How to Run the Shadows-a Guide for Players


How to Run the Shadows: A Treatise for Chum-Guzzlers as dictated by Mr. Black*



So a bunch of chem-breathing gutter bunnies want to run the Shadows, but have literally no concept of the hardship that is life in 2075. So what are these retrograde banglettes to do? Lucky for them, I have decided to gather decades of experience into some basic info dumps so they’ll stop dying and start flying.

Build a REAL Character that will AID a Shadow Run.

Shadowrun is a role-playing game. If all you want to do is attack/infiltrate a fortified position and then shoot things up, then do everyone a favor and go play a tabletop skirmish game. Role-playing games involve give and take between both your fellow players and your GM. By giving your character the semblance of a real life, you will be rewarded with a better role-playing experience. And don’t be afraid to give your GM a few character hooks to play with. These hooks will also give you a more rewarding and challenging role-playing experience.

Shadowrun is also a team game. Every member has to do their part. So build characters that are very good at one skill set, good at a couple more skill sets and nothing more. Sure, everyone should have some Perception, Computer and Driving skills, but every character should be specialized. Let other character do other things and concentrate on what your character does best. It maybe a TV Trope, but the team full of specialists works. It also gives every character a chance to shine. 6 guys who are great at shooting SMG’s is boring and repetitive. But a master thief, a kick-ass fire mage, an ex-CAS Marine sniper, an expert Street Sam, a teen-aged Technomancer with a dozen Sprite friends, and a master mechanic/Rigger can do almost anything. I mean really, which of those two groups do you want to fight with?

Push your character concept hard. As a Shadowrun GM, I not only allow min-maxing, I encourage it. Take every Quality that will help define your character, and fill them with Negative Qualities to get that Karma back. Push the Attributes you need to the max, and use the rest as stat dumps. Specialize in as many skills as you can. Not only will you have bigger dice pools (even if marginally), your specializations will separate your character from the pack. Buy everything you can afford and your GM will allow. It is better to have the gear than need it 2 weeks later on a run. And buy the best you can afford. 10 crappy cheap guns are useless. One excellent fully customized weapon is much, much better. If you are afraid of running out of bullets, just carry more clips. Or aim more, and shoot less. If you think you might need different weapons for different purposes, just bring clips full of different ammo types. And check with the rest of your Crew. All 6 of you do not need Rating 2 medkits, or Rating 4 maglock passkeys. But one of you should have those maglocks, and one of you should be carrying a rating 4 medkit.

And take contacts. Lots of contacts. Need a guy to get your character guns? That makes sense. But every member of the Crew doesn’t need an armorer. Help your Crew out and get guns for them! Your character will build rapport faster, and your Crew will need less “real” time to buy stuff. And your fixer can help you find guns, for Goddess’ sake. Your character should also have “non-professional” contacts. Is your character a Seahawks fan? Perhaps he takes a Seahawks booster club as a contact. And what do you know, there is a lawyer in the club (you know, that guys who is always cooking pancakes and real bacon at the pre-game tailgate), who perhaps can tell you about another lawyer you are doing Legwork on. Or maybe that guy who runs the soba stand you eat lunch at every day can put you in touch with the Yakuza. Think beyond beans and bullets and have some people in your character’s life. These non-professional contacts can also get you work. Perhaps a member of the booster club talked too much drek on the St. Louis Rams social network. Now the Rams are coming to town and their fans are looking to stomp some booster club hoop. And your club needs protection. The kind your Crew can provide. See? One little “useless” contact got you info on one run, and is paying for another, and you’re getting tickets for a sold-out home game! If you are having troubles thinking about possible contacts you might take, LOOK AT THE RULE BOOK you mouth-breather! There are only 31 examples in there. The Runners Toolkit has 108 more. And that doesn’t include taking any groups or organizations. Look around your gaming table. There are contacts looking back at you right now. As an example, my current gaming group has two ex-military types, a corporate wage slave, a business executive, a warehouse manager, a teacher and me, Mr. Black, the greatest Shadowrunner who ever lived. Did you really just put armorer and fence as your only contacts? What a useless pudwacker!



Now none of this is an excuse to be a complete tool. (NOBODY likes THAT GUY. Don’t be THAT GUY!!) But build a character that is different, alive, and useful. Your GM will thank you. Your fellow players will be happy to have your character around. And most importantly, there will come a time when the party needs your character to survive and achieve the mission. And you will feel great about that later.



