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GM Running in Winnipeg (New to Shadowrun)

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Goodwin

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« on: <05-22-11/0330:37> »
Hey everyone,

I'm a new Shadowrun GM with most of his experience in D&D and a bit of Dark Heresy.  I've recently introduced the group to Shadowrun and they are pretty interested in it.  Most of us have never played anything except D&D, and I find Shadowrun as much more freeform then my usual favorite of Dark Heresy.

With that aside!  I've just started going through the book, but I'm intent on giving my players a feel of the setting and mechanics by using the quick start rules.  The plan tomorrow is to give the quickstart a whirl, and if everyone likes it; talk about the setting and what not a bit more, and then make characters.  I have a brief knowledge of the setting (loved the SEGA game!, and had read chunks of the 3rd edition book).

We all live in Winnipeg, MB, Canada, and it sounds like a few of them are interested in actually playing in Winnipeg.  Looking at the 2070 map, I noticed its pretty much on the borders.  My question for you fellas today is what type of themes I could tell the group to expect playing in a city like this.  I've skimmed through the core book, and found the foundation of the UCAS, but couldn't find much about the Algonkian-Manitou Council.  For the short term, if someone could give a brief summary as to what to expect regarding any tensions in the area, hostile forces or particularly annoying creatures that would be awesome, so I can't explain what to expect.  For the long term, is there any books in particular I should be on the look out for?

Thank you much, and I look forward to being a part of the community you got here!

Canticle

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« Reply #1 on: <05-22-11/0437:06> »
Welcome aboard fellow Canadian.

When running a run, think more Dark Heresy than D&D. There is a run with an objective: the PCs do legwork and gather info, make a plan, and do the job—while being harassed by any number of things: enemies, their Johnson, criminal organizations, police or corporate forces, or other runner groups. Give the PCs a wide range of options for completing the runs. Since you give out experience (Karma), you have more control over what characters are rewarded for. If you like more of an rp game with good legwork you can give out a bit more Karma for social events than combat (unless the combat is truly spectacular). The karma give out is normally between 6-8 a run; if runs last more than a few sessions then try for 2-4 a session with the big 6-8 payout at the end.

SR is lethal, so roll with the punches and make sure the PCs do things like grab cover and not run head first into gunfire.

Now for the Algonkian-Manitou Council (AMC) info. Winnipeg is mostly in the UCAS, but Native Americans will be a big effect.

Straight from the Sixth World Almanac:
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Algonkian-Manitou: al-gän-kē-ən ma-nə-tü
Population: 5,205,000
Primary Languages: Algonkian (official), English (official), Iroquois, Sperethiel (un-recognized)
States: Algonkian Council, Manitou Council (un-recognized) Government Type: Republic, with 3 leaders (1 elected, 1 appointed, 1 hereditary)
Bordering Countries: Athabaskan Council, Quebec, Sioux, Salish-Shidhe Council, UCAS
Geography: Prairies and mountainous regions, numerous freshwater lakes, and bordering Hudson Bay
Notable Features: Cypress Hills, Hudson Bay

From Native American Nations Volume Two:
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Population: 22,548,000
Human 56%
Elf 26%
Dwarf 7%
Ork 6%
Troll 4%
Other 1%
Per Capita Income: 17,000¥
Pop below poverty level: 23%
Corporate Affiliation: 19%

Big population change, so I am not sure what is up there.

The Manitou have been trying to secede while Algonkian didn't like this and grabbed support from Aztechnology hit a Manitou boat with security forces and slaughtered a bunch of people in 2061. The Manitou kept trying to secede, and during the Crash 2.0 they mounted a rebellion that ignited a very brief civil war which the Algonkian won.
Aztechnology is the largest corp in the AMC. Chiefs in the AMC over the last ten years have been assassinated or geeked in accidents. The military has control of the AMC, but the place is a smuggler's haven: the big A keeps Thunder Bay keeping the port guarded with little or no care for independants who goes through—customs are quick and efficient.
All judges are Shamans and the law is fairly equal between natives and outsiders, and reasonable firearm possession are typically lax and rarely enforced. On a local level tribal taboos and social etiquette are enforced as well as social punishments such as banishment, excommunication, and social exile.
AMC has good relations with all the nations around them, they have strong trade bonds with UCAS, Sioux Nation, and Québec, and UCAS. AMC is a pleasant place to be with friendly locals and a lot of local colour.

