If somebody put a shotgun up my nose and started screaming at
me to state, in two words, what the most important aspects of any
Shadowrun are I’d have to say: Mood and Purpose. Then I’d get my head
blown off because the guy with the shotgun would count “and” as a third
word. In any case, knowing what you’re doing and knowing how you can, or
allowed, to go about doing it are two essential ideas to keep in mind,
whether your behind or in front of the GM screen.
Knowing what your doing is usually the easiest of the two to
understand. If you’re on an Extraction run you know that unless you
extract something, preferably the person you're hired to extract, you
won’t get paid. If you're supposed to Deliver something it’d damn well
better end up in the hands of whomever your supposed to deliver it to.
Usually the objective is a bit more precise and complicated than the flat
examples above but, regardless of how complicated your purpose may be,
simply knowing what it is makes life a lot easier, regardless of which end
of the table your sitting at.
But another equally important, yet often forgotten, aspect of
a shadowrun is exactly how your supposed to go about doing it. The “how”
of a shadowrun, along with many other things, is normally determined by
the mood of the run itself. The mood difference between an extraction at
Renraku, which would involve a lot of highly skilled and extremely smart
people trained for decades to thwart runners, and an extraction at Devil
Chem Underground Kill All Research Labs, which would involve a lot of ex
mercenaries cybered to negative essence and toting rocket launchers, would
be noticeably different. Over time I’ve found that the moods of shadowruns,
like the objectives, fall into certain categories, a few of which I will
list later on.
The mood of a shadowrun doesn’t just dictate how the PCs and
NPCs should be feeling emotionally at the time; it also dictates what
weapons they can carry, how they have to act, what they should wear, and
numerous other little things, like whether or not a silencer is required.
When performing an Extraction at Renraku the runners couldn’t go rushing
in with bazookas or they’d be instantly slaughtered by sentry guns. The
run requires an extreme amount of finesse, professionalism, and grace. On
the other hand, an extraction at an illegal chemical lab defended by a
contingent of mercenaries may require that the runners rent a Panzer and
learn how to use heavy weapons if they wish to survive. Even performing
legwork for these differing runs would require a change in the way a
runner may normally conduct themselves. If research for the Renraku run
requires that they meet with a guy at Chez Rico then the runners better
not be brazen and defensive or the guy they're talking with may call up
Renraku collect and tell the head of security that there are a couple of
punks sniffing for info. Likewise, for the merc run the first acceptable
action when meeting with a contact may be to punch him in the face lest he
think your some kind of wussy negotiator trying to sweet talk some
information out of him. Hell, he may want the PC to try to floor him
before he’ll start talking.
A GM’s job is to make sure the runners know which mood is
currently “active” and when one mood changes to another. After meeting
with the guy at Chez Rico the runners may learn that they have to meet
with some guy named Philly The Stink who works at a bar called Bash In
Your Goddamned Head. If the runners are smart they’ll stop home and trade
their Tres Chic and their Lightfire for an armor jacket and an SMG.
Knowing the mood of a run also helps a lot in designing
adventures in the first place. If I know I’m going to write a Nasty
Extraction I can more easily center my thoughts on the subject of large
guns, mean people, and lots of violence. Once you give a run a “theme”;
like Elite Raid, Professional Kidnapping, Adrenaline Contraband; the runs
almost write themselves.
Below are a few of the general moods which tend to permeate my
shadowruns:
Nasty: These runs involve meeting, dealing with, and
fighting a lot of really mean, nasty, disgusting people. Usually nobody
wants to negotiate, preferring to fight out the simplest argument instead.
The locations involved are usually drunkard bars, makeshift combat arenas,
broken buildings, etc. The environment usually involves incessant red rain
and foul smelling fumes. Reputation usually doesn’t mean a damn thing, the
only thing which really matters is how much muscle and firepower you have.
Loyalties are rare and backstabbing is frequent. NPCs tend to be large,
heavily modified and armored, sluggish, and deadly. Nasty runs frequently
generate heavy casualties on both the PC and NPC side.
Elite: These runs require subtlety, grace, charisma,
and a silencer. The runners are normally unable to carry sufficient
firepower to get out of a tough situation if they begin to screw up so
they must try extremely hard not to screw up in the first place. High
octane firefights are very rare and when they do erupt they are highly
lethal to the PCs who will end up facing well armed and trained corporate
guards, response police, etc. Metal detectors, badge scanners, and
surveillance cameras are plentiful thus allowing little freedom for the
runners to carry weapons or discuss their mission openly. Even wearing
armor may not be possible in many situations. Perhaps the most important
aspect of Elite runs is that the NPCs are extremely intelligent and ready
to hit the panic button at the slightest hint that the person they’re
speaking with may have adverse means.
