Get ready for a big run-on sentence:
Joe Runner started out doing a few odd jobs for a gang called
the Craggers until finally he hooked up with a Johnson and an actual
running group who began to do odd jobs around town for various smaller
corporations thus earning them a pretty good reputation after which they
picked up a job with Renreaku who owned one of the smaller corporations
Joe ran for and who gave his group some good overseas runs, a few of which
took place in south Africa where there also happened to be a contingent of
the Craggers gang who also were involved in some diamond dealings with a
corp called Diat Inc. who Joe was supposed to run against thus putting him
in poor standings with the Craggers who also happened to be involved in a
diamond dealing which Joe was supposed provide security for which also had
something to do with Aztech which caused Renreaku to become somewhat
pissed at Joe but, hell, shit happens, and it would have been more
expensive to exterminate Joe than to allow the deal to continue, which it
did, after which Joe did some bodyguard work for the may of Atlanta who
also happened to be laundering money from a small Chinese corporation who
would run the cash through south Africa and somehow Renreaku got involved
and tried to stop the laundering by crashing Zurich Orbital, which failed,
but they tried to pin it on Joe who, in the mean time, was running guns
with a rigger in an out of Aztlan and the guns were supposed to be used
for assaults on that Amazon dragon infested country which caused a corp in
Australia to become interested because they were exporting new spell
formuli to the Amazon basin so they called upon a mercenary group to take
out Joe’s operation but, by this time, Joe was in Japan providing security
for some Fuchi big wigs who turned out to be working for another corp who
had ties with the Craggers who were supposed to take Joe out when he
returned to Seattle only Joe found out about it so he called on some
Aztech buddies to wipe out the gang, which they almost did, except for one
guy who called in support from south Africa and tried to blow Joe’s
chopper out of the sky when he returned to Seattle after which Joe went to
Atlanta and used his mayoral contact to have the cops take care of the
Craggers after which he picked up some work on a ship smuggling
radioactive material, a ship that was almost sunk by a Renreaku destroyer
until Joe flashed a secret code so the ship was allowed to continue to
some place in, I don’t know, how about Russia which didn’t allow it to
dock so they ended up in England where they met up with some people who
had something to do with that old Diat diamond corporation which decided
to let Joe use their secret Russian dock if he gave them a cut, which he
did, not remembering that the Diat Corp had retained their ties to the
Craggers who assaulted the ship en-masse, killing everybody aboard;
including Joe.
Joe is dead because he lost track of the Big Picture. Remember
Diat Inc.? Well, way back in line siz (or so) I mentioned the fact that
Joe
ran against the corporation. Between that incident and Joe’s death many,
many things occurred; probably far more than I bothered to mention. Over
such a span of time and events it’s pretty easy to lose track of who your
friends are and, worse yet, who your enemies are. Joe did just that and
wandered into a death trap.
Actually, the above was a pretty bad example of how ignorance of
the Big Picture can kill a PC because Joe didn’t die out of ignorance; he
died out of stupidity. He forgot that he screwed over Diat and so when he
waltzed into a deal with them thinking everything was peaches and cream he
completely disregarded the fact that he’d given them the shaft.
Normally the GM won’t be so kind as to blatantly send a PC
into a situation wherein all he has to do is remember past experiences to
figure out whether the situation is dangerous or not. In the above example
the GM may have chosen to have a corporation called Grender Inc., a
subsidiary of Diat Inc., offer a safe dock for the freighter. Then the PC
wouldn’t even be able to rely on memory to see if they’re being screwed
over; they’d have to do a little research first. In any case, the point is
that the Big Picture is an extremely important thing to keep in mind.
