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Creating Shadowrun Adventures
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<blockquote data-quote="Umbran" data-source="post: 6157138" data-attributes="member: 177"><p>I played a *lot* of Shadowrun in its 1st and 2nd editions. I moved away from the group that I was playing with, and then didn't pick it back up again. I'm not familiar with the 3rd or 4th editions rules.</p><p></p><p>But, exact rules aren't the thing in my mind at the moment. I'm more interested in the adventures. Shadowrun is one of the few games I've see where the published adventures were better than pretty much anything individual GMs would create. This has nothing to do with rules, and had everything to do with plot complexity. Published adventures typically had a whole bunch of moving parts, where, by comparison, individual GMs created things that were pretty straightforward ("You are hired by someone far too circumspect, the run goes bad tactically so you cannot complete the mission simply, when you try to recover from that, your employer tries to screw you over, done."). While the tactics changed with whether what you had to do was get a piece of information, or an item, or protect a person, or the like the plot structure could get terribly repetitive.</p><p></p><p>So, for sake of discussion - how do those of you who run the game these days keep from falling into repetitious adventure structures?</p></blockquote><p></p>
[QUOTE="Umbran, post: 6157138, member: 177"] I played a *lot* of Shadowrun in its 1st and 2nd editions. I moved away from the group that I was playing with, and then didn't pick it back up again. I'm not familiar with the 3rd or 4th editions rules. But, exact rules aren't the thing in my mind at the moment. I'm more interested in the adventures. Shadowrun is one of the few games I've see where the published adventures were better than pretty much anything individual GMs would create. This has nothing to do with rules, and had everything to do with plot complexity. Published adventures typically had a whole bunch of moving parts, where, by comparison, individual GMs created things that were pretty straightforward ("You are hired by someone far too circumspect, the run goes bad tactically so you cannot complete the mission simply, when you try to recover from that, your employer tries to screw you over, done."). While the tactics changed with whether what you had to do was get a piece of information, or an item, or protect a person, or the like the plot structure could get terribly repetitive. So, for sake of discussion - how do those of you who run the game these days keep from falling into repetitious adventure structures? [/QUOTE]
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