What to Do During the Game. AKA How to Participate in a Role-Playing Game.

          Rule 1: Make Drek Happen. You are a participant in the game. Don’t sit around waiting for another player or the GM to make things happen. Do it yourself. Is your character a master wizard? Then stop telling everyone you are a master wizard, and do some frakking master wizardry! Does your character have problems talking to city folk because you are a countrified elven Amerindian? Go talk to city folk and have problems doing it. Show the Crew, the GM and all the frakking NPC’s what you are. Show us, don’t tell us.

“But my character wouldn’t do that!” is not an excuse for not making drek happen. If the Crew needs to take a boat across Puget Sound and your character hates water and gets violently seasick, don’t sulk and sit on the dock while the Crew goes out and has fun. Get in the fragging boat and role-play your malaise. Hang on the Street Sam’s neck, moan about how you hate getting wet and then puke on everyone’s boots repeatedly. Again, show us-don’t tell us. Get it done, gutter bunny!

          Rule 2: Don’t Stop Drek from Happening. So the master wizard has finally decided to do some master wizardry. And you don’t like it so you’re going to tackle him. Awesome, you just wasted all of our time. We only have 1 day a week to play, 4-6 hours worth, and you want to spend it by stopping drek from happening. Thanks a lot. Don’t stop it, react to it. Build on it. RPG’s are like improvisational theatre-lite. React and engage, don’t withdraw and muffle.

          Rule 3: Embrace your Failures. Everyone likes to and wants to succeed. But failure is also a part of life. Sometimes failure leads to a new and interesting place. If you (or another character) fail, embrace it, react to it and engage it. If while running along a very tall wall one of the characters fall off, react to it. Does your character attempt to save them? Laugh at them? Pee on their soon-to-be corpse? Did your character fire his last bullet and miss? Stop moaning and go to plan B! (Maybe ask another character for an extra clip, mouth-breather! There is a whole Crew of you! You are not an existential being alone in the universe. Interact with your friends around the table, and stop trying to carry the whole mission on your back.)

          Rule 4: Don’t Frak Your Crew. Your character is supposed to be part of a Crew that is attacking and stealing from major corporations. So why is your master thief wasting his time stealing from a bunch of chum-guzzlers who share studio apartments in the worst part of town with 2 other dudes? Better yet, why are you being THAT GUY? The guy who thinks frakking over his friends is hilarious fun? What a frakking dicksling! Hundreds of trillions of nuyen to take and you want to steal pocket change from your teammates. What a lazy weak-minded drekbag!

          Nobody is singing songs and making trid-sims about the jerk who frakked over his Crew and left them all to die. So don’t be THAT GUY either. The runner who brought down an AAA corp? The Street Samurai who destroyed the Hive Queen of the Seattle underground? The Crew who raided Zurich-Orbital Gemeinshaft Bank? The Wolf Shaman who dueled a dragon and won? THOSE GUYS get to be legends. THAT GUY is just pissing us off and wasting our time. If your idea of a great time is giggling over the cunning plan you pulled off on your unsuspecting and trusting friends and wasting their evening, do us all a favor. Go play in traffic. Seriously.

          Rule 5: Don’t be a Leroy Jenkins. Sure, the original Leroy Jenkins is a tired and overused Internet meme. But you aren’t him. If at any time during a Run you think “This is boring,” and then have your character strip off his clothes, run in circles, and waggle his pathetic pud at the bad guys while shooting his gun in the air, you are not being a legend. You are just being a self-important jerk. Sure, a slightly less odious version of the jerk than the guy in Rule 4, but a frakking jerk nonetheless. “But I’m making drek happen!” I hear you say. No, you are not. Ruining the run is not making drek happen. You are petulantly throwing a fit and wasting everyone’s time and effort. The proper term for such a person is “Ass-Hat”.



Running in 5 Parts, and Your Part in Them:

          Part 1: The Meet. 99% of Shadowruns start with meeting Mr. Johnson. This is known as (amazingly!) The Meet. And your character has drek to do. “But I’m not the Face!?!” you quibble. Well go back and read how to What to Do During the Game. Rule 1: Make Drek Happen. Sitting around with your digits up your hoop does nothing for the game. So ask Mr. Johnson some questions. Is your character a Street Sam? Then he probably is wondering about physical security. As in, how many guards, what are they armed with, etc. So ask about it! Playing the rigger? Then ask about spiders, drones, entry points and locks. Running the master wizard? Then ask about their magical defenses! And so on. Sure, Mr. Johnson may not know the answers, or not want to give you that info, or charge you for that info. But it is worth your character asking. The Meet may take an hour or so of a game night, so do your part!

