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Thursday, March 26, 2015

20+ Questions for GM's


It is all well and good that the players answer 20 questions about their characters. But what about the GM? Inspired by Dandy in the Underworld and the work he did on his Galbaruc campaign, Mr. Black copied/created a similar set of questions for his Shadowrun campaign. These are intended to help players new to Shadowrun adjust to the milieu, and to help old hands grasp changes and what is different. Below you can find the questions and their answers. Mr. Black challenges you to answer a set of questions for your players...  

  1. Who are our characters? Your characters are “entry-level” Shadowrunners. Your character has been doing street-level work, gaining experience and a modest rep. He or she has now come to the attention of Big Mack, a Fixer of some renown.
  2. What is a Fixer? A “Fixer” is a broker for those in the Shadows. He or She finds you work, and can find almost anything else you need in the Shadows, for a price. For jobs, your employer (traditionally called “Mr. Johnson”, regardless of sex or race) pays the Fixers cut. Your character will pay the cut for anything else you need.
  3. What will our characters be doing? The job of Shadowrunners! A Shadowrunner is an independent, free-lance mercenary who generally does acts of Corporate Espionage for both the Major Corporations, and for smaller but still powerful organizations. Your Fixer will set your characters up with Mr. Johnson’s who have jobs. You and the other players will have to figure out how to do that job (i.e., Come Up With A Plan), taking into account everything you can find out about your targets and principals (AKA Legwork), yourselves. Think about every caper film or TV show you have ever seen. Occasionally you will take jobs that pay little-to-nothing but help out the downtrodden. Other times you will do jobs that pay little-to-nothing but give your character the piece of mind that only bloody revenge always gives.
  4. Corporate Espionage? That sounds boring. If this was 2014 mundane corporate espionage, I might agree. But in magical 2075, major Corporations (and that capital “C” is intended) have the power and reach of first-world nations of 2014. These Corporations do not wish to go to War (again with the capital letters) and thus a Cold War of sorts is ongoing. Really a Shadow War. Those employers are looking for acts as hard and violent as any that took place in Russo-American Cold War of the last century. Kidnappings, acts of destruction, theft of information and assets, assassinations and are all jobs Shadowrunners are hired for.
  5. Where on Earth is the campaign taking place? The campaign takes place in Seattle, the Berlin/Lisbon of 2075. (That is to say, the urban espionage capital!) The only part of the United Canadian American States that touches the West Coast (and does business on the Pacific Ocean), Seattle is surrounded on all sides by enemy nations, and inhabited by every major player/power in the changed world. Seattle offers divers employment opportunities unavailable elsewhere. The levels of espionage and conspiracy in Seattle are truly Byzantine.
  6. What are the important parts of Seattle? All of the districts in Seattle are important. However, 5 parts stand out. Downtown Seattle is a glimmering beast, home to almost all of the Big Ten, including the Renraku Arcology and Aztechnology’s Pyramid. Bellevue is home to the rich, where a studio apartment will set your back $10,000 a month. Redmond Barrens and Puyallup both live up to their reputations. Not even Knight Errant has made a dent in Redmond, and gangs and ghoul rule the roost there. And Puyallup is not much better, full of pollution, radiation and volcanic ash falls. Lastly is Snohomish, which is really farm country. Yes, Seattle has dairy farms. Seattle also has a huge port facility, the largest on the West Coast, and a major military base, Fort Lewis.
  7. Where does my character live? That depends on your lifestyle. Living a Luxury lifestyle? Then probably in Downtown or Bellevue. Both of those also accommodate High, though that is a bit gauche for Bellevue. Everett also has a lot of High rollers, but Middle too. Tacoma, Renton, Auburn and Snohomish are all solid Middle lifestyle districts, with some Low areas. Puyallup is pretty much all Low, and Redmond is (in)famously a Z-Zone.