Adrenaline: Everybody in these runs are wired and
paranoid. Many do heavy BTL chipping or ingest conventional amphetamine
substances in order to keep going. Locations tend to involve high octane
techno nightclubs, trid theaters playing Natural Born Killers like movies,
and chaotic drug bars. The weather is almost always torrential rain and
frequent lightning. NPCs can be from virtually any walk of life, but they
usually have a fairly large amount of money to blow on drugs, women/men,
clubs, and so on. When violence breaks out it is fast and furious, the
rush of adrenaline and drugs overriding all senses of logic. To somebody
with low reflexes Adrenaline runs are a death trap and many may find it
necessary to take reaction enhancing drugs or BTLs just so they can endure
the environment without dying or losing their mind. Adrenaline runs are
insanity set to music and gunfire.
Dirt: Dirt runs are extremely depressing to everybody
involved. The NPCs have nothing, the PCs have lost everything, there is no
food, no water, no nada. Settings include desolate sections of the
barrens, abandoned towns, or remote deserts. The weather is hot and dry
and the air is full of dust. Any available weapons are old, low on ammo,
and tend to jam. Vehicles barely run. These runs also tend to take place
during the day, which is hell for a runner. The NPCs tend to be suicidal,
willing to do anything for a buck or simply die for the sake of dying.
Dirt runs are rare and a run usually doesn’t become Dirt until the runners
have severely screwed something up or the GM has railroaded them into such
a situation for the sake of humbling their egos.
Hurt: Hurt runs are designed to create friction between
a runner’s professional duty and their morals. At the end of these runs
the runners usually feel like crap because they had to screw over
completely innocent people for the sake of getting their 40,000 nuyen. The
NPCs tend to be ordinary people going about their ordinary lives and who
are intrinsically involved in the plot whether they know it or not. When
they get into an adverse situation the NPCs’ only thought is “Why me?”.
These people are constantly getting caught in the crossfire, innocent
pawns in a chess game they do not wish to play. Locations tend to involve
humanitarian organizations, schools, legitimate stores, and so on. The
weather is pleasant. Violence tends to take place in areas where the
potential exists for a lot of innocent people getting hurt. Usually Hurt
runs don’t involve directly killing ordinary people but have an underlying
tone implying that the runners are doing something which will cause
extreme pain to the sweet old lady they passed on their way into the
building. The GM must grab onto the runners’ hearts and squeeze, stopping
just before they say “I quit. I can’t take it anymore”.
Professional: These runs involve dealing with NPCs who
have been in the business of shadowrunning and crime as long as the
runner, if not longer. They have their technique down just right, know
just how hard to push somebody before they should stop, and have an
outstanding reputation. Anything that happens during the game is slick and
slyly executed. The NPCs rarely overlook things, leave no back doors, and
generally find a way to thwart anything the runners try to do; always
walking a step ahead. They are smart and well connected. Professional NPCs
also tend to have well developed personalities, and many have grasped the
concept of acts of mercy towards any weaker foe they defeat. Locations
involve high-tech shadowrunner hideouts, high-tech garages, and just
generally high tech everything. The weather is usually somber, gray, with
a little bit of drizzle. Combat is slow and calculated, rarely generating
heavy casualties on the PC side unless the PCs decide to fight like a
bunch of madmen in which case a processional NPC will kill them simply
because they make the profession look bad. Respect is very important in
Professional runs and not showing proper respect can be detrimental to
both reputation and health. Finally, the effects of breaking a contract on
the professional level will absolutely destroy a runners rep.
Beck: These types of runs may be unique to my games and
are named after the general alcoholic, white trash, country bumpkin feel
generated by the music of Beck. My use of such runs may also have
something to do with me having lived in western Maryland for several
years. In any case, these runs take place in backwards rural towns filled
with ignorant, slightly inbred NPCs. The only vehicles available are
pick-up trucks and the only firearms available are shotguns. Locations
involve rodeos, saloons, the front porch of Ma’s house, and swimmin’
holes. Virtually any type of run can have a Beck mood attached to it.
