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Tips for making my campaign more alive.

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Headhunter

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« on: <12-22-14/0131:56> »
I am running a campaign with some of my friends. We are based in Seattle and the year is 2074. I was wondering if anyone has any tips to help make my campaign feel more alive. All help is appreciated
« Last Edit: <12-22-14/0151:42> by Headhunter »

Namikaze

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« Reply #1 on: <12-22-14/0159:49> »
My suggestion is a rather universal one: as the GM, you always have to roleplay every character.  Make each person at least a little interesting not by changing up stats or equipment, powers or spells, but rather by giving them life.  Joe the security guard, for instance, might not really want to fight the runners.  Maybe he's had a really shit day and just wants to go home.  So he surrenders or lets them slide, or maybe he secretly wishes he could be a runner and asks the team for help getting out from the corporate yoke.  I'm not saying this should be the norm, because if it was there'd be no security guards and no shadowrunners.  But what I'm saying is that you can make the world feel more alive by thinking about what makes people come alive: personality.

Lots of people like to use props, music, mood lighting, etc.  That's all fine and good, but it won't make up for a lack of great roleplaying and thoughtful storytelling.  Keep the world realistic by thinking like the people in the world.  If the runners are hired to steal an item from a location, you have to think of all the angles: why does Mr. Johnson want the item?  Who hired Mr. Johnson?  Does Mr. Johnson intend to use the team as a distraction?  Is Mr. Johnson looking to establish a long-term arrangement with a team?  Who built the security system, and for what purpose?  Would someone have put a back door in some aspect of the security (physical, Matrix, magical), and if so why?  Who are all the parties involved in this deal - maybe there's someone else who wants the item but doesn't want to deal with the security, but could deal with a team focused on different skills?

What I did with my campaign is find a ton of pictures that could inspire me.  These didn't have to be Shadowrun-specific, but they did have to convey a sense of character.  Then I fleshed these people out as much as I could with just basic stuff - name, age, role.  I tried to create an infrastructure that could be utilized, building a few different fixers, a bunch of Johnsons, some arms dealers, a few gang members, a few syndicate members, a bunch of street docs, etc.  These are all the types of people that would benefit from a shadow economy.  Finally, I added a layer of NPCs that were relatively peripheral to the shadow economy, people who were incidental.  These people either rely on the others in the economy, or they somehow assist it without being "important."  Hookers, pimps, drug dealers, hackers, forgers, pawn shop owners, junkies, street kids, gangbangers, wannabes, etc.

I even have an NPC that is a 12 year-old kid, living on the streets, using a bare-bones cyberdeck.  He was a hacker before the change in the Matrix protocols, but he managed to steal a cheap low-level deck.  It's more than sufficient for him to hack vending machines for clothing, food, etc.  He hangs out at a skate park with some runaways and stuff.  He has his ear to the ground, but he's not all that woo-woo.  Still, he's fully developed and pretty cool.

Once I had all these NPCs - there's a ton of them - I had to build some locations for them to live in.  So I began with places where the important characters would meet up, likely be located, etc.  Every criminal has some sort of haunt - these were the haunts for the NPCs.  Favored locations for meets would be fine too, especially for Johnsons and fixers.  I started out by using any locations that seemed reasonable from Seattle 2072, a book of immeasurable value.  When I couldn't find quite what I was looking for, I began to create my own locations - just names and addresses, really.  Using Yelp and Google to find location names and addresses from in and around Seattle helped a lot.

For instance, I have an NPC fixer named Paradox.  He's an orc, and he's smart as hell and very charismatic.  Hence the nickname.  He was the last son of a minor British noble family, but he was ostracized for being an orc.  Despite all that, he set out to create a name for himself and he knew than an education would be the fundamentals.  He grabbed what he could before he got kicked out of the family.  After being kicked out, he managed to get in good with a mentor of sorts - a guy that owned an import/export business.  He decided this would be a great business to get into, and moved to Seattle - it's far from his family, and there's no shortage of goods being shipped in and out.  Now he owns a similar business in Tacoma, but it's a front for his real money-making business: being a fixer.  He'll occasionally let someone move illegal goods through his warehouse, but the goods are always gone within 24 hours.  For fixer-related stuff, his business is to make friends and make connections.  He's very good at that.  Technically, the information he has could put a LOT of people away for a long time, but he hasn't actually ever done anything illegal.  He's just helped facilitate some friends meeting other friends.  On his office door, it just reads "Boss" - and he has a very pretty orc secretary that he sexually harasses a lot.  He might be nobility, but he doesn't have to be noble.
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Michael Chandra

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« Reply #2 on: <12-22-14/0703:38> »
My Seattle campaign started as a short game with several of the 2074 OU Missions. Then I took intel in the books on organized crime, dragons and the OU and weaved that in. They'd catch gossip and such, and occasionally work with official NPCs as well as my own. For example, Mrs. Hudson is my own creation and she made a deal with MacCallister (official) after an OU gang decided to get in her way.

