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Creating Shadowrun Adventures
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<blockquote data-quote="Cergorach" data-source="post: 6157214" data-attributes="member: 725"><p>It's been a while, but...</p><p></p><p>Kind of depends on what you want to achieve. I usually go with the Babylon 5 method, an over arching x season story arc that is subdivided into y episodes each season. Initially you do a couple of the standard runs to create a sort of baseline and introduce the setting to players. The we start changing up things. *grins evily*</p><p></p><p>SR is best done by making scene's, divided into locations, 'people', and events. These are not static components but interact with each other. If the players instigate event 1, some people might be at location B. I usually find that flowcharts help to depict what happens. If you have these different parts prepared you can be far more flexible towards the players when they come up with some rather horrid plan you didn't anticipate (with SR this is sure to happen). The great thing about SR is that you can create a database of parts that you can reuse, far more easily then with D&D (or any other level based system). That security rented detachment might be hired by other facilities, names might change, but skills stay the same. That apartment has about a thousand similar buddies in that neighborhood/building.</p><p></p><p>As for ideas and runs (adventures), how is this different from D&D? It totally depends on with what people your players are, what kind of characters they play and what the expect from the experience (while your job is pushing the boundaries). Borrow heavy from fiction, movies, anime, comics, etc. We were playing with the 'Ghost in the Machine' as a theme a long while before the Technomancer was ever introduced into SR.</p><p></p><p>I often start with simple concepts. For example: 'Bad guy' has acquired a rather large and old (still intact) weapons cache of nuclear weapons and is selling those to the highest bidders. Gimmick: The auction is held in a strange floating iceberg fortress that has some unique methods of keeping the host separate from the bidders (no flying through walls in Astral space muchaco). Megacorps, undercover government agencies, terrorists and 'other' parties are all extremely interested. Plot twist: But is the 'Bad guy's' objective to actually sell the weapons for the greatest possible profit margin, or does (s)he/it have something else in mind... Protagonists: By what party are the players hired? That of course depends on their reputation and their morality.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 6157214, member: 725"] It's been a while, but... Kind of depends on what you want to achieve. I usually go with the Babylon 5 method, an over arching x season story arc that is subdivided into y episodes each season. Initially you do a couple of the standard runs to create a sort of baseline and introduce the setting to players. The we start changing up things. *grins evily* SR is best done by making scene's, divided into locations, 'people', and events. These are not static components but interact with each other. If the players instigate event 1, some people might be at location B. I usually find that flowcharts help to depict what happens. If you have these different parts prepared you can be far more flexible towards the players when they come up with some rather horrid plan you didn't anticipate (with SR this is sure to happen). The great thing about SR is that you can create a database of parts that you can reuse, far more easily then with D&D (or any other level based system). That security rented detachment might be hired by other facilities, names might change, but skills stay the same. That apartment has about a thousand similar buddies in that neighborhood/building. As for ideas and runs (adventures), how is this different from D&D? It totally depends on with what people your players are, what kind of characters they play and what the expect from the experience (while your job is pushing the boundaries). Borrow heavy from fiction, movies, anime, comics, etc. We were playing with the 'Ghost in the Machine' as a theme a long while before the Technomancer was ever introduced into SR. I often start with simple concepts. For example: 'Bad guy' has acquired a rather large and old (still intact) weapons cache of nuclear weapons and is selling those to the highest bidders. Gimmick: The auction is held in a strange floating iceberg fortress that has some unique methods of keeping the host separate from the bidders (no flying through walls in Astral space muchaco). Megacorps, undercover government agencies, terrorists and 'other' parties are all extremely interested. Plot twist: But is the 'Bad guy's' objective to actually sell the weapons for the greatest possible profit margin, or does (s)he/it have something else in mind... Protagonists: By what party are the players hired? That of course depends on their reputation and their morality. [/QUOTE]
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