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Tell it to them Straight: Running adventures without twists, anyone?

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iamfanboy

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« on: <10-25-14/2155:07> »
Now, me, I love Shadowrun, and there's nothing more Shadowrun than your Johnson betraying you, or finding out there's a third team out for the same goal, or that the 'asset' you've been hired to move is actually a seven-year-old being held hostage (Oh, the glares I got from my players for that...)

But the problem with twists is that the more they happen, the more players EXPECT them to happen. So lately, I've taken to having adventures which are pretty much exactly what they are - oh, I have a twisty one show up every 2-3 runs, but the fun is that the players still look back at several of them and think, "What's the angle? That's gonna bit us in the ass someday..."

One of the recent ones I ran was actually from the old Sprawl Sites. Their most trusted fixer calls them in to meet a little old lady who's more beehive hairdo than human, who hires them to break into her (now) ex-husband's office and so she can take a 'souvenir' of their time together. Her two stipulations are "Non-lethal force and I have to go with you. " When she leaves, the fixer says, "Mrs. Lampanelli is a real close chummer of mine, and has been for years. If anything happens to her, I'm blaming your asses, and then taking them - I hear the organleggers are always looking for more prime buttock." They get up there with little problem and the 'souvenir' she's taking is several hundred thousand in certified credsticks, small denominations - far more than she's paying them. While the sharper runners can pocket a couple, if anything happens to the majority of it their fixer takes it out of their hides. When they get the nuyen into her truck, she thanks them and drives away, never to be heard from again.

For some reason, my runners are STILL looking for that one to bite them in the ass.

Does anyone else do this? Does anyone have any adventure seeds like that?

Acolyte

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« Reply #1 on: <10-26-14/0650:48> »
One of my favorite tricks for this sort of things is when they Critically Glitch a roll.

"You Glitch? Critical? Hmmm.......... OK, you succeed."

This works great when they're fencing goods or disabiling alarms or something. Paranoid players.

   - Shane

PiXeL01

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« Reply #2 on: <10-26-14/0705:29> »
My players this time around are all new to the game so I haven't gotten around to Doublecrossing them just yet. My old group double crossed each other all the time so I didn't even have to plan for it.
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MadBear

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« Reply #3 on: <10-26-14/1433:00> »
Oh, I love doing this, for the same reasons you listed.
As a player, I get sick and tired of every run falling apart. Every. Single. Run. Most GMs I've played for seem to think that a perfectly executed run makes for a boring game, and so they throw in a curve gall. But every single time? When you know you are going to be getting a curve ball every time, you can anticipate it, and knock it out of the park.  I've even started planning my runs around the fact that the drek will hit the fan. I count on it.
And so as a GM, I like most of my runs to go exactly as planned, and it drives them nuts!
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Reiper

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« Reply #4 on: <10-29-14/2057:51> »
I tend to run more straight runs than twist runs personally.

The characters still tend to be paranoid, but the twists tend to throw them off a bit more than usual.

Example, they ran 3 or 4 runs with little to no real twists, and then some old people hired the team to clear out a gang that had kicked them out of their home, then the team was framed for mass murder that the old people did for a blood ritual to extend their lives longer shortly after they got back in their homes.

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All4BigGuns

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« Reply #5 on: <10-29-14/2100:16> »
I used to to mainly "straight" ones, but in the one I'm running right now, their first Johnson sent an assassination squad to 'clean up the loose ends', and they had to deal with the assassins.
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Dr Adder

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« Reply #6 on: <10-31-14/0914:20> »
I start my first SR 4 as a player sunday, and i would be very disapointed that rules of reputation and credibility would'nt apply to Johnson and fixer. Second, i choose loyalty 4 or higher and if they betray me only for a handfull of creds i expect to get my BP paid back !
I guess Johnson and fixers would betray only for very, very good reasons, like enough nuyens to retire or the like. and if the party caught him, he's burnt.

Csjarrat

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« Reply #7 on: <10-31-14/1138:08> »
yep definitely. i think players can definitely get "plot twist fatigue".
sometimes its good to reward a well planned, well executed run with total success. these guys are professional after all.
That said, i dont pull my punches and i wont hide it if one of my guards passes his perception roll and spots someone.
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Spooky

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« Reply #8 on: <11-26-14/0123:13> »
See my post under the racism thread for a plot twist I had fun with. The mission arc I am running now involves corp a using the team to provoke corp b and corp c to go to war. Interesting thing is that the team has not figured out who corp a is, so they are sliding under a VLH mission by mission. Not really any mission specific twists, but a big one coming that they don't yet see.
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

AndyNakamura

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« Reply #9 on: <12-03-14/2312:11> »
The occasional plot twist I throw in my missions mostly relies on the team not getting the information about Johnsons' true motivations, which would come up during the mission, but not derail it. Or, some info provided is outdated or not disclosed. The tension and obstacles here are not created by the runners being deliberately shafted, and the plot twists serve not to throw extra drek at the players, but to enhance and deepen the plot. In fact, basing the whole mission on just the plot twist alone, IMHO, would be bad form.

Example: Assassination job, team is hired by a spook to take out a "retired" operative. Johnson provides info on target's whereabouts, and straightforwardly warns the team that their target is a trained professional. If they are not careful enough, they'll have to hunt down an ex-military sniper in a mountainous, forested terrain. Johnson insists that they take a biometric reading with a "black box" device he provides to confirm the kill. If pressed for motivations, the Johnson simply says that the target "knew too much", and that he does not want to risk his own personnel on this.
Plot twist: Some of the info that the Johnson has is lacking or outdated (e.g., the color of the target's truck is given wrong, and target's residence is off the grid and hard to find), leading to a few dead ends and false leads. This gives the target advance warning and time to prepare - and he is as dangerous as the Johnson let them know. The black box, if checked, is exactly what Johnson claimed it was, but the target is an HMHVV carrier, and coming into close contact with him, which is required to take the readings, risks infection.

So the plot twist here is, in fact, that things are exactly as straightforward as the Johnson put them! He may not have been telling them _everything_, or even right about some of it, but any omissions and mistakes did not affect the mission to the team's detriment.

I guess my favorite type of plot twists is The Reveal, where the motivations of the parties involved are explained and mistaken beliefs are shown as such.

Example 2: This is from a Scion game I've been running, based on Norse myth. The band of Scions (children of Norse gods) are contacted by Odin, and informed that the Aesir located where Loki had been building the Naglfar - a shipyard in Helsinki that he owns (those familiar with the mythos may appreciate the pun). Once they manage to sneak into the base and hijack the high-tech nuclear-powered aircraft carrier (in my game, one of the characters bribed a Scion of Braggi to stage a metal concert as a distraction, while the other two did a SR-style insertion by ultralight), and signal the scuttling crew to come in, Loki makes his appearance and reveals what his plan was all along. The ship in question was an attempt to aid the Aesir by cheating Fate - the legend says that Loki would sail the Naglfar with an army of dead to attack Asgard at Ragnarok. So here, he would use something that the Aesir actually have a chance of destroying, instead of the unstoppable monstrosity that is the Naglfar of legend. At the same time, the scuttle team arrives, and insists that the party finishes the job.
Again, the mission is as straightforward as it was given to the players. The ship is Naglfar, and it will be used against the gods. So the plot twist here actually comes after the party had pretty much already won. Except now they have a choice: finish the mission, or take a chance that the God of Lies is speaking the truth for a change and side with him, or walk away and let the two sides duke it out (which my party did).
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