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How would you set this campaign up?

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VampByDay

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« on: <10-31-15/0231:28> »
So a friend of mine is trying to get me to start up a Shadowrun Campaign soon, and I've had an idea brewing in the back of my mind for a plot line for one, but I don't really know how to get the PCs involved, and I'd love for some input.

The plot line basically goes that Cross applied technologies (I am flexible on the actual corp) wishing to reclaim their 'rightful' place as a AAA corp, has developed something new.  Essentially a powerful new version of skillwires, coupled with a personafix chip to mass-produce soldiers.  Their new skillwires basically instantly  fry the personality part of the brain (making them unusable for actual runners).

Essentially they start kidnapping homeless in the Barrens, implant them (against their will) with these new skillwires (giving them commando training), then personafix them to be soldiers. 

Phase two is to send them back into the barrens to gather more people.  Their eventual plan is to reclaim the area, gentrify it, and basically have complete control over a sector of Seattle.  Then they can start selling their 'mass-produced' soldiers anywhere.

The thing is, I want this to be a big, long plotline that involves multiple runs, and the PCs discover more and more of the plot over time.  I want them to be invested in what happens, pissed at what Cross is doing, and very interested in dismantaling the operation.  I just don't know how to set it up so that the PCs are sufficiently invested in the story that it'll make it a worthwhile payoff.  Any suggestions?

CitizenJoe

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« Reply #1 on: <10-31-15/0728:26> »
They kinda already have that.  They aren't used in combat because the expense needed to get a sufficient proficiency in combat skills as well as the number of skills needed.  Also combat is where edge shines, but you can't edge skill wires.

I've set up a Renraku industrial park in Algona-Pacific which served as a community test bed for the tech and strategies going into the Arcology.  I also set up a commercial center in Bellevue near Overlake.  The Alpaca students would be tested through high school.  If they are strong in academics, they would get recruited into the IT or executive division.  If they were jocks, they were offered a skill wire system and decent pay.  The wired jocks basically became drones fed with BTL programming so they wouldn't figure out that they're being used.  Renraku has a coffin hotel set up in the commercial park for storing these temp workers.  You call in with your employee specs, they get uploaded with skills, then bussed to their assignment.  Perfect employees.

Beta

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« Reply #2 on: <10-31-15/1611:20> »
My suggestion is to start it small.  For instance, if you look up season one of Shadowrun Missions (free download) one of the early runs is to get the floorplan and security info for a new biotech research building that is just finishing construction.

Then do a couple of other things.

Then they get hired to steal a prototype of some new 'ware.... From the place they scouted.  Turns out the prototype is a person--a person with no memory of who he is.  Whatever this new ware is, seems to have a bug in it, eh?

Do a couple other things.  I hear Chicago is horrible this time of year.

They get hired to trace a missing person.  Sure she/he looked like typical barrens scum but they are missed for some reason, and someone will pay to have them traced.  Investigation reveals a lot more than the usual missing persons.    They trace the victim to a warehouse where quite a few people are caged, apparently part of some experiment.  Some are psychotic, some vegetative, but can tell a story of abduction, surgery, injections, of many other captives dying.  The weird part is that the survivors are all in great health (this was a secondary part of the project, a treatment to rev up the metabolism....those it works on have extra vigor, but will die decades early as their body wears out.)

Soon after a mission for a nameless corp, to recapture an employee who has had some sort of meltdown.  Actually an early prototype of the full soldier thing, hyped up body, wired skills for killing, but no memory, no human compassion ....)

If they are properly paranoid, they probably start putting things together about here, and you can pull back the covers on things :-)

VampByDay

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« Reply #3 on: <10-31-15/1637:26> »
That's one way to go.  I hadn't thought about it and might try that approach, but I was hoping to go in from the opposite side.

Basically, they get hired for some low-end runs in the barrens.  At one point they witness a wave of troops just gunning down innocent civilians, and that sets them off on the investigation.  The problem is how to make the PCs invested, and care, about what is happening to the barrens.  How to make the threat seem both tangible and anger inducing.  Basically I don't want the PCs to go "Well, that sucked.  Guess we should steer clear of Redmond for a bit."

TheWayfinder

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« Reply #4 on: <11-01-15/0034:37> »
Sounds like you got the makings of a mystery, something that might involve a detective.  If the PCs aren't detectives, have one hire them. 

