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First mission with a new group.

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TheHug

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« on: <03-19-12/1623:56> »
I'm starting a game with a new group! I've GM'd a couple sessions with another group, and I think that gave me a much better idea of how a shadowrun game should flow. We're going to be playing through Food Fight first though, to make sure everyone gets a handle on the game. I think we'll just use the quick start characters for that, then making new characters for the missions I write.

Here's the breakdown of  what I had in mind for a first mission:

The runners are contacted by a Yakuza organization. They meet the Johnson, who explains that an associate of theirs has gone missing with a valuable piece of cyberware that was entrusted to him. The yaks can provide the runners with the home address of said associate (they have done their homework), but he does not do his work from home. He in fact runs a one-man chop shop out of an abandoned meat processing plant way out in the barrens. The plant itself is far removed enough, and in a miserable enough area, that it is cut off from Matrix access. The runners can find it's location by searching the target's home, getting a clue, asking around on the matrix, etc.

The plant is the heart of the run. It will be a smallish building, with an above ground entrance and one underground/basement entrance. There will be several ghouls milling about, half-starved, gnawing on discarded remains, etc, who will of course attack any runners on site. There will also be several security drones inside, who will not necessarily attack the runners unless provoked, for reasons revealed later.

The guy who runs the chop shop can be found inside, half-mad, having sealed himself inside a small room. He will say things like "it came in on the arm", and will show signs of having been attacked by ghouls, but is largely out of it.

In another room, the runners will find a mostly-decayed body lying out, with a very impressive-looking cyberarm attached to it.

What's going on here is that the yaks hired this guy to remove the arm and prepare it for their boss (who has a collection). They knew the arm's original owner was a Renraku (or possibly different corp?) operative. I haven't decided how they got the body yet. What they didn't know was that the man was a technomancer, and tagging along on the arm was a nascent A.I., a product of resonance, an advanced Red Samurai tecnet, and the arm's owner's obsession with feudal Japanese art and poetry. The Samurai-loyal A.I. took control of the chop shop's security systems as soon as the arm was reactivated, and allowed some stray ghouls to have some fun with the surgeon before he sealed himself off.

The A.I. considers itself something of a ronin, with its "master" dead, but is motivated to return to Renraku, where its loyalties ultimately lie. If the runners make contact with it  peaceably, it will attempt to get them to return it to Renraku, giving them a counter-offer on their job. Of course, even if they agree, Renraku will attack them, possibly with Red Samurai, as opposed to offering them any real money.

When brought back into a matrix-coverage area, the A.I. will attempt to contact Renraku regardless.

Alternatively, the players may attempt to contain or destroy the A.I., returning to the Yaks with the arm intact for payment.

These are just preliminary notes, but I'd love feedback. I am a little nervous about making sure this is a challenge new SR players can handle. It will probably be very difficult to "defeat" the A.I. in cybercombat, and I am wondering if the players will be savvy enough to trap it (by disabling the arm's wireless hardware, etc.) or trick it. On the other hand, I think this as a starting mission could provide a great jumping off point.

I'm debating whether the A.I. should actually cause the players to be attacked by R.S., or if it should instead simply want to wander off, ronin-esque on the Matrix. This could keep the plot a little simpler and keep the new players from being overwhelmed with choices.

Let me know what you think!

Thanks.

TheHug

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« Reply #1 on: <03-19-12/1918:01> »
Or.... do I take it easy, and just play On The Run.

Chhinnamasta

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« Reply #2 on: <03-20-12/0450:15> »
Firstly, let me advise you against On The Run. It's not a terrible adventure by any stretch, but I really didn't find it to be a good opener. If your players are new to the game, you'll probably find yourself doing a lot of hand holding. Save it for later. Much more importantly, your adventure sounds like a blast! I'm going to have to steal a few elements for my own game.

A few points to consider. First of all, I might make the AI a sprite instead. Storywise, it seems more likely for a technomancer to have a sprite lurking in his arm as opposed to a fully-fledged sapient being. From what we've seen of AI so far, they tend to be well-rounded, complex, and just as individualistic as your average metahuman (Or your average dragon, in the case of Deus). In comparison, sprites are more archetypal and simplistic, with personalities painted in broad strokes. If you've ever read Transhuman Space, an apt comparison might be that sprites are LAI, while AI are SAI.