  8. Who are the major players in Seattle? First there is the Big Ten, the most powerful Mega-Corporations. Each has a presence in Seattle, but none like Renraku and its Arcology or Aztechnology and its pyramid. Next is the Government; City, District, and National. That includes the Army down at Fort Lewis and the Navy up in Everett. After that are probably the criminal syndicates. The Mafia, Yakuza, Triads, Vory, Seuolpa Rings, and Koshari all vie for power alongside the Ancients and Halloweeners go-gangs.
  9. What Religions are there? Can my character be a priest/cleric? Firstly, your character totally could be a priest or cleric. But there is no divine magick in Shadowrun. So unless you take a religious organization as a Contact/Dependant, it won’t mean much. As for religions, all of the major faith groups of the mundane now are still active in 2075, though most have taken a kicking because of the return of Magick. It is hard to stay faithful when your church believes you are going to Hell because you were born with the ability to handle Magick, or born an orc or troll. There are many, many more religions in 2075. Pick one, or not. Or go a little crazy and create your own. Just don’t expect any parishioners.
  10. Where do we go to buy things? Well, just as today, you could visit stores, malls or the Renraku Arcology for most everyday things. For other items, your Fixer can get you most things or put you in touch with someone who can get what you need. You character can also have “Contacts”. These are non-player characters that are known to your character and can get him/her items and/or information.
  11. Who is the most powerful Mage/Shaman in Seattle? This is a matter of some conjecture and debate. The Master of the Yellow Lotus Triad (the Chinese Mafia) is rumored to be a warlock of intense power and darkness. Both the Shiawase and Wuxing Corporations are known to have advanced Magi in their employ. The University of Washington is on the forefront of magical research, and many Magi are among their faculty. And the Angel of Seattle is certainly an extremely powerful mage. On the Adept front, the Triads again have many, many powerful Adepts. And the Shadowrunner known as Lobo Verde has been making a name for himself. However, many would go with Tyonicus “Thunder” Jackson, power center of Seattle’s own Sonic Booms Full Contact Basketball League. His electrifying and fully electric dunks have changed the FCBL forever.
  12. Who is the most powerful Street Samurai in Seattle? This is also a matter of some conjecture and debate. However, most consider the legendary Mr. Black has the lead for this title. He is rumored to have run the Shadows of Seattle for over 20 years. His infamous execution of General Saito, ex-dictator of San Francisco, is one of the highest streamed sim ever on MeTube™. It is said he has killed dragons, brought down Corporations, influenced elections, altered crime families, that he has never missed a shot, and is the only true living Master of Mono-Manriki-Jutsu. Crazier stories say he assassinated Dunkelzahn and destroyed the Tir Council of Princes. Who knows? What everyone knows is that you don’t want him hunting you, and if it has gone bad, dealing with dragons bad, you want him backing you up. That is, of course, assuming you believe he exists/is still alive.
  13. Who is the Drek-Hottest Decker in Seattle? Assuming we are excluding AI’s, the Decker MeTube Meme may be the best. Leader of the Honey Badgers, he has been tearing up Seattle’s Grid. Those of a sentimental mind might go with Bull, an Ork Decker who was a contemporary of Mr. Black. Others look towards Charles Boufante, a young Decker rumored to live in the basement of Elliot Bay Book Company, living off of bags of McHugh’s™ Cheez-a-lots™ donated by older, less-talented hackers. His icon is a cartoonish nerdy looking kid with huge glasses. Too many Matrix security professionals spend their times removing his Cheez-a-lots™ wrapper Marks off their nodes.
  14. Who is the best Shadowrunners in Seattle? Again, a lot of conjecture and debate. But ShadowSEA helps to pin things down. Some will say the Redmounts. They recently extradited a scientist from a Mitsuhama Zero-Zone, without any team casualties. Others go with the Honey Badgers, a drek-hot group led by the Decker MeTube Meme. The newer team Nuyen Hot, led by Lobo Verde himself has many thinking he may lead it to the top. But most say the Devil Rats, an old school runner crew hiding out in the Barrens are Seattle’s top Team.
  15. Who is the richest being in Seattle? Some might say it is Kenneth Brackhaven, ex-Mayor of Seattle and arch-racist. Others believe it is Sean Telestrian, the local head of Telestrian Industries and scion of the wealthy Telestrian family of Tir Tairngire. But the smart money is on the AI Glittergulch. He (She? It?) made its play during Crash 2.0 and has never looked back.