The best info for the Algonkian-Manitou Council is in the old source book Native American Nations Volume Two (a full 10 pages). In the 6th World Almanac there are three pages outlying the Council in 2072.
« Last Edit: <05-22-11/0445:17> by Canticle »

CanRay

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« Reply #2 on: <05-22-11/1241:29> »
I got bored and wrote this out on the other forum.

And, hey, got a spot at that table for one more Winnipeger?
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Gnomercy

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« Reply #3 on: <05-22-11/1242:41> »
I checked the Sixth World Wiki to see if anything was there, but sadly nothing....despite the fact that it lists Winnipeg as one of the UCAS (http://wiki.dumpshock.com/index.php/United_Canadian_and_American_States).  There might be something in one of the old books, but I'm diving into SR with 4th ed :-)

Canticle

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« Reply #4 on: <05-22-11/1348:49> »
I got bored and wrote this out on the other forum.

And, hey, got a spot at that table for one more Winnipeger?

Nice article. Love the link with the AMC through the Big A.
Though, I would alternate NYPD Inc for Tundra Group. It is a current Canadian PMC in our universe, but man does it smell of SR. They offer security measures and consulting, as well as a vast information network in the Middle East (with an HQ in Kabul) and they train K9 units for other corps and governments.
Make them an AA corp with doggy biodrones, a large spy network (both matrix and magical), in addition to the usual security stuff to make an interesting contender in their areas of interest.
I just really like the corp for some reason.
« Last Edit: <05-22-11/1356:05> by Canticle »

Goodwin

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« Reply #5 on: <05-22-11/1610:08> »
Hey everyone!,

I really appreciate the fast and helpful posts!  I'll check out the links given and rely any tidbits you told me.  We're doing Food Fight today, and potentially making characters, if so I'll let you know how both went!

Canpar; we've never ever played with someone other then those we know well, but we are also in a bit of a spot with a lack of players that can get to games (no one has a damn license, and we're done doing Selkirk runs!).  I'll talk to the others tonight about having someone else join and see what the general opinion is.  As long as you're okay dealing with folks whom won't have a good grasp of the rules yet, (and I usually run rules loose depending on what sounds cooler at the time).  This will also be the first more heavy roleplaying game they've played other then a little bit of Dark Heresy for some of them.  If that sounds like a cup of soykaf, we may be okay.  If not, I understand.  I'm also extraordinarly wishy washy, and though I'm trying, we do shift games often (hopefully not if Shadowrun is as awesome as its looking!). 

Thanks again everyone!  I'll give you all an update tonight!

Goodwin

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« Reply #6 on: <05-23-11/1052:14> »
Howdy,

Food Fight 4.0 went good!  Everyone liked it!  We didn't have time to make characters because some wanted to think about their choice more, but everyone was excited to get underway.  I told them a few of the ideas on the links you guys sent me, so I really appreciate those.  The Winnipeg write up and the Sixth World Wiki will be most handy!

Thanks again!

Gnomercy

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« Reply #7 on: <05-23-11/2003:51> »
Glad it went well....you'll have to keep us updated on the Winnipeg exploits :-)  If you come up with something awesome, I wouldn't mind dragging my players from Minneapolis to Winnipeg for some interesting running!

Canticle

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« Reply #8 on: <05-23-11/2056:14> »
Way to go. Food fight is interesting for combat rules, but there is a lot more to running than shooting a Predator. You might have to suggest that the players visit contacts and give them nudges in the right direction before they can truly go against their first A or small AA compound.

Goodwin

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« Reply #9 on: <05-24-11/0012:43> »
I really like the stuff that CanRay wrote, so I may use some of that.  But there's a lot of other things I'd like to tinker around with as well.  I'll be happy to post some ideas and events of future games!

I was pretty impressed with my players as well, I stressed that this was mainly to try the system out and see if they like it.  However, they ended up roleplaying a lot, questioning whomever they could get their hands on and not letting it end up in just a big fight.  Technomancer ended up strobe-lightning one half of the store to make it harder for the enemies to see; the Bounty Hunter and Samurai both had cyber eyes so we didn't expect it would bother them.  The hunter made her way to the the elf woman (Breanna?), woke her up, kicked open the door and got her out the back.  In total, was really impressed with how much roleplaying the group tried to do on a simple mechanics test.  I'm looking forward to good things!