More recently I made my players pick their living location, based on Low = C, Middle = A from the old books, on the Seattle Security Rating map.

By doing these things, I weave a bigger Seattle into the plot and expose the players to it. They run into different types of gangs, different areas, security procedures, etc. The cops that pull them over and check their legal transport permits because they're going through Bellevue escorting a weapon transport, then send them on their way. Kalanyr who's got a working site next door to the area where they start getting shot at, resulting in a 'friendly' cop sending a warning that Kalanyr just went into the air and the army is scrambling to intercept, so they knew to quickly get into hiding. The friendly neighbour kid calling worried "hey, there's a shooting on the highway nearby, are you alright?" and then wrestling a concerned bound spirit to the ground to prevent him from drawing attention. All kinds of little things.

A tip for you: 2074 is when Season 4 takes place, so you could grab a Mission, take its number as roughly the month of the year it takes place in, and let the players encounter some consequences of it. They may see pro-Prop23 and anti-Prop23 protests, hear the news that Senator <forgothisname> is still vehemently denying being involved with Humanis despite him being at their rally and says he was kidnapped, an Ork or Troll contact may be depressed when called because a friend of theirs just died in one of the 'strange explosions' from Burn and he's pretty damn confident someone is behind it but cannot do a thing, and eventually you'll get Election Day and massive riots.

Or they may hear about activity at X due to an Artifact hunt, such as 'someone went and extracted a Horizon employee, big badaboom!' or 'heard a bunch of runners stopped a bug hive in Redmond, hope they got them all', things like that. Add some backdrop.
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rednblack

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« Reply #3 on: <12-22-14/1409:29> »
I'm not nearly as experienced a GM or SR player as the others who have replied so far in this thread -- great stuff, btw -- but I'll add a few things.

Collaborative play: this one is tricky with SR, as a lot of the fun and flavor comes from the PCs being in the dark, but when building a location, an NPC, a random encounter, etc. it can be a lot of fun to ask the player what's unique about X.  Your players will bring a different flavor -- and it will be a flavor they like, or they wouldn't be bringing it -- and that can add a lot of depth to the world.  Also, it serves the dual purpose of more fully immersing your players and giving them some limited control.  Feel free to add in Edge tests here, and encourage the PCs to keep their roll in mind when they're coming up with the detail they add.  Obviously, there has to be a great deal of trust at the table for this tactic to play.

Detail work: when doing your homework and coming up with descriptions, list out 3-5 sometimes contradictory details, and then choose what has earned a place in your game.  The first two that come to mind will usually be well-trod territory, but by forcing yourself to list out 5, you stand a much better chance of coming up with something memorable. 

Antagonists: the great cliche is every villain is the hero of her own story.  It's one thing to have the blood mages of Aztechnology planted firmly in evil territory, but what about that rival group of runners, or that Johnson who fragged them over that last job? 

Scenes: a rule of fiction writing is that for any given scene you must have characters who are at cross-purposes where everyone is trying to push their own agenda.  If it doesn't fit that rubric, it doesn't deserve a scene, and is best done in a more expository mode.  Keep in mind this isn't just Johnson wants to pay less, PCs want to be paid more, though that's certainly a part of it.  Think of what the contacts want from PCs, why they keep answering when the PCs call, and what are they doing to see their life's goals realized?
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Emperors Grace

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« Reply #4 on: <12-23-14/1310:14> »
Disclaimer, I haven't GM'd SR a ton (getting back in) but I have GM'd other games for a long time.

I'll agree with all the above and add "Details".  Almost nothing is unbranded in our modern world, SR is no different.  Things and places should have names or at least brands.  A character doesn't grab a soda, he gets a Slurm.  Luke doesn't want to go to the next town, he wants to go to Tosche Station.   I keep a list of stores, brands, etc... (both official and made up on the spot) next to me when I GM. rnb's collaborative play can cheerfully cover a lot of this, if you (frex) make the player state his favorite drink by name.  Also, all people get names (but avoid the curse of alliteration - I still take jokes about Harry the Herbalist, etc... from a 2EAD+D campaign decades ago).

Having daily life that goes on without the characters is important, too.  NPC's should not always be available at beck and call.  PC's should hear/read things that have little to no direct impact on the current mission, etc...