  16. Where can I get healed? Well, 2075 Seattle has hospitals, so you could go there. But you would need money upfront or good insurance, and a good SIN, fake or otherwise. A Doc Wagon™ or Crash Cart™ (among others) contract rated Gold or higher would suffice. Otherwise a good street doc is needed. There are many small 24-hour clinics to choose from. For magical healing you would need a Platinum-rated Doc Wagon contract. Or one could visit the Bear Doctor Society on Council Island, on NAN land.
  17. Where can I find experts/information? Your Fixer is your first stop. Otherwise try asking appropriate Contacts. But just as in our Fifth World, your Contacts can lead you to masters of esoteric subjects. Or just Google it.
  18. Where can I hire mercenaries? There are many professional mercenary companies one could hire, such as HardLine, MET2000, Tsunami, 10,000 Daggers or Black Star. If you are looking for just a couple of guys for back up, try your Fixer. He could certainly rustle up some muscle.
  19. Are there places where weapons are prohibited? What about magic? Anything else about Johan Law I should know about? Most businesses and government buildings prohibit weapons. Many will allow a light pistol, but most will turn you away if you are packing anything bigger. Egress into such buildings comes with metal detectors and chem-sniffers. A bulletproof Plexiglas box will lock you in while the guards check you for weapons/explosives (including ammo)/unauthorized cyberware. Magic requires a legal permit, and is thus prohibited everywhere without the proper paperwork. The Renraku Arcology Shopping Plaza restricts ALL weapons, and therefore is very popular with parents. It is also popular with Mr. Johnson’s for the same reason. On the streets, light handguns and some level of body armor are expected, as Seattle can be a rough town. But carrying heavier weapons will get you cop attention, even if you have (fake) permits. And do you want to test the limits of your fake SIN over an assault rifle?
  20. What monsters are terrorizing Seattle that I would become renowned for slaying? Toxic and Insect spirit killing is always a path to fame. And if one claimed enough ghoul bounties or devil rat pelts, I am sure some sort of fame/infamy would be warranted. However, it is people that are the most lucrative target in the Sixth World. It is well known that Shiawase has a multi-million nuyen bounty on Mr. Black. Many corporations and less savory organizations want a piece of Chucky Boufante and are willing to pay for it. The trideo hounds would pay major nuyen for hard data on the Angel of Seattle. One could always go low rent and troll Knight Errant’s Bounty Boards™. Or you could go through Dunkelzahn’s Will. Word is that the Room 1835 has not been claimed, among others.
  21. Are there any wars I could go fight? There is a semi-Hot War in Bogotá between Aztlan and Amazonia. And the international military testing ground called Desert Wars is always looking for recruits. But neither of these is local. Around Seattle, the OCO’s (organized crime organizations) are pushing for war. To the East and North of Seattle the NAN nations have an uneasy peace going.
  22. Are there any secret societies with sinister objectives I could join? The very nature of such organizations means your character would be aware of them only once their actions affect the character directly. If you survive such an encounter, you could try joining them. That is if they haven’t forced you into subservience through dark ritual pacts, hoodoo-VITAS infection, blood sample storage, or vampiric pawn induction.
  23. Are there any dragons or super-monsters nearby? The closest Dragon would be Hestaby, Queen of Shasta Mountain. That is in southern Tir Tairngire, far from Seattle. Or maybe the Sea Dragon, if she is visiting. If you are looking to hit their lairs for the score of a lifetime, you better bring an army. Like the entire UCAS military, plus Aztlan’s, and maybe a few more. Good luck with that, chummer.
  24. Is there any special guild or society my Magus character could join to learn more magic/initiate? The fore-mentioned Bear Doctor Society and the Hermetic Order of the Auric Aurora have semi-open enrollments. Assuming your want your name and address on their rolls of course. But you could wine and dine your Talismonger contact, and she might come up with something.