What I generally do with any plot is break it down into key events, one leading to another.  If you want it long and drawn out, I suggest making up no more than 10, because after that players will get bored and frustrated that it seems like they're not getting especially close to wrapping things up.  My rule of thumb is usually five events. 

You could go with starting with a few random runs in the Barrens to get their feet wet, test out their abilities and such, and then go ahead and have a bunch of guys gun down some seemingly random innocent civilians to begin the first Key Event, which leads to answering the basic question in KE2, WHY they did that.  Then you go onto your first WHO, pointing them to this corporation or someone who works for that corp, maybe in a smaller capacity. 

To mix things up, you can throw in a couple of red herrings that can lead them away from the truth.  But I never put more than two in any plot or campaign that I run, because after the first time the players will be on a short fuse, and a second time they will get vindictive.  Do it a third time, and they'll give up out of spite.  I guarantee it.  In fact, keep it only to one deliberate red herring.  Players overthink things quite well enough to develop their own distractions without much help from you. 

And don't be afraid to keep this rather simple in approach, because the goal is present a good game, and if it seems too simple to you, your players probably won't, and in the end you'll learn more from the experience of setting something up, to know what worked and what didn't, and you can refine your methods accordingly.  This is known as failing forward - even if the game is kind of easy for them, you, at least, didn't try to make things too convoluted that it comes off a bit too contrived or forced.  I never fudge die rolls myself.  If the players don't get the clues, fine.  Let them fail.  Again, this is more about gaining good experience. 

So, just break down your game into Key Events, a Chain of Events, if you will, that have to happen in order for the players to successfully resolve it.  You don't have to be precise in detail.  Important information or clues are good points in the Chain to use, with the last being the last fight, the showdown, between the players and the bad guys. 

VampByDay

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« Reply #5 on: <11-01-15/0118:34> »
I want this to be a big, overarching story, so, taking your advice into account, I'm thinking 7 or 8 runs.  Possibly an additional few side runs, that only tangentially tie into the main plot.

I suppose I should start by saying if anyone lives in the Palouse area, stop reading.  With that hint, you likely know who I am, and I likely know who you are, and you might be in my game.  With that said:

Run 1: From what I recall, in one of the sourcebooks, there was an area in the Barrens called 'the plastic Jungle' (basically a bunch of old greenhouses) where several barrens people had started growing food for themselves and set up a community.  My idea is that they are trying to sell their organic food (super pricey since it's not all soy) to the larger world, and the PC's Fixer has set it up for them.  The PCs are hired to fend off local gangs while the co-op gets their defenses running.  PCs get to know the Co-op.  Befriend them? 

Run 2?: Another run for the Co-op, just to re-enforce the connection.  Probably something like defending the first shipment out of the barrens from more gangers.  Try to make the Co-Op likable.  Also set up the fact that the runners may be their go-to shippers, so that more money-driven PCs will think they can have a steady stream of cash.

Run 3 (end of run 2?): This is the troubling part.  I need the Co-Op to get gunned down, by 'mysterious soldiers.'  I could, of course have them see footage of it, but there's something more visceral about being there.  Of course, then there's the problem of the PCs pulling a Leroy Jenkins and getting killed trying to take down a clearly superior force.  (or some super combat OP character just owning the lot of them.)  Any suggestions?

The next runs involve: PCs doing favors to get information on the attackers (like doing favors for data-brokers and whatnot) while still doing side runs to keep the lights on.  Tracking down the look of the group, their tactics, the guns they used, whatever the PCs choose to pursue.  PCs start getting accounts of more of these mysterious soldiers in the barrens killing other areas.  Mostly gang safehouses, but also some of the few areas where people have set up safe havens (basically mini communities and co-ops.)

Next big run: The next big break comes when reports of someone dressed like one of the soldiers turns up in a organleggers facility.  Run turns sideways when Cross (PCs don't know who they are yet) sends an entire strike team to 'cleanse' the facility.  (The dead NPC reacted poorly to the cybersurgery, and died in the field.  He was picked up by organleggers before Cross could retrieve him.)  PCs show up and get the corpse, only to find that it is one of their previous Co-Op friends, now cybered out. 

