Recently I had the displeasure of playing a PC in a Shadowrun
game run by a friend of mine during which I gained an even higher degree
of respect for non plot driven game scenarios. This particular GM had
apparently attended the "Pre-Packaged Shadowrun Adventure In Those Neat
Thin Books With The Nifty Looking Covers" school of gamemastering, a
discipline which teaches the GM to read words off of a piece of paper
which resemble the following: "The runners were exhausted and frustrated
from their encounter with Big Bad Nuntucket The Barghest and decided to
spend a few days laying low at Uncle Slim's Eat And Spew until their
Johnson made further contact."
Yeah, ok, sure thing. Exactly what I want to hear, somebody
else's drivel regarding how MY character is feeling and what my charector
is going to do. A real life example: After a scene in the run I went on
the gamemaster stated that I was "tired" and "could think of nothing but
getting a good night's rest". Well, quite frankly, after a two day chase
after a shadow I could never even get close enough to launch an ICBM at I
was FAR from wanting a good nights rest and wished for nothing more than a
case of Jolt cola and some Speedy BTLs so I could keep myself going long
enough to at least verify that my target actually existed. Then, after I
had objected to his statement, the gamemaster announced that I had
collapsed from exhaustion and it was now the next day. Swell.
As I've so eloquently mentioned in previous writings, plots
blow. They restrict the GMs creativity, they restrict the players
creativity, and, worst of all, they give you the unnerving feeling that,
no matter what your character does, everything's going to end up the way
it's written down on the piece of paper in the GM's notebook. I admit that
I once used a plot based system and remember committing such acts as I've
described above. Half of the time I would follow the plot because I didn't
know what to do if I didn't follow the plot, a problem less experienced
gamemasters run into often but which slowly subsides the more you play.
The other half of the time I'd stick to the plot because, damnit, I spent
a day writing the thing up and didn't want that work to go to waste. By
either reasoning the style is inherently flawed because, lets face it,
nothing ever goes the way its planned.
I'm not saying that plot driven and pre written shadowruns are
all bad. They're excellent for brand new GMs who don't know their way
around the system yet. But you eventually have to grow out of them. Here's
two suggestions to make the transition easier:
1. While using a pre packaged run revise the plot while the
run is in progress. Basically, screw the plot up. You can still use
aspects presented in materials but change them subtly, develop new plot
lines, and bring everything to a new conclusion.
2. Concentrate on the personalities presented in the run, not
the plot. Use their stats and some quotes and so on, but develop a new run
premise around them. If things start to go bad you can still refer back to
the book. Hopefully you won't have to.
By utilizing the simple methods above not only will you better
train yourself to create runs "on the fly" but also reassure your runners
that the events to come are not written in stone. That the players still
have power and that nobody is ever going to tell them what to do. At least
not without a Manhunter pointed at them. |