You should also have an idea in mind what each NPC wants in general (motivation) as well as in a particular scenario.  It will help you determine how they'll act when/if the scenario goes off script.  Frex, it's fine to know that Mr J wants an item - but if you know what he wants it for and whether he'd sacrifice that goal for a greater good/evil - you'll know just how he'll react to it's loss, it's falling to a different party, or an attempt to negotiate.
« Last Edit: <12-23-14/1314:16> by Emperors Grace »

farfromnice

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« Reply #5 on: <12-23-14/1438:38> »
taking care of the players background is normally what I forgot the most

design side quest for the Troll who is hunt by it's rich family or thinking about how the Journalist contact of the elf could get into troubles is always a good way to immerse your Players into your game

to facilitate the integration I tend to use two systems.
1- In 7th sea you have to pay for a background (it gives you more XP if it appear in the game), since you have paid for your GM should be cool and give you some time with your background. It force me to invent side stories for my players. In Shadowrun you could make a list of one word background who describe the back story of your players and note every thing you think could be a starting point for a side quest, and yes you will have to take the time to write these side quest
2- In Eclipse Phase they have a way to write motivation for your Players, when you work for this motivation your GM normally give you moxies point (kind a like Edge). This go a little bit like this : "+Ork Underground" would mean that you work, not necessary actively, for the right and defense of the Ork Underground, a player could be in a overnight watch, teach kids, I don't know, etc. in the Ork Underground OR it could go like this "-Ork Underground"and the player is working against the right of the Ork Underground. It could be use in anyway you want (+/- Ares, +/- Orbital People, +/- Mother of Earth, etc.). The idea is to keep track of what make tick your players easily. You can Ask your Players to write their own and give it to you or you could play with them and see for your self, thus noting them on a sheet only for you. Now when you see a Player playing someone with a -Ares using is free time in a run to screw Ares operations you could reward him/her because you keep track of what they like. And the cool thing with these is that most players tend to write their owns stories.
-GM ?
-Yes ?
-I have 2000Y I don't know what to do with. I think I will give it to the free school at the corner of my street
-Cool ! ... They are really happy about it, the school teacher is kind of cute and seems into you (give 1-1 contact) and she explain to you that tsadly none of this NuYen will see the kids, the local Yakuza Lieutenant is extorting her for is protection racket.

BRodda

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« Reply #6 on: <01-06-15/1806:04> »
The big thing is the tone and the subtle dystopian flairs. Here are a few flavor tips.

1) Fear is big. It is everywhere and feeds a huge amount of paranoia. Everyone is constantly waiting for the next calamity. Keep in mind that LA, NYC, Chicago and Boston are now basically gone.  Seattle has a giant building that everyone can see where 100,000 people were tortured and killed over the course of several months. No warnings, just the wrong place at the wrong time.

2) The general population has a HUGE germ phobia and it has totally reshaped human interaction. Nicer areas are constantly cleaned and disinfected. Social interactions are generally limited to "clean" people of the same geographical and economic standing. Over a 3rd of the world's population was killed between the two VITAS outbreaks.  Toss in things like becoming a ghoul or one of the other types of infected and you get an idea of how a little phobia is probably not a bad idea.

3) Humans are the dominant species, but they are afraid of loosing this position. Elves and dwarves are so long lived that they can get management position and just stay there. For centuries. They also have much more experience then others do to that long lifespan. If you are competing for a job with one you will probably lose. And orks just breed and grow so fast that it is staggering. They are bigger and stronger than humans too. How long can orks breed until THEY become the majority?

4) The cities are packed tight with people, everything else is pretty empty. With the rise of paracritters and the taking of lands by NAN a lot of people relocated to urban centers for safety. To many people. The infrastructure can't support them all and there are not enough jobs or safe housing for everyone. Raw metrials and food are expensive and limited due to how dangerous it is to collect them and transport them. This is starting to reverse itself a bit, but people who live in rural areas think that the cityfolk are crazy to live like they do, and cityfolks think the same of the people in the rural areas.

Put those together and you get an idea of how to create the kind of Us vs. Them mentality that Shadowrun really needs to get the tone right.
Combine those things together and you get

Walks Through Walls

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« Reply #7 on: <01-06-15/2040:11> »
All good suggestions and ideas so far. I'll add a couple of things I do to help make things more alive and entertaining in my game.

1) I ask the players what their character will do between sessions. I then take their input and write about a page of what happened during the downtime for each of the characters. I incorporate their backgrounds, any side projects they have going on, build background for future events, and add flavor to the setting.

