After a character, or group of characters, have existed for a
long time it is inevitable that the GM will have trouble regularly
creating runs that fully challenge the PCs’ abilities. Unless you’re the
type of GM that believes a greater challenge simply involves an increase
in the number of firearms pointed in the PCs’ general direction,
formidable runs can take a long time to create, primarily because of the
increased need for complexity. It’s relatively easy to crank out large
numbers of NPCs armed with bazookas, but it can be a pain in the but to
crank out enough spider-web plots to keep your group of players happy and
interested in the game. Unless you happen to have enough time and mental
resources to keep cranking out runs of this type it is inevitable that
your players are going to get bored. (Is it just my imagination, or did
the last three sentences say essentially the same thing?)
One solution is to sneak into your players respective houses
and set fire to their character sheets, thus requiring them to creative
new ones and allowing you to go back to drumming up nice, easy two page
Shadowruns. Unfortunately this system isn’t especially popular with the
players, and can be extremely detrimental to the health of the GM if the
player happens to own a revolver and an alarm system.
A better choice is to simultaneously dump a whole bunch of
relatively easy runs on your PCs. Drench them in so much work that simply
remembering when they have to meet who will be a task more difficult than
taking over Renraku armed only with a spork and a pair of boxer shorts.
This method of ‘overload’ not only presents the runners with a
degree of complexity similar to that of a single, entangled run but also
introduces new elements of conflict that you wouldn’t normally find in a
single adventure:
Reputation Problems
After a Shadowrunning group attains an elevated status in the
running community it is usually acceptable for them to reject a run from
time to time, either because of a lack of interest, conflicting moral
issued (yeah, right), location or time conflicts, etc. But even prime
runners can damage their reputation by refusing too many assignments.
Therefore, when the runner’s Johnson or other employers come at the group
with multiple assignments it’s gonna be tough for the group to keep
turning them away. Such an action would leave a scar on their rep in the
eyes of employers, most of which probably aren’t concerned about the fact
that the runners are loaded down with work. After all, if the group is as
good as everybody says they are, why would they turn down such a simple
run? So not only are you challenging the runners ability to multi-task,
you’re also reminding them that having an excellent rep isn’t always
peaches and flowers.
Time
Conflicts
The runners may find themselves having to be in several places
at one time, thus requiring extensive group split-ups or even the
necessity for the runners to hire another batch of runners to take care of
some minor chore they don’t have the time to handle themselves. The
runners will have to time everything with pin point accuracy to make sure
their Sammy isn’t stuck waiting for a ride at the edge of a Fuchi compound
while the group’s Rigger is still negotiating with poli-club members at
the local Drink N’ Puke. The runners may find themselves going for days
without sleep and will discover an added advantage to not getting shot
when they realize that a mere two day stay at the hospital could blow 3 or
4 different Shadowruns. They might not even have time to stop for ammo and
will find themselves screwed if a run requires an article of technology of
weaponry they don’t already possess.
Location Conflicts
While even I am not so cruel as to dish out a Seattle run at
the same time I hand the PCs a job in, say, Indonesia, I have no qualms
against giving the runners a few jobs several hundred miles away from each
other, all of which are supposed to occur within an hour of one another.
This means the runners are going to have to get from point A to point B
really friggin fast and still have enough gas left over to get to point C
later that same evening. Riggers may not find this to be much of a problem
as it will probably be the first opportunity they’ve had to max out their
customized Saab, but it still adds a decent amount of stress when you
realize that a single blown out tire could cause a domino effect of suck
for the rest of the evening’s runs.
Conflicts Of Interest
It’s never a happy experience when, after accepting a large
number of runs, one of the group members notices that they have been
assigned to defend the same corporate outpost they’ve been hired to
destroy. While I’m not suggesting that all conflicts of interest be this
extreme, it may be fun to introduce some less traumatic elements of
inter-run friction just to see how the runners handle it. The runners may
discover that they have to handle one run undercover in order to prevent
anyone from noticing that the group of people that stole Keldor’s
Mysterious Vase Of Glee are the same individuals who put it back later
that evening. If a conflict is too extreme, the runners may have to
subcontract it out to another team - hopefully a team that won’t
completely botch it since the failure would still go against the original
runners’ reputation. Just remember that, in order for conflicts of
interest to work out, the runners shouldn’t discover the conflict until
after the run is assigned, thus giving them little or no opportunity to
reject it. An if they try, make sure the employer that assigned it has
suddenly gone on vacation in Switzerland.
The last issue that needs to be addressed, since the runners
(and the players) are almost certain to ask, is why such an avalanche of
work would suddenly appear. A good way to cut off this kind of inquiry
before it’s even asked is to elude, in earlier gaming sessions, that there
has been a gradual swelling in the number of available runs. Then, slowly
at first and then more rapidly, start piling up the runners work. Even
though the runs are taking place at the same time, they can be assigned in
a more staggered manner. If you play your cards right, the runners won’t
even realize that they’re overloaded until they’ve got three or four runs
on their backs.
A more dramatic method (which, in itself, could be a run) is
to announce that the cops, corps, military, etc. have gone on an
unexplained anti-runner kick sparked by, say, a single group of
shadowrunners that happened to tick off a lot of people. In other words, a
whole bunch of people have been wasting large numbers of runners. After
this spike of violence ends (perhaps because they finally cacked the
correct group), there’s going to be a depressing shortage of runners. The
surviving groups will find themselves approached at all angles with a
multitude of work opportunities.
So keep cranking out those low level runs, put them in a nice
stack, and bring every single one of them to your next gaming session. And
don’t forget your calculator: Figuring out karma for a situation like this
is gonna be hell. |