(Beck Thefts may involve stealing a magical tractor or Beck Contraband may
involve shipping marijuana.) This doesn’t mean that Beck runs are a piece
of cake. If the runners violate the standards of a particular town they
may find themselves faced with a posse the size of a hundred overall clad,
closely related people coming after them with shotguns.
P.S. The following is a list of shadowrun “topics” which I
normally use in conjunction with a mood to generate a final run theme.
They originally appeared on a Random Table located on my page:
Assassination |
Attention |
Bodyguard |
Backup |
Bombing |
Casualty |
Challenge |
Clean |
Contest |
Contraband |
Corrupt |
Cover-up |
Damage |
Decoy |
Demoralize |
Destroy |
Dump |
Enforcement |
Excavation |
Exonerate |
Extortion |
Extraction |
Fear |
Fence |
Foil |
Forgive |
Frame |
Front |
Game |
Guard |
Hijack |
Horror |
Humiliate |
Implement |
Infiltration |
Information |
Instigate |
Intelligence |
Jam |
Kidnapping |
Legal |
Manipulate |
Messenger |
Passive |
Please |
Poisoning |
Prank |
Redirect |
Raid |
Recovery |
Rescue |
Robbery |
Sabotage |
Scout |
Search |
Shaft |
Slam |
Slap |
Suicide |
Support |
Terror |
Theft |
Topple |
Tracking |
Transport |
Vanishing |
Weapons |
Wipeout |
Variety |
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Let’s take a typical gang and set up a simple run during which
the PCs are supposed to raid a building which the gang occupies for the
purpose of stealing a small device. (The preceding statement was so
grammatically incorrect that every English teacher I’ve ever had just
spontaneously exploded.) Now it would be simple enough to set up a bunch
of gang members armed with some kind of default weapon, position them
throughout the building, and sit around and wait for the runners to
approach. The result would inevitably be a stereotypical fire fight and,
generally, the PCs would win by using normal, everyday bang-bang tactics.
But let’s mess up the situation a bit. I’ll make one of the
gang members an electrician who is a bit of a coward and who happens to be
working on a fuse box in the basement when the runners attack. Another
member OD’d on a drug called Sleep earlier in the week and is currently
lying naked in a shower with no pulse. The another member is a 4th level
initiate adept who is currently fulfilling some weird ass initiation
requirement by training another gang member, age 9. The gang leader is
dead, and has been for about two days. In an attempt to hide the device he
placed it in an “odd” place; rupturing something, and dying on the spot.
Nobody has bothered him because he’s a mean guy and ordered everybody to
leave him the hell alone before he locked himself in his room. The rest of
the gang probably accepts fact that he hasn’t emerged for several days as
a blessing. There are two more gang members, both named Steve, sitting on
the roof and cleaning their guns. Steve #1 doesn’t know but Steve #2 has
placed some double powered rounds in his sporting rifle; rounds which will
cause quite a punch but which will also destroy the weapon. Three more
lower end gang members are in an obscure 3rd floor room playing poker. One
of them has lost a lot of cash and is considering suicide. One more gang
member is actually on guard; in astral space.
OK! Now when the runners arrive they’ll be looking around for
gang members with guns sitting in windows and looking out or whatever gang
members stereotypically do while waiting for somebody to steal their
device. Odds are the runners won’t be expecting that the guy who OD’d on
sleep isn’t actually dead and will arise at the first sounds of gunshots,
grab his weapon, and come at the runners completely naked. The runners
also won’t be expecting the adept’s apprentice to suddenly discover his
killing hands ability. The electrician will accidentally cause the entire
electrical system to completely spaz out as he climbs on top of the fuse
box in an attempt to escape out a basement window. The Steves pop a few
pain killing drugs and get into the action, with Steve #1’s weapon making
an assault cannon grade ‘bang’ when he pulls the trigger. Then, of course,
there’s the ugly procedure the runners will have to perform on the gang
leader in order to retrieve the device.
Congratulations, you (actually, I) have turned an ordinary
gang fight into something just a wee bit more entertaining. Now, is this
practical or realistic? Why the hell not? Everybody has a bad night every
now and then and I see no reason why several people couldn’t have a bad
night simultaneously. The point is, this battle would be much more
interesting and, at the very least, mentally trying than the usual
scenario. You end up with a satisfying gamemastering experience and a
whole lot of PCs who are going to reconsider their current views on gang
related interaction....especially when that suicidal poker player jumps
from the 3rd floor with multiple armed grenades strapped to his belt and
lands on the hood of the PC’s car. |