I was thinking of having one of the characters 'coming back' to Winnipeg, and ending up getting the old crew together.  He may have left because things got too hot, or he maybe got sick of the life?  I was thinking of throwing the distressed brother who fell into his foot steps, and is now in some big trouble so the PC has to get a ton of nuyen to fix his brother's problem.  I thought up some other stuff, then realized it seemed a bit like Gone in 60 Seconds!  Is this a bad thing?  I want to add some tension and a new degree of roleplay to our gaming instead of just one run after the other; but still leave that option very open.  My hope is to give each of the PCs their own lives to contend with, instead of just waiting for the next job.

If I'm not mistaken that's also kind of how the old SEGA game ran.  There was an overarching plot for being there, but with enough freedom to do what you like.

Am I missing the feel though?  Should we be focusing just on running for the first while?

Canticle

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« Reply #10 on: <05-24-11/1814:34> »
I was pretty impressed with my players as well, I stressed that this was mainly to try the system out and see if they like it.  However, they ended up roleplaying a lot, questioning whomever they could get their hands on and not letting it end up in just a big fight.  Technomancer ended up strobe-lightning one half of the store to make it harder for the enemies to see; the Bounty Hunter and Samurai both had cyber eyes so we didn't expect it would bother them.  The hunter made her way to the the elf woman (Breanna?), woke her up, kicked open the door and got her out the back.  In total, was really impressed with how much roleplaying the group tried to do on a simple mechanics test.  I'm looking forward to good things!

Sounds like they had a blast. Cybereyes with Flare Compensation would ignore things like strobe lights, but live and learn. If it seemed right and no one had time to find the rules then run with it.

I was thinking of having one of the characters 'coming back' to Winnipeg, and ending up getting the old crew together.  He may have left because things got too hot, or he maybe got sick of the life?  I was thinking of throwing the distressed brother who fell into his foot steps, and is now in some big trouble so the PC has to get a ton of nuyen to fix his brother's problem.  I thought up some other stuff, then realized it seemed a bit like Gone in 60 Seconds!  Is this a bad thing?  I want to add some tension and a new degree of roleplay to our gaming instead of just one run after the other; but still leave that option very open.  My hope is to give each of the PCs their own lives to contend with, instead of just waiting for the next job.

Runners need to trust each other. Very few crews are put together with the generic 'meet in a tavern/bar'. A PC rolling back into Winnipeg to make a crew out of his old pals with some other motives in mind would be hilarious. Try to base the motives on the Negative Qualities that the PCs choose. Get a look at Runner's Companion for more character options and a lot of very good Negatives like In Debt (which looks like you're thinking of).

If I'm not mistaken that's also kind of how the old SEGA game ran.  There was an overarching plot for being there, but with enough freedom to do what you like.

Am I missing the feel though?  Should we be focusing just on running for the first while?

That is the best way to run the game! Make sure each character has their own narrative that mingles with the main over arching story-line that the runners generate as a group. One player may have had a bad run in with the yakuza and another could have an escaped clone out to erase him. These running stories should try to fit themselves in. Dealing with five players makes it difficult to deal with everyone's personal stories off the bat, but make sure each player has their own time to build relationships with contacts, make new enemies, and deal with conflicts from their character's past.

If I may, try to have a few runs planned out and on the table: that way if the PCs decline an offer for whatever reason they will always have something lined up in a few days. The runs that the crew declines shows more about them then the ones they except.

Keep updating, I'd like to know how you run Winnipeg.

CanRay

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« Reply #11 on: <05-24-11/2011:15> »
Yeah, same here.

Hopefully I can eventually get in.  (I got no issues with taking some folks under my wing and show what a Role really can be.   ;D ).
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Goodwin

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« Reply #12 on: <05-24-11/2015:48> »
Maybe I said that wrong.  I mean we had the Bounty Hunter and Samurai uneffected by the strobe lights, unless you mean one of the NPCs had them, in which case I did forget about that!

Good point Canticle.  I was going to have a few runs, side-things (like gangers or ghouls and things like that), potential contacts or other random events for when the players weren't immediately involved in something.  I wanted to keep these in case they did something unexpected, but I was never really banking on them refusing a job.  Its a notion I'll have to try and push for them to realize; those whom have played other RPGs in my group are from a D&D background, so you usually just shrugged and saved this person, or beat up that bad guy.  Once I figure out how they want to play their characters, I'll slide the odd mean-job to them and see what happens.  I think you're right and what they refuse is more interesting then what they'll accept.

You guys are great!

Edit: Hey Canray!  I talked to the group.  General thoughts were that it may not be too bad of an idea (unless you're crazy *suspicious eye* :p) to have you, but everyone wants to try and get a bit more comfortable role-playing with each other first.  Its hard getting used to role-playing in front of people you know well, let alone people whom you don't!  But since we also have some people whom are more floaters I did come up with a way to work it out. 