Another run to get the services of a cyberware specialist to figure out what is in him, and PCs start running into more accounts of these mercenaries.  Sprinkle in info about Cross trying to buy parts of the Redmond Barrens.

At some point, I want the Mayor of Redmond to hire the PCs (yes, Redmond has a mayor.)  She's seen the political signs shifting, and hires the PCs to get some info for her, which basically reveals that the mayor of Bellview is working with 'someone' on a gentrification project.

Pieces fall into place, culminating with a run on Cross to basically put this plan the ground and destroy the info on the 'super skillwires.'

The McGuffin:
So for this plot to work, basically I have invented 'super skillwires.'  They work like regular skillwires, except they allow for a LOT of activsofts to be active at once.  Like, Five of them (combat stuff).  Downside is that they completely slag massive sections of your brain, such as the language centers, and your prefontal cortex (the part where all your decision making takes place.)  Luckily, they have invented personafix chips of completely loyal soldiers, and can slot it a language knowsoft.  Basically they are bad for PCs, but let the plot work.

PiXeL01

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« Reply #6 on: <11-01-15/1742:35> »
If the runners have befriended the co-op and do regular security convoy work for that society then have the runners receive a call while out on assignment. The call contains nothing but screams, cries for help, flashes of explosions and erratic images of your super bums. Even if your runners rush back all they'll come back to is a smoking ruin ala A New Hope. Add the corpses of children if your group can handle that.
If Tom Brady’s a Spike Baby, what does that make Brees and Rodgers?

VampByDay

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« Reply #7 on: <11-01-15/1753:23> »
That was what I was thinking.  But they need some info to go on.  I'm thinking that the trideo memory of one of the security bots they have captured a glimpse of the soldiers, and that is their first clue.

Also, they aren't (at first appearnce) super-bums.  They are dressed in gas masks and tactical armor, so people can't tell who are attacking.

PiXeL01

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« Reply #8 on: <11-01-15/1900:58> »
Maybe have a few corpses of the soldiers lying around too, when they pull the helmet off then it's someone they know so they'll dig into what happened to that person. That would also give them some cyberware clues to work with.
If Tom Brady’s a Spike Baby, what does that make Brees and Rodgers?

TheWayfinder

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« Reply #9 on: <11-02-15/0212:43> »
Quote
I want this to be a big, overarching story, so, taking your advice into account, I'm thinking 7 or 8 runs.  Possibly an additional few side runs, that only tangentially tie into the main plot.

The question then is will your players go for that?  Make a plot too big, and players will forget why they're even on it by about the sixth or seventh session, even if you keep good records on Obsidian Portal or something.  Being generous, maybe half your players will like that, and the rest won't care. 

What's more important to most players of any game is knowing that their time at the table isn't wasted.  They want something engaging and reactive, that what they're doing is actually leading somewhere.  This is why Dungeons and Dragons has lasted so long; no matter what plot you have, as long as you got dungeon maps and treasures and monsters all there, your players will generally stay til the end if they can make it.  Puzzles and such also help keep their interest.  But if you make things too complicated for them to stay involved in, I assure you unless they're all like the Knights of the Dinner Table, they're going to lose interest, and your game dies. 

The Key Events idea is mainly for you to keep things loose enough so that your players will not necessarily follow exactly what you want them to do to resolve the event. 

Quote
Run 1: From what I recall, in one of the sourcebooks, there was an area in the Barrens called 'the plastic Jungle' (basically a bunch of old greenhouses) where several barrens people had started growing food for themselves and set up a community.  My idea is that they are trying to sell their organic food (super pricey since it's not all soy) to the larger world, and the PC's Fixer has set it up for them.  The PCs are hired to fend off local gangs while the co-op gets their defenses running.  PCs get to know the Co-op.  Befriend them? 

Run 2?: Another run for the Co-op, just to re-enforce the connection.  Probably something like defending the first shipment out of the barrens from more gangers.  Try to make the Co-Op likable.  Also set up the fact that the runners may be their go-to shippers, so that more money-driven PCs will think they can have a steady stream of cash.