Wednesday, March 25, 2015

10 in Ten - the Magical Edition


While going through the ShadowGrid forums, poster Pariah3J asked for some ideas for magic-based runs. Mr. Black threw some together very quickly and then thought,"Hmm, this could be a good for a series of regular columns." So he did one. The idea is 10 run ideas in a very quick format, no stats or numbers, just enough to get a GM going, and easy to drop into a game. So here is the first one. And thanks Pariah3J, for the push.
  1. The Mage’s Talismonger is having trouble getting supplies. He asks the Mage if he and his “friends” would mind riding shotgun on a smuggling transfer of much-needed reagents, telesma and such over on the Seattle-Salish border. Magical eco-terrorists/NAN Rangers decide to stop the transfer, and shenanigans ensue.
  2. A scholarly mage desires to recover reagents for study from a location full of magical badness such as a mass murder site or some other nasty event leaving an astral scar. He wants the Crew to protect him while doing this. He is a scholar, not a fighter, and somewhat absent minded (or is he?!?). Spirits show up and shenanigans ensue.
  3. Lou (or Selena) of Lou’s Tattoos in Downtown Seattle needs a certain telesma for his magical tattoo ink. He contacts the Crew to get him some. It involves gathering a particular type of kelp out in Puget Sound. The area, close to NAN lands, is home to water spirits, selkies and other magical water creatures, not to mention other kelp gatherers and corporate goons looking for the same/hunting the gatherers, and ever-present danger of Salish Coast Patrol boats.
  4. Someone or something is haunting/disrupting the 5th Avenue Theatre’s production of “Waiting for Jet Black”, and it is definitely magical in nature. The Crew is hired to find out what is going on and end it. Tracking magical auras and astral signatures of spell aftermaths. Is it (once again) spirits? Is it a disgruntled mage? Is it an insurance scam? A magical gang looking for shakedown money? A producer looking for free publicity? The Crew will have to work quickly to find out, as the curtain goes up in just four days, and famous actor Bywythe Merriweather is making his Seattle premier…
  5. A friend of a friend has a problem. Her dairy farm in Snohomish is having strange problems with the cows. They are not giving any milk, and the vet can’t find a reason. The farmer’s daughter (she’s 8, get your mind out of the gutter!) has been talking to her imaginary friends in the woods though. Is there something to it? Spirits? Or maybe some Fae/pixies have taken up house nearby. Can the Mage negotiate a truce? Not much of a payday, unless you like fresh milk and cookies.
  6. Mr. Johnson calls. He is trying a power play at his Corp and wants a rival’s artwork stolen. However the piece in question is magical. And it will take a Mage with forgery and artisan skills to leave a duplicate. Or not. Perhaps the Crew will keep the piece; it is worth quite a bit (like more than YOU will pay them in a year). If they do, others will want it. Now they have a vindictive Mr. Johnson, a vindictive victim, and several opposing Crews after them, not including the Corp and various OCO’s looking for their cut (their cut being all of it unless the Crew has very good connections in the OCO, it which case it is 60%).
  7. There is something on the loose down in the sewers-a Protean is loose, and someone with Astral Perception is needed to hunt it. A city official (cop, government worker, politician, garbage man, etc,) is calling in a favor, before word gets out of a shape-changing magical serial killer that strikes out of the toilet gets around. Trudging through narrow, water- (and diseased)-filled tunnels single-file in the pitch-dark should be good for a laugh. Throw in the fact that the Crew can’t trust their eyes down there and shenanigans should ensue. Think John Carpenter’s The Thing in sewers rather than the snow.
  8. Not quite ready for the above? Try it with Firedrakes, Afancs, Incubui, Icedrakes, or any other beastie you like. Perhaps a tribe of murderous Troglodytes. (Hmm, a huge tribe of white-skinned murderous freaks striking from the shadows with rocks and sewer-covered sharpened pieces of rusty metal should be huge fun. Umm, stealing my own idea right now, will be back in a minute.) NERPS! GET YOUR NERPS! (Okay, back!) Astral Perception should be a huge asset down in those twisting passageways. And feel free to use any beastie from outside their normal range. Finding out why they are in the Seattle sewers should lead to new adventures.
  9. Something is going wrong at the Space Needle’s observation deck. Instead of inspiring awe, it seems to be inspiring dread. Despite their precautions, several people have committed suicide this week, and dozens have been wrestled down off the safety fences. Is it a spirit? A specter? A mage causing fear? The crew will need to investigate. And what kind of shenanigans can ensue 185 meters up with a fear-causing entity? The kind that need a parachute or Levitation to survive…
  10. Someone is playing tricks in the Seattle Art Museum. Several accidents have taken place and between broken pieces and broken bodies their Chief Security Officer is concerned. Enter the Crew. Tracking astral signatures for a week while dodging patrons, scared guards and the Ghost Haunters™ trideo show crew (The CSO didn’t have it her own way; the Media Relation officer saw an opportunity for free advertising…) should make for some good role-playing times. Throw in a fatal accident and shenanigans should ensue. It may well be a spirit or some other human agency, but Blackberry Cats have Accident powers too. Maybe the Crew will need to bring a saucer of milk to lay this beast?