Perceptions of the Big Picture exist on two levels: That of
the PC’s and that of the GM’s. Since the GM is the one who creates the Big
Picture, he or she has 100% knowledge of what’s happening in it. The PC,
however, isn’t so lucky. Even if the PC is really on the ball, the best he
could possible hope for is about a 10% cognition rating, meaning he or she
is only really confident that about 10% of the activities in the Shadowrun
world that he or she perceives, and which apply to his or her profession,
are truly accurate. Simple facts such as location names, buddy names,
corporate names, etc. generally fall into this category. For example, we
can all be fairly positive that our best buddy Joe is named Joe or that
the Renreaku Archology is owned by Renreaku.
Unfortunately for the PC, knowing about only 10% of the world
won’t keep him alive very long. This is why the PCs need to become more
knowledgeable in other aspects of the Big Picture if they wish to survive.
I’ve broken down these areas of knowledge into four separate categories:
Research: Before a PC does anything for or with anybody, they should
make an effort to find out at least something about the individuals,
corporations, etc. who are involved. Had Joe simply looked at a copy of
the Wall Street Journal he probably could have figured out that Grender
Inc. was associated with Diat Inc. If this was some kind of secret
affiliation some heavier research may be required, such as having a decker
crack some low level corporate databases to see where Grender Inc. gets
some its supplies. Unfortunately, such research has the potential to take
up enormous amounts of gaming time. Good GMs, however, can take care of
such probings using simple social or computer skill rolls in place of long
matrix runs or social meetings.
Reading: This method of knowledge acquisition falls onto the shoulders
of the player, not the actual PC. Basically: Read the damn sourcebooks.
While you can normally obtain book based information through the GM via
skill rolls, knowing this knowledge right off the bat saves enormous
amounts of time. Also, in my games at least, this is an excellent way to
earn surprise and smarts karma. Often times a run has developed into a
potentially complicated mess when, suddenly, a player remembers a small
quote in the Seattle Sourcebook which states that Corp A is directly
associated with Corp D, thus allowing them to complete the run without
dealing with Corps B or C, both of which own laser equipped Panzers.
Memory: Remembering past information (or, in the case of Shadowrun,
keeping good notes) will probably save your ass more often than anything
else. As a PC become more experienced and encounters more situations, NPCs,
etc. the Big Picture will become more complete.
Inference: When the runners don’t know something intuitively, can’t find
it in a book, and can’t learn it through research, they must start making
inferences. Basically: They gotta guess. The key to successful and
accurate inference is to find out all possible information about the
situation before making your guess. The runners may KNOW that Corp A and B
mines diamonds in a particular town. They may also KNOW that there is only
one actual mine in this particular town. What they DON’T KNOW is whether
or not these corporations are associated with each other. But, by knowing
that there is only one mine between two corporations the runners can make
a pretty good guess that the corporations are, at least in some way,
working together.
In the end, the maintenance and coherence of the Big Picture
is the responsibility of the GM. This is a BIG responsibility and it can
mean the difference between a Shadowrun world which is full, complicated,
and organized; and a world that doesn’t make an ounce of sense. The world
of Shadowrun has to be BELEIVABLE and, to a certain point, reliable. While
paranoia is an integral part of Shadowrun, it should not be confused with
nonsense. You end up with nonsense when you have a gang that was allied
with the runners suddenly attack them simply because they’re now working
for a corp who the runners ran against. I’m not saying this event couldn’t
occur, I’m simply saying that it should not occur out of nowhere for no
reason. A chain of events would have to be worked into the Big Picture in
a way that would make the situation believable. The runners may not be
fully away for the events which are occurring but they would at least be
able to sense that something is ‘wrong’.
Finally, the primary key to an good and fully developed Big
Picture is connectivity. No shadowrun should stand alone. They all should,
in some way, have some kind of thread running to a previous (or future)
adventure. This thread can be something as simple as a victim of one of
the PCs’ runs being the nephew of the half brother of the runners’ Johnson
to something a little more blatant such as the runners stealing an Aztech
panzer and using it on a Renreaku assault thus sparking a corporate war.
And, whatever you do, make it real. |