2) I listen to what the players/characters latch onto and expand on it. One of my first Shadowrun games the group got shot up pretty bad and needed a street doc. I made up an NPC on the fly named Dr. Hack-N-Stitch and I gave him a very heavy accent. The players loved him so much they started looking for him and he became the go to street doc. I brought him back because the players/characters bonded with the NPC.

3) To build the suspense/paranoia I have perception checks from time to time especially when in a tense situation. After the roll even if there wasn't anything to see I tell them "Everything appears to be normal."

4) After any to hit or dodge roll I ask the player if they are happy with the roll before telling them what happens. Then I cinematically tell them what happens not just a you hit or you missed. If it was close describe how the bullet took a divot out of the drywall beside them.

Hope all of these ideas help.
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MijRai

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« Reply #8 on: <01-07-15/0037:58> »
Something a person here suggested previously is the occasional weird event, with no obvious consequences.  Your Astral infiltrator is taking a look at the building you need to get into?  All of a sudden, watcher-spirit following them around.  Then another, and another...  If one goes down, have two pop up.  Don't have them 'calling for help' or anything, just watching, waiting
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Namikaze

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« Reply #9 on: <01-07-15/0120:43> »
Something a person here suggested previously is the occasional weird event, with no obvious consequences.  Your Astral infiltrator is taking a look at the building you need to get into?  All of a sudden, watcher-spirit following them around.  Then another, and another...  If one goes down, have two pop up.  Don't have them 'calling for help' or anything, just watching, waiting.

This is actually something I should do more often.  I just never really think about it.  Thanks for bringing this up, I'll be sure to implement it in one of my upcoming sessions.
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Shaidar

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« Reply #10 on: <01-08-15/0031:07> »
Personally, I loved the RED Comlink storyline. Where a cheap burner comlink is anonymously delivered to a PC, which then sporadically rings asking one of the party to do something innocuous, and apparently consequence free. Then, seemingly without connection or impetus from the party necessary assistance would miraculously appear. Some Go-Gangers to hassle your Lone Star/Knight Errant tail, or a stray burst of firepower to confuse the Drone pinning down the party.

Ursus Maior

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« Reply #11 on: <01-08-15/0650:34> »
Oh, there are some fine ideas here. I will test them in my next game.
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Headhunter

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« Reply #12 on: <01-09-15/1742:04> »
The big thing is the tone and the subtle dystopian flairs. Here are a few flavor tips.

1) Fear is big. It is everywhere and feeds a huge amount of paranoia. Everyone is constantly waiting for the next calamity. Keep in mind that LA, NYC, Chicago and Boston are now basically gone.  Seattle has a giant building that everyone can see where 100,000 people were tortured and killed over the course of several months. No warnings, just the wrong place at the wrong time.

What happened to NYC, LA and Boston? And is the building the Space Needle and if so what happened there?

MijRai

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« Reply #13 on: <01-09-15/1833:40> »
NYC had some horrible natural disaster action a few decades back, but it's been rebuilt as a Corporate Enclave of consumerism and elitism.  By no means gone. 

L.A. had some horrible earthquakes and mana-related stuff, got broken up pretty bad, but it's been rebuilt to a great extent; it's the headquarters for Horizon.  By no means gone.

Boston took a hit (but didn't die) after Winternight's last attempt with the nukes; now it's going to be the epicenter of CFD, if the information about the upcoming books is accurate.  By no means gone, as far as we know.

The Renraku Arcology is in Seattle, which is where Deus the AI was born, then took the entire Arcology hostage to use as tools for experimentation.  It was a den of Mengele-esque 'science', the original source of pretty much all nanotechnology in the Shadowrun universe (they reverse-engineered Deus' inventions), among other things.  Keep in mind how nanotechnology looks about now, by the way. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

ProfGast

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« Reply #14 on: <01-09-15/1927:46> »
You have to know your setting, or at least know it well enough you can paint it for the players.  I didn't see it specifically mentioned but acquiring a copy of Sixth World Almanac is highly recommended and Seattle 2072 which was already mentioned is also a fantastic book.

If you want to shape the world to your own vision then do so by all means but remember the important part is to keep your world internally consistent.  Mention peoples/places as if they exist outside of just what your players are doing.  It's a living breathing world.  Your players are going to hit a corporate office for paydata?  Well what do they do when they find out there's a rally that's being held in the park a block over by Mothers of Metahumans?

The nice thing about Shadowrun as is is there are literally decades of lore that have been written into it and worked to be as consistent and tied together as possible.  Best option is to read up on the most recent going ons at least in Seattle, and then weave it into your storytelling.