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Plot Ideas.

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The Doomed One

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« on: <06-18-11/2111:01> »
In a few weeks my group is going to be starting up again, and I need more ideas.

what I have so far:
-Some Carbonado (Payallup, east of Hell's Kitchen) locals hire the group to look into some recent disappearances, and end up having to deal with a group of ghouls who have taken up residence in the abandoned mine shafts.
-The Runners are hired to help defend Petrowski Farms (Payallup, west of Hell's Kitchen) during the harvest.
-The Runners are hired to help train a small gang's newbies, but they get attacked by a rival gang during a training session.
-The Runners are hired to "diplomacise" a local Humanis Policlub.
-The Runners are hired by Lone Star to extract a prisoner from a Knight Errant transport.
-The Runners are hired to act as security for a local smuggler.
-The Runners are hired by DocWagon to help train a new runner (inspired by the Street Life chapter of Attitude).
-The Runners are hired by some no-name fashion corp to make sure a competitor's fashion show doesn't go on.
-As a followup to the previous run, the Runners are hired to extract a Fashion Designer from the same corp.
-STUFFER SHACK ATTACK PART II!  ( because I started them off with with Food Fight and told them they could expect more in the future).

As I said above, I need more ideas.  The group is located in Seattle, and will probably have someone very unsubtle present regularly.
Also I should note that we will likely be rotating GM's so nothing that couldn't be wrapped up in a session or two.

PS. I see spoiler tags are still not working. :'(

EDIT: I almost forgot. I would also like opinions on these ideas as well, thanks!
« Last Edit: <06-18-11/2118:06> by The Doomed One »
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John Shull

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« Reply #1 on: <06-19-11/0021:28> »
You have a nice collection of opening ideas to start your group out with.  Some points to make them work out to their max potential can be used.  It is a very rare shadowrun that can be accomplished by sheer force in any one discipline.  So don't write one where gunzilla, technomancer hive, or Hoggwarts alone can crush your adventure.  Have it where the team has to pull off a variety of bits to achieve the prize. Variety is the spice of life, keeping the team adapting is always fun.  Also relationships with Johnsons are great tools for the GM and you want to incorporate some recurring characters in that basket of adventures you have ready.  Having a team with a source like information broker, spymaster, or mystic seer who drops the info you want the team to know in their laps will be a godsend to both you and them on making game move along. 

I love the Lone Star Johnson who is hitting KE.  It could be that its just a guy the Star owes a favor to or worse someone with info against the Star that might make them lose what they have left in Seattle.  I want to think that instead it is a high profile criminal the Star wants to free in order to stir up a KE backlash.  That has potential.  I imagine they would love to make KE eat a giant PR nightmare or two.  Star could feed the runners great info to totally school KE in very high profile ways trying to force the Star to take back the reigns in light of KE's shortcommings.  The runners better be careful as the Star will seal the deal to get back by catching the runners who made KE look so bad.  That is a good story arc that you can mix the other runs into for at least a 12 episode campaign. 
Opportunities multiply as they are seized.  --Sun Tzu

Denver Doc

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« Reply #2 on: <06-20-11/2054:53> »
See what they come up with for contacts, enemies and wanted.  I like to give my players a chance to make new contacts and very often maintain contacts as a piece to most of my adventures.  Makes it feel a bit more real when Fast Freddy their friendly neighborhood dealer of delights needs a favor.  After all he did help with that big piece of data during their last run. While these can be full blown adventure ideas I typically buff up something I already have planned out.  After all does the whole team want to help Freddy out?  If its something simple everyone gets to develop a little flavor to their character have a few interactions, maybe beat a few asses and then the adventure can continue or begin.

As far as enemies and such, well eventually they become such a problem simply for the fact that they learn more and more about the PCs abilities and tactics.  Sure they might pass beyond their enemies ability to keep throwing wave after wave at them but at some point they have to make real progress on handling it or risk that info getting into the wrong hands. Thats usually good for an adventure or two... depending on the enemy maybe a campaign. 
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Sliver

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« Reply #3 on: <06-20-11/2159:59> »
I made a similar thread for this very purpose a little while ago. I wanted to have a list of all possible runs that a GM could do, and refer to that when I'm having trouble coming up with a good run, one-shot or campaign.

http://forums.shadowrun4.com/index.php?topic=3718.0
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John Shull

