area setting (like redmond) and the adventures and runs are mostly taking place there. The runners have the same fixer in common which acts as a background party member (sort of) and is at first the only one trying to make a team out of the individual runners. This gives my party usually the feeling for the situation and of a neighborhood they understand and where their actions have a certain kind of impact. Recurring places, people, ... they usually make a lot of new contacts quick but all of these usually have very little influence. Since to a connection a runner is just another connection they sometimes come up with questions or plot hooks. All in all this setting always had its own harmonic way of living, thriving and growing.

After a few runs/adventures the fixer is gaining reputation with the runners and has therefor access to bigger jobs (though I have a knack for underdogs and the clients rarely are corps).

I usually combine this with some weird places in the barrens (like "gated communities") with even more weird leaders (there was indeed a figure like Jabba the hut, controlling part of the rats nest).

I haven't tested this with 5th edition so far but I would probably go with the street runners option (less ressources to start with).
« Last Edit: <01-31-14/1026:11> by Oak »

The Madadh

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« Reply #4 on: <11-21-13/1155:39> »
I haven't tested this with 5th edition so far but I would probably go with the street runners option (less ressources to start with).

Just my experience, but I have found that Characters made with the SR5 rules are MUCH less powerful than your typical SR4 character. It's really a nice place to start. Not dissuading you from the Street Level option, of course, but the regular build in 5th is a lower power level than you may be used to in 4th.

Csjarrat

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« Reply #5 on: <11-21-13/1332:52> »
yeah, making a competent decker/rigger is really really tough under street level rules. sticking at standard build would be my recommendation
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Oak

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« Reply #6 on: <11-22-13/0311:58> »
My point was to start sub standard with runners and missions. Even though using the standard rules might fit nevertheless...

Csjarrat

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« Reply #7 on: <11-22-13/0317:03> »
That's cool, it is your campaign. Just be aware that you're unlikely to have internal balance in the team as riggers and dockers are boned by gear restrictions when their core character concept is dependent on good gear. I'd say you'd need to build in a way for a rigger to acquire a decent rcc and a decker to get a decent deck because it'll be months of play before they can save up enough to procure one properly.
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reyjinn

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« Reply #8 on: <11-22-13/0606:15> »
Some people recommend the Street Scum rules (p. 354) for better balance between awakened and chromed.  Haven't played by them myself.
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DarckChild

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« Reply #9 on: <11-28-13/1653:10> »
I found these pod casts fromHiddengrid starting here http://www.hiddengrid.com/tag/silver-angel/

And the following pod casts from Fandible here http://www.fandible.com/category/shadowrun/page/2/