          And negotiate for everything. How much you’ll be paid, how you will be paid, expenses, overhead, advances, and more. Need a new hard-to-get bang-bang? Perhaps Mr. Johnson can get it, against part of the Crew’s payment of course. During the Legwork, did you find out you need a specialized piece of equipment you can’t do the run without? Re-contact Mr. Johnson and re-negotiate. Need a helicopter so the party can land on the roof? Negotiate for it. Need a speed boat for action on the docks? Negotiate for it. Better to take less pay (and have a boat) than pay for extra bullet hole patching. Once your Crew has the rep, you can negotiate price after the Legwork. Figure out what you need and then negotiate for the whole deal. Or barter for better rewards. Money is always good, but there are many things money can’t buy. Super magical reagents and masterwork foci, visits to beta and delta clinics, sessions with the qi-tattoo master of Chinatown and more are all possible to negotiate for, when you have the rep.

          Part 2: Legwork. Almost every Run involves Legwork. During this time, the Crew investigates every aspect of the run and creates a plan to deal with them. We hope. So do your part. Does your character have contacts that may be able to give him info about the Run? (and if not, why not? What, does your character don the Gimp suit in between runs? He knows nobody at all? Why is such a loser hanging out with the A-Team in the VIP lounge that is my game? Contacts are how the GM has the world interact with your smelly, socially impaired gutter bunny of a character. So make drek happen and make a frakking friend for frakk’s sake!) So call them! Your Crew should be doing magical, matrix and physical reconnaissance of every place they have to be on the Run. Even a mentally impaired Street Sam can use his grade 4, Mr. Black-indorsed, Rating 4 cyber eyes and count guards and look for trip wires, guard dogs and such. Or guard the decker. If all your character does is sit on his hoop and count bullets during Legwork time, then don’t be surprised when way too many guards use their Ingram Smartgunรข until the lead in his body is worth more than his cyberware.

          Legwork takes about 3 times as many sessions as the actual Run does. I will say that again. 3-4 sessions are Legwork! 1-2 sessions are Runs. If your character doesn’t bring anything to Legwork time, what are you going to do during those sessions? Sit around bored, sighing loudly while everyone else makes drek happen? Once again, why is your drekky, worthless fraktard of a character doing hanging around with the Crew that makes drek happen? If you played any other game and only did stuff ¼ of the time you would lose. So make sure you don’t lose in a frakking role-playing game!

          Part of Legwork is coming up with a plan. No, make that The Plan. Make sure your character is part of The Plan and not just acting as the decker’s bodyguard. Make drek happen. The ideal plan achieves the goals of Mr. Johnson, and your Crew’s goals as well. All while taking no damage, wasting no resources, causing little to no collateral damage, and getting away clean so that no one, not the corp you hit, the Police, not even your Fixer or even Mr. Johnson knows you did it. These are called Shadow Runs for a reason! Get in, get out, and don’t be seen. All while making maximum profit. Quite a tall order, so sit down with the other players and plan. Steal ideas from caper movies or books. Look for the best way in and out. Make a Plan A, and a Plan B.

          The Plan should cover these basic things:

·        How you are approaching the Facility.

·        How you are getting into the Facility.

o       Going in hard? Soft? Stealthy?

o       Do you need disguises or props?

o       Can you go in through the roof or basement?

o       What gear do you need? Does a Crew member have it, or do you need to buy/steal it?

o       Will you need magick to do it?

o       Will the Hacker need to help?

·        How you are dealing with the physical security.

·        How you are dealing with the Matrix security.

·        How you are dealing with the magical security.

·        How you are going to acquire the MacGuffin.

·        How you are getting out of the Facility.

·        Where you are going after getting out of the Facility.

·        What to do if something goes wrong. At each of the above steps.

·        Always remember that unless instructed otherwise, nobody likes excess collateral damage. Not the people you are hitting, nor Mr. Johnson, the Police, the Public, the Criminals, or the Bangers and Dregs. Everyone will assume you are just psychopathic killers and do what Society always does: hunt you all down and kill all of you. Remember that the Corp you hit today may be the Corp that hires you next week. Unless of course you wantonly murdered all of their science and support staff because someone asked to see your badge. Then they are hiring you to show up at your very own ambush and burial in Glow City.

