Post #2000!
To Poindexter's question, a lot of the possibilities were listed in the character backgrounds that I posted. But I also think the Ryo had a much different type of game in mind. In some of his PMs to me, it sounded like he intended to layer confrontations and enemies on top of each other. For example:
1) The Vory come looking for Sam;
2) Ares comes looking for Ace and APB;
3) The Black Lodge comes looking for Katsina for being a turncoat;
4) The original Johnson (also Black Lodge) comes looking for Sam for reneging on their deal;
5) SecForce comes looking for Ohanzee in connection with Gloria's disappearance;
6) The Atlantean Foundation and/or the cultists come looking for their artifact;
7) The free spirits come looking for their bodies; and,
8) Doc's nanites make the group feared and hunted even more than they already are.
I tackled some of these complications (1, 3, 7) but largely did them separately. Based on a few things Ryo said (like not intending
Tabula Rasa to be a long game) and other things he did (like using Ace to one-shot a helicopter out of the sky with a
hunting rifle), I'm guessing what he had in mind was a fast-paced game where the enemies and complications quickly popped up, layered on top of each other, but also quickly went by the wayside without drawn-out encounters dedicated to each. Ironically that's similar to the game type that Malevolence and I are contemplating, but that's not the direction I wanted to take
Tabula Rasa a year ago. I'm still very happy with my decision, but next I might try it the other way.
Small tangent before I forget: the Knight-Errant HTR team that you encountered at the beginning of the game was not a K-E HTR team. They were the cultists, posting as a K-E HTR team. There were some clues about this - such as the team speaking Lakota but not English, and why K-E, an Ares subsidiary, would be flying a Nissan Hound instead of an Ares Dragon - but the group didn't seize on them. That's not a big deal as there's probably not much you could have done differently anyway, but I thought I'd mention it. End tangent.
To rednblack's point about Chino, I also regret that Katsina moved a bit into the background when I started GMing. This was for several reasons:
A) Trying to avoid having a Mary Sue;
B) Trying to avoid situations where Katsina is interacting with NPCs, thus leaving me to RP with myself; and,
C) General exhaustion after being responsible for all the other OOC and IC posting that a GM has to do.
I'd often want to post something for Katsina but then I'd look back and say, "Gawd, half the posts on the page are already from me. Let's leave some space for the others to breathe, shall we?" The flipside of this is that she didn't get as much attention and development as she might have otherwise. She's one of my favorite PCs that I've ever played, so I might have to find/create some opportunities for her to have some further adventures. I like some of the constraints she offers (being largely focused on melee combat and alchemy) and also some of the contradictions she embodies (the helpful, maternal natural-born-killer).
As for rednblack's idea about a street-level game, I fancy myself something of an expert on the topic, having run three games that match that exact description over the last 20 years (2E, 4E, and 5E). My
very first post on these boards (1999 posts ago) was an ode to street-level games, which I updated
here not long ago. Zweiblumen got to play in the most recent campaign for about three months before Mrs. Tec produced Tec Jr., bringing the campaign to a close. While I love these types of games, I am coming to the conclusion that they are best played live and in-person, if possible. They benefit from the use of a wiki or other shared site to navigate what happens between sessions, but the on-the-fly developments from political maneuvering and social machinations and strategizing all really benefit from being done in real-time ("reactivity" as Zweiblumen says). The success of a game like this is also highly dependent on your players, even moreso than a usual game. If your players need a clear direction to go, they'll often sit still due to inertia and miss a lot of opportunities. If you have players that understand and appreciate an open-world sandbox and what they can do with it if they seize the initiative, then you'll have an absolute blast. I'm happy to discuss this more (at extreme length) if anyone is interested. One day I'll write a guide for it.
Other game concepts: I've been toying around with some one-on-one game concepts. As in, one player, one GM. One idea is to do a game from the Johnson's perspective. The player is the corper who is trying to negotiate internal politics to impress his boss and outsmart his rivals. No combat (or very little, in case one of your fellow Vice Presidents gets frustrated enough to eliminate you) but lots of Machiavellian manipulations. A variation of that would be the fish-out-of-water game, where the PC is a corper with a corpers skills that gets unceremoniously dumped into the shadows due to forces outside of his or her control. Another idea is "a day in the life of a shadowrunner". In my head, this is more of a shared writing exercise exploring what day-to-day life is like in the cracks of society. There's still an opportunity for action as the world unfolds around the player, but the player isn't the driver or the catalyst. After all, sometimes you can't go to a Stuffer Shack without a food fight breaking out.
That's enough for post #2000. I'd like to thank my generous employers for underwriting this post by paying me for my last hour of "work".