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« Reply #4 on: <06-20-11/2354:31> »
Again I like the prisoner extraction idea from KE for Lone Star.  The run team is hired and briefed on the walkin/talkin cargo and what security they have to beat to get him.  They prep it up.  They make the snatch.  They make the nuyen exchage. 
  Setting the stage for the run against Knight Errant is important.  Not many want to purposely jump oon the radar of the hometown PD. They need to dangle something the team purportedly wants and can deliver.  The Johnson also wants to set the hook as to keep them working for them until they eventually flip on them.  A fancy safehouse the team can use would be good, maybe a closed Lonestar precint house or covert safehouse they are not using.  Make them an offer they cannot refuse, they know who the runners are and wont forget how they act now when the Star is back on top. 
  Prepping should be fun.  They have to figure out how to crack into a armored van under time and grab their guy while on the run.  The strengths of the team will have to balance out with the few weaknesses with the prisoner transpo system.  They will get the vehicle id code, schedule, personnel, and route.  See what the team can come up with.
  Variables of what happens and what is supposed to happen shows its ugly head.  Depending on difficulty level and GM mood you can make this rather hard to near impossible. 
  Get the swap on and get the team paid.  Then make it clear they intend to call on them in the future, you made a good friend today and we will stay in touch. 
  Work in contact usage, drawback issues, and legwork on the prisoner getting set free and you have your first good run for the adventure set.
Opportunities multiply as they are seized.  --Sun Tzu

Crimsondude

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« Reply #5 on: <06-21-11/0056:39> »
Quote
-The Runners are hired to "diplomacise" a local Humanis Policlub.
hehehe

Are these all related by some thread beyond the PCs? They all seem to take place in or around Puyallup, which has the chance to really grab the attention of some of the area Players. This goes especially if they keep doing well at each subsequent job.

I guess part of this depends on knowing who the PCs are. What would appeal to them, and draw them into some kind of adventure, how experienced they are, etc.

CanRay

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« Reply #6 on: <06-21-11/0143:56> »
Quote
-The Runners are hired to "diplomacise" a local Humanis Policlub.
hehehe
*Full-On Mark Hamill-Esque Joker Laugh*
Si vis pacem, para bellum

#ThisTaserGoesTo11

Crimsondude

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« Reply #7 on: <06-21-11/0305:12> »
Kind of. Let's just say that the tactical problem with survivalists is that they tend to store things that can be used against them.

CanRay

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« Reply #8 on: <06-21-11/0330:08> »
Kind of. Let's just say that the tactical problem with survivalists is that they tend to store things that can be used against them.
With the proper measures, a janitor's closet of a regular office building stores things that can be used against them.
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#ThisTaserGoesTo11

Crimsondude

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« Reply #9 on: <06-21-11/0341:13> »
Heh. Like the Punisher one-shot Maberry wrote where he kills a building full of guys with everything from pencils to custodial chemicals to a copy of Maberry's novel (paperback).

But this instance it was ... easier.

Tex Muldoon

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« Reply #10 on: <06-21-11/0400:18> »
you could have a mission that doesn't have a follow up till later on like steal regular piece of crap and get tiny byte of info on some larger happening. thats what i am doing for my fall sessions. the first 5-7 runs don't seem to be related but have like news briefs or other such things showing the bigger picture.
"You don't shoot til the can hits the ground" Snake Pliskin

The Doomed One

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« Reply #11 on: <06-21-11/0829:23> »
Are these all related by some thread beyond the PCs? They all seem to take place in or around Puyallup, which has the chance to really grab the attention of some of the area Players. This goes especially if they keep doing well at each subsequent job.
They are linked by the thread of "That is the section of the book i like the most right now."  However I was figuring that was where they are going to get there start, so, when they start to get more attention they are doing it in an area that they are beginning to get to know.

@John: Yeah I really like that one too, however it is probably not going to come up for a while because, as I said, we are going to be switching up the GMing duty for a little while at least.  Though I now really want to do later on, either when I can take over for a few sessions in a row, or with another campaign.

http://forums.shadowrun4.com/index.php?topic=3718.0
That will be very helpful, thank you.  ;D

EDIT: Capitalization and spelling.
« Last Edit: <06-21-11/0832:35> by The Doomed One »
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Maleck

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« Reply #12 on: <06-22-11/1816:47> »
I used a starter idea to get my team together not too long ago. As a back story filler to get the group together I had them start off within the ranks of the Halloweeners. Alot of people reference what they did in the past before they started shadow running, but few actually play out what they did. For my first few missions I had them working with their chapter to fight The Ancients. Our chapter's president did so without any sort of clearance from the other chapters and ended up messing up a major deal for some other Halloweeners. The following missions included the attack and fall of their chapter, where they and others, escaped setting them up with potential contacts for later missions.
 
Other missions include starting riots on behalf of a corp to mess with another corp's retail locations, cargo smash and grabs, extraction of drugs from pharmacy's. And most recently they played coyote's to smuggle people across the border. I don't really try to stick with one corp or style of mission because my PC's get board with repetition

 

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