Is your character’s only part of the plan shooting something? Big fraggin’ whoop! Any 10 year-old in the ghoul-infested mess that is 2075 Sub-Saharan Africa can shoot a frakking AK-97. And some of those 10 year-old's can do it better than you omae! Look for ways for your character to aid in the plan. Does he have a needed skill, or special piece of equipment? Does he have a truck that can knock down a gate or drag it away? Again, make drek happen. Talk with your fellow players, ask questions of the GM and get it done.

Don’t like the plan? Then you better come up with something better fast. If your objections are along the lines of “It’s too dangerous!” then find a way to make it less dangerous. Also remember that this is a game where everyone carries a gun and wears body armor. Danger is a constant part of the Shadowrun milieu. So suck it up buttercup. If your objection is “My character doesn’t know how to scuba dive!” then borrow someone’s contact and go learn, chummer. If you don’t like the plan, but can’t come with anything better, then make the plan work and null your hoop lip. Nobody likes a whiner. Get out there and do your best to get it done, gutter bunny.

          Part 3: The Run. This should be the easy part. That is, if you did your Legwork properly and came up with a great plan. If not, then you will be having fun. That bullet-flying, magick-frying, hoop-tightening kind of fun. So make sure your character is ready for both. Planning on knocking guards out with gel and stun rounds? Keep a mag of APDS on you. Brought smoke and thermal smoke grenades? Better pack a frag ‘nade or two just in case. The hacker was supposed to open the side door and block the alarms? Make sure the entry team has a maglock passkey. Planned on entering with a passkey? Bring that auto-picker and sequencer as well. And so on.

          So job number one on the run is to get out of the van, unless your job is to stay in the van. This goes back to making drek happen. Can’t open the lock? Stop the hoop lip, and do something. Shoot it, explode it, go over it, go under it, but get past that door. And let the Crew know what you are doing. You are a team, not an angry band of kinderschnitzel. So work like one. Stop waiting for others to help you and ask them. What you are really doing is allowing your fellow players to make drek happen with you… Amazing, isn’t it. 5 year-old's in a sandbox can do it, but 25 year-old's in a frakking game store, who are supposed to be friends, suddenly become as coy as the new guy during his first day in the prison shower room.

          Part 4: The Swap. After your Crew has succeeded, (and you did succeed, didn’t you?) you will have to meet with Mr. Johnson again. Normally this is where you give him the MacGuffin he asked you to retrieve (or proof of destruction of the MacGuffin he asked you to destroy) and he pays you. Should be simple right? Except for that screwing over the Runners meme Shadowrun is so fond off. Okay, I’m not saying it doesn’t happen. But a good Fixer should make sure it shouldn’t happen. More likely this is the part where the guys who were chasing you catch up to you. Anyways, watch your back. Think about every movie you ever watched where two heavily armed parties were swapping things. You know, the money for the drugs. The money for the guns. The money for the blackmail material. The money for the girl. And all of those at once. So be ready. Again, if the Crew did it’s job right this should go smooth. Mr. Johnson wants to pay you. If he is at all reputable (see the fixer part above) he may want to hire you again. This part may have some more negotiation bits (you only got 4 of the 5 MacGuffins, or you want more because half the Crew got Patrick Swayze-ed), but it should go easy. Do your best to let it. Because you really want to get to Part 5…

          Part 5: Downtime. So you got paid (we hope). Now is the time to spend it. Do your GM a favor and make a list of what you want, how much extra you are willing to pay for it (if any), and any other particulars. This includes training, Attribute increases, Initiation, etc. Because if the GM has to role-play 6 players meeting with all their contacts (and their contacts contacts), this will take frakking days. Literally. Like the next 3-4 game sessions. No frakking joke, my right hand to Ares Macrotechnology© and all their wonderful guns I kill people with. So make a list and turn it in. If your GM has any questions he will get back to you.

          If you absolutely need private time with your GM (which is definitely not as sexy as it sounds), try to schedule it outside of game session time. Because no one wants to watch you hog all the GM’s time after they all got new guns and gear. They all want to go out and start this all over again, not spend 3 hours listening to you try to hustle the GM into an extra 5% discount on that pistol. Again, don’t be THAT GUY. Because, again, this is a group activity and FRAKK THAT GUY… 

*Much of this was inspired by Grant over at Look Robot. Well him and my new, flailing players. I want to thank Grant, and recommend his site. As I always say, steal from the best.

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