This would also be a good question to ask you fellows!  Because of these floaters (no licenses, no rides, no time, things like that) and because I can't stop watching that saucy vampire Angel on Netflix, I came up with a perhaps brilliant plan!  I have my core group, where the main story archs are, and then if someone can commit to at least getting to a game or two, you have a cameo type deal.  They have their own lives and what not going on so they don't always have time to hang with this specific group; but when they really need someone like a hacker, connected fellow, or a double agent (really like the idea of a secret bad guy helping the good guy for a corp's own reasons), then we have them in for a bit.

What do you guys think?  Could this work?  Could this solve my problem of a few floaty players and some potential new ones (CanRay) without having to NPC or "knock the absent player's PC on the head so he's unconscious and can't help" or teleport them out?
« Last Edit: <05-24-11/2024:10> by Goodwin »

Canticle

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« Reply #13 on: <05-24-11/2113:02> »
Maybe I said that wrong.  I mean we had the Bounty Hunter and Samurai uneffected by the strobe lights, unless you mean one of the NPCs had them, in which case I did forget about that!

Yes, I was just pointing out that if the two of them did not have Cybereyes with Flare Compensation, then you could work with it next time.

Good point Canticle.  I was going to have a few runs, side-things (like gangers or ghouls and things like that), potential contacts or other random events for when the players weren't immediately involved in something.  I wanted to keep these in case they did something unexpected, but I was never really banking on them refusing a job.  Its a notion I'll have to try and push for them to realize; those whom have played other RPGs in my group are from a D&D background, so you usually just shrugged and saved this person, or beat up that bad guy.  Once I figure out how they want to play their characters, I'll slide the odd mean-job to them and see what happens.  I think you're right and what they refuse is more interesting then what they'll accept.

Things happen like this: the team is hired by a Johnson who they discover works for EVO. This Johnson screws them. They get a new job and before they meet the Johnson they do some background work to figure out who is offering it. They found out EVO was offering. The team decided to show up and see who it was. They confirmed it was an EVO Johnson through facial topographic visual patterning and a retinal scan cross-referenced with their hacker's data haven group contact that specializes as a Johnson catalogue. Even though the Johnson was reported to be a straight shooter and the creds were good they declined the job.

This would also be a good question to ask you fellows!  Because of these floaters (no licenses, no rides, no time, things like that) and because I can't stop watching that saucy vampire Angel on Netflix, I came up with a perhaps brilliant plan!  I have my core group, where the main story archs are, and then if someone can commit to at least getting to a game or two, you have a cameo type deal.  They have their own lives and what not going on so they don't always have time to hang with this specific group; but when they really need someone like a hacker, connected fellow, or a double agent (really like the idea of a secret bad guy helping the good guy for a corp's own reasons), then we have them in for a bit.

That is a cool idea. Have a core group of members that hire out other runners (which they know and trust) to be part of their crew for a run. It would work a lot better than NPCing PCs and give a good flow to the strange time constraints that people with lives have.

CanRay

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« Reply #14 on: <05-24-11/2246:37> »
This would also be a good question to ask you fellows!  Because of these floaters (no licenses, no rides, no time, things like that) and because I can't stop watching that saucy vampire Angel on Netflix, I came up with a perhaps brilliant plan!  I have my core group, where the main story archs are, and then if someone can commit to at least getting to a game or two, you have a cameo type deal.  They have their own lives and what not going on so they don't always have time to hang with this specific group; but when they really need someone like a hacker, connected fellow, or a double agent (really like the idea of a secret bad guy helping the good guy for a corp's own reasons), then we have them in for a bit.

What do you guys think?  Could this work?  Could this solve my problem of a few floaty players and some potential new ones (CanRay) without having to NPC or "knock the absent player's PC on the head so he's unconscious and can't help" or teleport them out?
Well, Shadowrunners by nature are typically brought together for a short time as a team, based job-by-job.  I mean, you don't ALWAYS need a Infiltrator, you don't ALWAYS need two "Big Hooped Trolls Wit' Gunz", you don't ALWAYS need to pay extra for the magical talent, you don't ALWAYS need a Decker (Although you usually always need a Hacker in the 2070s.), you don't ALWAYS need a Drone Rigger or a Wheelman.

So, yeah, that would work out fair enough.  Their talents weren't needed or anticipated as needed for the job, so weren't hired on to keep costs down.  Or to keep the individual shares higher.
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