Run 3 (end of run 2?): This is the troubling part.  I need the Co-Op to get gunned down, by 'mysterious soldiers.'  I could, of course have them see footage of it, but there's something more visceral about being there.  Of course, then there's the problem of the PCs pulling a Leroy Jenkins and getting killed trying to take down a clearly superior force.  (or some super combat OP character just owning the lot of them.)  Any suggestions?

In my opinion, then, you should offer missions on a small-time basis.  The first run should be cheap, easy, enough to both introduce who the co-op is for the players with not a whole lot of risk of death (of course, anything could happen).  Then, back off for a couple of weeks, and offer the second run along with other runs so that your players don't catch on that you've got a whole campaign set up for this.  Try to make it seem they've got control while they're playing in your sandbox.  If they refuse that run for whatever reason, fine.  Wait a week or so, and offer it again for the same amount of money (they can negotiate, of course, for better pay). 

When the co-op gets gunned down, don't have it be part of a run.  Make it something that happens.  The PCs don't have to be there.  Have a survivor hire them.  Don't be afraid of the PCs doing legwork, like the Hacker looking up information on any available AR system in the area, or the Mage getting background auras and such.  The survivor can fill them in on details, and maybe you can drop a clue at the massacre sight.  The Hacker could also try to infiltrate the cops to find out what they know (if any cops decided to investigate the shooting in one of the most dangerous parts of town).   

During either the first two runs, the PCs could gain a contact from the co-op.  You don't have to have that guy be the survivor.  In fact, it might be dramatic if the contact is killed (players get emotionally attached to contacts, in my experience). 

Always consider what happens if the PCs just don't give a damn.  What happens next?  What's the corp's next move?  The world goes on even if the players don't do anything. 

In my advice of breaking this down into Key Events, the first Key Event could be introduction of the co-op.  Second KE is getting a contact.  Third is the massacre.  Fourth could be a link to whoever did this - maybe they're mercs?  Fifth could be determining who hired them.  Sixth could be a link to why they massacred these people, perhaps throwing a red herring in here.  Seventh is finding out where these skillwires are coming from.  Eighth....well, what next?  Why would they go to where these skillwires are coming from, and what would they hope to gain from it?

If the Players kill the guys who killed their clients, then likely they may end the investigation there.  That's alright!  Let them.  Then you can re-introduce those skillwires somewhere else. 

Remember if you make it too big and then try to dump it all on them, and lead them by the nose, they probably will be turned off.  You might even scare them; after all, if they're barren-runners, this might be too big for them to handle.  Just take it easy, and let it manifest naturally. 

Lighthouse

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« Reply #10 on: <11-18-15/1202:32> »
Cross could also be trying to undermine Ares to get it's AAA status back. This would be a good overarching plot. Then The PC's could work for Ares to take on cross and maybe Ares double crosses them in the end? I love levels of intrigue.
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Underbridge

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« Reply #11 on: <12-22-15/2254:36> »
So, I'm actually doing something similar right now. You'll have to watch the anime film 009 Re: Cyborg & see the Lazarus cyborg soldiers at work to get it. Essentially, they make cyborgs out of dead people & pilot them around. That's the end-game of the metaplot, Project Revenant.

Players will make their characters ready for the streets, but you're going to do a little twist first. I got the basics of this Run from an episode of Dr. Who, the one where they do the bank job. (Go ahead and watch it, it's good.)

First, everyone wakes up at a table, wearing actioneer executive clothing, & only the cyber in their bodies. No other gear, except a comm. A trideo plays, it's each person stating their true name & that they've agreed to a mind wipe of their own deicision. One player was in on the gig, which helped, but he didn't know where I was going with it afterward. After they complete the bank run by more or less following the TV show's plot as a tutorial & getting chased by "the Diviner," (imagine a DnD Beholder mounted onto a troll's body), they awake again in the real world in a VR full-immersion pod w/ retrograde amnesia. Have them save vs. dumpshock. The pods & nanosuits they are wearing allowed for long-term immersion, they are atrophied and weak. Bullet holes & arrows dot the guards around them (describe their combat gear) and also the techs. Med knowledge shows the guards gunned down the techs. The Shadowrunners currently in the op light up a path so they can get out. On the way they'll find the name "Project Revenant" and maybe something about Aztechnology. After this they spend a month putting together their pre-made characters w/ all their man-killing shit and whatnot.

