Okay, so I've been thinking... no, wait, come back! It wasn't
THAT kind of thinking!
Anyway, I was thinking about a few ways to tweak the standard Shadowrun situation to create a whole new type of one-off (or campaign) within the universe, and I thought I'd drop them in here for everyone to look at and comment on.
Personal BusinessEvery Runner starts off as a very tiny minnow in a very big pond. The lucky ones survive long enough to feed off the scum at the bottom of the pond and grow bigger. Eventually they become professionals, ignoring or eating the minnows that were once their rivals, but now they've got the attention of even
bigger fish, in a cycle that ends either with them dead, a burnt-out wreck living on the streets or, for a lucky few, retiring to live out the rest of their years in relative peace and security, troubled mostly only by their nightmares.
Your group is one of those few that managed to win the game; they've retired and moved on. Maybe they kept in contact, maybe they didn't, that's up to you. What matters, though, is that they've bonded under fire and will answer the call if any of the others need help, even now.
Only, and here's the catch, it's not one of
your PCs that gets in trouble. It's someone one or more of the group cares about. Maybe one of their children, or the child of a now-dead-of-old-age Ork that was part of your team that the group takes care of for old time's sake, or maybe an old favorite contact (or a member of
their family) calls begging for help. What's important about the setup is that it's personal and the guy behind it doesn't know he screwed with the
wrong people.
Now ancient monsters stir from their slumber and flex their claws, sniffing at the air and hungry for blood. The mundanes dig up old, nearly-forgotten caches of emergency gear, a little out of date now but still highly lethal, the Mages open up their long-shut books of combat magics and gathers up their Foci, and the Adepts ready themselves mentally to once more walk the razor's edge and push themselves to the limit and beyond. They will find the people responsible for whatever happened, and then those people will pay dearly.
SYSTEM:Think Taken crossed with RED; the excitement of the game is in the mystery and the chase, not the combat.
The PCs are the kind of Runners that were on the radar of men like Lofwyr and Damien Knight at their peak... not just S-K and Ares, but the men themselves... who are getting back in the saddle because someone has done something they just can't abide, and they're going to make their displeasure felt. Be sure to keep the emphasis on that, and perhaps on a time-crunch. How whatever's going wrong will get
worse if they don't fix it soon enough.
Let them get a feel for how high on the food chain the characters are; don't throw them softballs, but keep the challenges realistic to what they would be facing as they start the hunt... aka "not enough". Where their path of vengeance leads is up to you, but at least at first they'll be going through the low-end ganger trash like the proverbial hot knife through butter.
Give the players a free Permanent Lifestyle (exactly what kind is up to you and the group) to represent their retirement, a generous amount of extra BP to spread around, and make sure they take plenty of contacts. Then, once that's done, give them a career's-worth of Karma on top of everything (many hundreds, at least), and a huge wad of Nuyen, combined with a very lenient policy on Availability, and let them go to town.
Blue ShiftLife sucks when you're a cop; you spend all day dealing with the worst shitbirds the Sixth World has to offer, with all sorts of regulations tying your hands when you could solve
soooo many of the worthless, petty little problems you see by knocking some heads together. What's worse, the ones that aren't trying to shiv you in the face are looking down their noses at you because you're just some peon... but you've got bills to pay, maybe even a family to support.
The job is crap, but hey, it could be worse... at least you've got a SIN, health insurance, and if you do get murdered by some junkie tripping balls, at least you've got a nice life insurance policy... well, unless they find a way to weasel out of it.
Then it all changes; you get a promotion to a High Threat Response team or a Special Investigations Unit, or you get scouted for one by a recruiter from a AAA Megacorp looking for hot talent. Goodbye shit-hole, hello hell-hole. Yeah, the money's better and you get way better 'ware, and you've got some buddies to watch your back, but now your average call-out isn't some drunken trash yelling at each other so loud they wake the neighbors, it's telling some seriously hardcore dudes "No". At least you still have that life insurance, right?
SYSTEM:Basically, you're playing the other side, simple as that. Throw them into situations where they have to stop runners, or have them be a task-force sent to take down an organized crime family. Have old street contacts call them and ask for favors, and give them crap from supervisors and Corporate Sheep who think the team are beneath them.
