I need to have a run in about two days, and I'm trying to really step it up. An increase in dynamic NPC's, interesting missions, and a better story. And here is where I'm stuck, how exactly should I prepare for it?
Before, I'd simply let the thoughts in my head brew over the week, and then kind of ad-lib something. But I'd like to have something prepared, something concrete and fantastic. My players always find a way to destroy whatever I have planned, but I wonder if there's a way to plan something that's flexible and just make a general sense of what I'd like to reveal about the story and what I'd like to happen.
So for you more experienced GM's (I've been doing it for about a year now), how do you prepare and how do you handle players ruining your plans?
Every group is different (some want more combat, more social roleplaying, more hacking, more details etc). Here's what works for me and my group:
A) Understand
What the PC's need to accomplish, but give them a lot of leeway as to
How it has to happen.
B)
Keep attention focused on the players. I've had some sessions where all the PC's did was argue about a mission plan. I was bored sometimes as GM, but they had an absolute blast with plans, possibilities, hitting contacts for information and legwork.
C)
Make stuff up. If the PC's want to try something crazy (up to and including HALO insertions into a corp facility), you should be encouraged to do things equally crazy (make them dodge a hovering surveillance drone with some random threshold to avoid a crash)
D)
Have a pre-prepared list of NPC's names and descriptions (I call it the Random Roladex). It adds a lot of credibility to your game and story if the PC's ask:
Who's else is in the bar? and you look at your list and say:
The guy with dreadlocks in the corner? The bartender whispers '
That's Mad Freddie. Houngan with ties to the Ghoul community in the Carribean." Whether it's related to your current mission or not, this can lead to a fun session and/or contacts that the PC's think are interesting.
As for players ruining plans? I let them.
If they get too far off-mission, they:
- Don't get paid
- Lose reputation
- Make potential enemies
- etc etc
Shadowrun can be a self-enforcing system that weeds out idiocy after a few failed runs. Once a PC or two is kicked to a Street lifestyle, they start being a lot nicer to Johnsons offering them work, and bit more professional about getting the job done.