I would also recommend the sprite/AI wanders off into the Matrix at the end, for one reason and one reason alone: an independent, free-roaming and capricious Matrix entity with delusions of ronin-hood may well be one of my favourite ideas for a recurring character ever. If your characters let him loose on the Matrix, just think of the opportunities! Plus, when it comes to those Renraku SoBs you want to sic on your players, you can really have your cake and eat it too. What's to stop Renraku from tracking that arm to it's final resting place themselves and trying to recover it themselves? I personally like ending my adventures with a big 'splodey action scene, so this might just be my biases coming through.

Anyway, that's my two cents. Please forgive me for stealing Ronin Sprite as a character. Good luck!

JustADude

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« Reply #3 on: <03-20-12/0504:22> »
Lemme suggest Food Fight.

It's designed specifically as a first run for newbies, but I think it also makes a great shakedown for any group... the more high-power they are the funnier the shenanigans get. The intended victim of the hit, if she survives, also has potential to be a great Johnson and/or grateful Contact for later.
« Last Edit: <03-20-12/0506:27> by JustADude »
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Crash_00

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« Reply #4 on: <03-20-12/0639:49> »
I actually advise against food fight. Part of it is personal dislike (it is not actually a run and does little to portray the awesomeness of Shadowrun), and part of it may be how many times I've played it (seems like twice per edition). That said, if your players don't know the system at all, it can make a good primer before making characters. As in toss each player a sheet based on what they want to play and run the fight to get them a little bit of rules experience and an understanding of what each level of dice pool is capable of.

If you want completely fleshed out adventures, there are the Missions (season 3 and 4 are much better than 2) which are alright. The enhanced fictions have been decent so far, and if you don't mind putting the extra work in, Ghost Cartels has a lot of potential (be prepared to fix lots of mistakes in the NPCs though).

All that said, as a player I much prefer to run in home made runs rather than preprinted ones. I recommend using preprinted ones as a rough framework at most and not getting invested in each point if you use them, because with my experience the players will always take a different approach than the options listed. I think what you have looks good so far.

Mirikon

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« Reply #5 on: <03-22-12/1705:20> »
When I decided to force my D&D group to play Shadowrun when it came my turn to take the DM's chair, I started them off with Food Fight, and then ran with the scenario from there. They're currently trying to get the mistress the money she needs to start a new life in Tir Tairngir. After this, I intend to run them through some of the Missions.

Food Fight is a great way to give people a crash course in the mechanics. I also gave people a copy of Anatomy of a Shadowrun, so they could see the side-by-side of the mechanics and flow of an actual run.

On the Run is not a good adventure to run, from my personal experience. If your players are the stone cold professional "I do the job, I get paid, and then I go home" type, then you're going to skip out on half the module.
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All4BigGuns

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« Reply #6 on: <03-23-12/1327:25> »
When I decided to force my D&D group to play Shadowrun when it came my turn to take the DM's chair, I started them off with Food Fight, and then ran with the scenario from there. They're currently trying to get the mistress the money she needs to start a new life in Tir Tairngir. After this, I intend to run them through some of the Missions.

Food Fight is a great way to give people a crash course in the mechanics. I also gave people a copy of Anatomy of a Shadowrun, so they could see the side-by-side of the mechanics and flow of an actual run.

On the Run is not a good adventure to run, from my personal experience. If your players are the stone cold professional "I do the job, I get paid, and then I go home" type, then you're going to skip out on half the module.

Yeah, we definitely proved that in that PbP didn't we, Mirikon?
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Mirikon

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« Reply #7 on: <03-23-12/1345:42> »
Indeed. The module depends on players doing a lot of digging into the nature of the disk, and the circumstances around it. If the PCs don't care about the nature of the disk, and are simply doing a job, then you're going to skip half of it. I mean, when we ran it, JetBlack's name never even came up, I think.

I would say On The Run is best done for seasoned characters who have been burned a couple times by not doing the legwork. Perhaps that cannister they were paid to transport from the Pueblo to UCAS sections of Denver was a nerve agent, and they just supplied the terrorists that planned to unleash it in Manhattan, killing thousands.
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TheHug

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« Reply #8 on: <03-23-12/1757:41> »
Wow, excellent input, thanks everyone!

We actually ran Food Fight the other night just using the quick-start characters. It seemed like a good way to get everyone oriented with the rules before building their own more permanent characters for the campaign.

I'm typing up a more detailed outline of the locations/characters for my mission now.
@Chhinnamasta: Looks like downgrading the AI to a sprite might be best, for the reasons you gave, as well as the complications of trying to fight an AI (if it comes to that) are a little zany for an opening mission. I think I will have it wander off on its own, and then maybe have renraku goons chase the arm down (maybe the sprite was suppressing some kind of GPS in it? Who knows.)

Will let y'all know how it goes.