Start with a basic 400 BP, and give them all Day-Job (40 hours), Sinner, and Records on File as "Freebies" (aka, they get no bonus BP for them and they don't count against the cap). Don't let them spend any of their BP on Nuyen, though. Sit down with the group and figure out what kind of gear would be appropriate to "issue" the players, and what kind of "corporate housing" they'd be set up in, then let them have the gear and the first month of rent.
Remember, also, that as members of Knight Errant, or a similar group, the team has every legal right to run around in body armor and carry guns openly. Their licenses aren't fake, and they generally have nothing to hide from other cops regarding their actions. They can also call for backup if they have to, and it'll
probably show up in time to save their butts.
The targets are generally trying to run away, though, so be prepared for a lot of Chase Combat, improvised booby-traps, and all the other stuff players like to throw at the NPCs.
Project Delta, or "Clone on the Range"None of you remember anything before you woke up in that room, naked and dripping and stuck in a tube, shivering with cold. The power was out, and the place is in ruins; looked like there had been a huge fire until the suppression system put it out. Gunfire was coming from all over, and there were dead bodies lying on the floor. Several men in armor and carrying guns threw lab coats over all of you, telling you that they were here to rescue you and get you to safety, then rushed you out of the building while shooting at other people behind them.
All of you were still so dizzy and sick and disoriented from your awakening that you had no chance to even react before you were on the roof, where you were hustled onto a helicopter that took off in a hurry. However, before it could get far, rockets and gunfire erupted from another nearby roof and you crashed, hard. Now the group is all alone, battered and bruised, lost in some strange city with people after you, willing to kill you. There's a duffle-bag with some clothes that kinda fit and ammo for the (now dead) men's guns in the wreck, and all you know about each other is a vague sense that you belong together, and what's on your ID bracelets, a set of in-sequence serial numbers in the format of D-XXXXX-"NAME", and a few other bits of information.
SYSTEM:So, yeah, the group are all clones, or at least clone-like entities. They get busted out of somewhere, either by runners or by corp-sec getting them back from runners. They don't know; all they know is the ones that said they were there to help are dead and the other side wants to kill them.
The catch, here, is that "Project Delta" is an attempt to tweak Type O subjects "in utero", cloning an entire being from scratch that grows without any essence reduction and the Bioware already a part of their genetic sequence... why? Maybe trying to get them to Awaken and have Ubermages? I dunno, that's your job as GM to decide... and this group is the first successful test group to reach maturity without dying or turning into vegetables. Knowledge and skills were programmed into the brain in a method similar to how Reflex Recorders are created (or the chair from The Dollhouse, if you want to go that route), but with no personal history to back it up.
The rules on this one should be obvious, but here they are: 400 BP, no spending any on nuyen. Everyone gets a gun, some ammo, and a set of clothes (what you want to do if they try to strip the bodies or the plane before running is up to you). They also get a metric crapton of Bioware that doesn't cost them any Nuyen (Essence is up to you), and the qualities Amnesia (Past) (because there is none to remember, but you don't need to tell
THEM that), Sensitive System, and Wanted (don't tell them who by, though) as Freebies.
If you go with "no essence cost", it's up to you if you want to allow Awakening.
Now just drive them away from the crash and get them tied in with whatever you want them to deal with between "meta-plot" events.
OTHERThose first 3 are the fully fleshed ideas I had, but here's some more basic concepts:
- All the players pick the same non-standard character type, like Shapeshifters, Naga, Pixies, Centaurs, AIs, or Free Spirits. The important part is that they're all weird in the same way, making them even weirder together.
- A campaign where they either start out Infected or you railroad them into getting Infected on their very first mission. Lots of darkness and inhumanity and, since it's Shadowrun not World of Emos, I'm sure the players will be as ruthlessly pragmatic as ever in dealing with it.
- A campaign where a group of plain, non-Shadowy friends just so happen to end up getting their asses dumped in the fire and have to survive, and maybe end up liking it enough to do it again... intentionally this time.