Phase 2: Milk Run. I gave the crew a simple car recovery gig. This is to give them karma & take their minds off the meta-plot. Mobsters, running a chop-shop via a performance tune-up shop, had a car stolen by gangers. The car is already stolen, hence using shadowrunners to recover it. This is, of course, a reference to the auto-shop in John Wick.

Phase 3: The Second Run: Exfil a mob boss's daughter & her friends from the Yakuza. The mob princess is the HVT here, the other girls are just bonus cash. Johnson makes it clear that Stella has to be rescued w/in 38 hrs, or the gig is up.

Basically there's a legitimate casino built into the lower floor of an old hotel. It is run by the Yak's, but high-rollers and honored members of the crime syndicate can get a gold coin (another John Wick reference) & are allowed special entrance through the rear door. This is the VIP lobby. On the left are the high-roller tables & bar, on the right are the massage parlors where the Girls are. They've been Wired up w/ skill wires in the surgery suite below, through the boiler room.

The girls that are currently wired are your basic slot-girl, run via virtual terminal on a hidden node that is separate from the public casino node. One master program has the geisha routines, and anthroform pilot programs as well. I set everything at Rating 4 and the nodes are rolling 8 dice or so for agents, etc. The team is doing what I suggested as a guest player when I ran this op w/ another group (one of my current players GM's shadowrun in another town, he set this up originally & I bogarted it immediately.) You just get your hacker in there, pull the geisha program and drop in combat autosofts. The control node simply plays them, & the girls turn into wired death machines. It's awesome.

If the timer runs out, the girl is brain-dead. Part of the skill-wiring process also wipes the "ambient programming" aka, personality of the host. This is because the skillwire system they are using is scavenged from Project Revenant. The PCs have a chance to pick up this clue if they go matrix. You're building a world which is very connected, like the John Wick movie/graphic novels; everyone in the shadow community knows your shit, they just pretend that they don't.

In the setting I'm starting it is two years after Aztechnology lost the Barrens Reclamation Project, an urban renewal push that they were using as a cover to grab easy test subjects & hide some R&D facilities. As a player, my crew hacked city hall & added a legitimate business name (my guy was building a legit corporation as we went) to the lease, so when Aztech went down (local CEO possessed by bug spirits, hive under the Puyallup Barrens, we kicked everything's ass), the megacorps wanted to move in & I told'em to get off my lawn. It was awesome. Anyway, those same corps & criminal outfits scavenged what they could from Aztek & Project Revenant is one of those things, piece-milled out all over the place.

They aren't literally cyberzombies, they are remotely-piloted anthrofrom drones w/ some autonomy. Eventually you'll have dead cyborgs that blow up when hacked, or damaged too badly, running amok all over your poor chummers.

Haywire

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« Reply #12 on: <12-23-15/0147:59> »
Little question: if the corpse is plain dead when you put cyber in, how do cyber revive them? Magic trick like cybermancy? They're only brain dead, with hearts and lungs working and the cyber simply took the role of the brain?
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BetaCAV

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« Reply #13 on: <12-23-15/0217:58> »
Cross could also be trying to undermine Ares to get it's AAA status back.
One way might be to let the "first gen" skillwire plus go out the door with a "bug" that intermittently interacts negatively with Ares products... perhaps sending bad signals through datajacks, causing smartguns to FTF/FTE (or even fire when not intended in extreme cases), drones/vehicles to oversteer or accellerate uncontrollably (it's the floormats, you see), etc.
People will see the guns/drones/vehicles performing poorly in the field, but not the new skillwires. And since the problems are intermittent, the skillwire users won't make the connection immediately.

Alternately, the Persona Chips may have Brand Loyalty built into them.

Or both.

Underbridge

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« Reply #14 on: <12-23-15/0854:02> »
It's a fly-by-wire system,  Haywire.  The VR pods are monitoring brain activity as real runners interact virtually in various scenarios. Their reactions are recorded & linked to the skill soft system. A.I. in the brain uses those collected reactions to respond to real world interactions. If a runner casts a spell in VR,  their brain is told that they cast a spell. If a runner dives for cover, or throws a grenade, same thing. Brain activity tied into feedback from nerves in the arm & wrist. Similarly, the Revenant's cyber brain has the ability to move the corpse puppet around. That's how they can act autonomously or be piloted by remote.