Monday, March 23, 2015

An Alphabet of Mr. Johnson’s Meeting Places, Part 2



As promised, Mr. Black has once again decided to help you out and present Part 2 of an Alphabet of places to meet Mr. Johnson, again inspired by such luminaries as Edward Gorey and Kenneth Hite. As a reminder, Mr. Johnson is usually looking for locations that provide discretion, safety, security, and anonymity. And Mr. Black is back to cheerfully explain why these locations provide the aforementioned qualities. He divided it into 2 parts, to avoid the dreaded Wall of Text. You’re welcome! You can find Part 1 below. Use these locations at your Crew’s peril…

N – Needle, Space, The. Ahh, the Seattle Space Needle. 185 meters of Meet and Swap. Decent security, combined with 152 meters of chokepoint in and out. Not much to do here but have meetings, eat dinner, and see Seattle. The Space Needle could be perfect for a Meet and Dine, or one of the worse double-cross locations of all time. I can see Mr. Johnson grabbing the MacGuffin, jumping off the observation balcony and then popping the chute he hid under his suit. Then letting the Crew know that his boys are waiting outside the elevator at the bottom. (Or if Mr. Johnson is right proper bastard, are aiming at the elevator with a RPG!) How many Crewmembers can the Mage levitate down? Can the Rigger use rotodrones to fly the Crew out? Or perhaps, as the Crew uses the elevator to leave, Mr. Johnson casually lets them know via commlink that there are enough explosives aboard wired to go off at 30 meters. Can the Crew defuse the bomb quick enough? And Goddess forbid your players have read this, they will never want to go to the Space Needle now, even with an aboveboard Mr. Johnson. Ahh, sweet, sweet paranoia…

O – Office Building. While the lobby could pass for a meeting place, we are really talking about floors going through renovation. Big open spaces with lots of plastic sheeting on the floor (is that for body disposal?), plastic sheeting on the furniture (is that for body disposal?), and sometimes plastic sheeting on the windows (is that for body disposal?). Unless of course Mr. Johnson needs a sniper or 2 as back up, in which case the windows will be free of plastic (that is for body disposal!). Expect to meet here during business hours if Mr. Johnson needs anonymity, and after hours if he has laid out fresh plastic sheeting and the GM needs darkness to emphasize the laser sight dots appearing on the Crew’s foreheads.

P – Parking Structure. A parking structure is an almost perfect place for a Meet or a Swap. Whether it is attached to a shopping center, commercial building, or is a free standing structure in downtown, a parking structure gives Mr. Johnson everything he needs. Seclusion, crowds for anonymity, a maze of vehicles to hide/take cover behind, and heaps of concrete stopping surveillance devices, Parking Structures offer a lot. Of course, the Parking Structure’s surveillance devices are still working, unless someone hacks them. They often have height restrictions, with all the floors above the first too low for Bulldog Step-Vans or Ares Roadmasters. Parking structures are really great for Swaps. Mr. Johnson meet with the Crew a few floors down from the roof, and then land a helicopter on the roof and fly off with his MacGuffin, keeping all that concrete between him and the Crew (and vice-versa!)

Q – Quilcene. A small town across the sound in Skokomish lands, Quilcene is an example of a location Mr. Johnson might pick to stay out of the prying eyes of UCAS agencies. Close to Seattle and accessible by road or boat via Puget Sound, Quilcene can provide the GM a chance to get their Crew out of Seattle and into a foreign country while still being close to home. Home to oyster farmers, Quilcene Bay itself may be a meeting place. Getting there is another thing. Can the Crew’s SINs hold up to crossing the border? And getting back? Will they need to smuggle themselves in, maybe amongst the oyster farmers? Or will they smuggle themselves in so they can carry all those wonderful toys they so love. And will they save room for pie when they pass through Duckabush?

R – Renraku Arcology. First, you should know in Mr. Black’s campaign that Renraku Arcology is still going strong. Mr. Black has Deus rising in Boston instead. Why? Because Mr. Black wanted Renraku to continue to have a strong presence in Seattle (and how can a GM pass up on an adversary called the Red Samurai?!?) And second, because the shopping center inside of the Arcology is such a fun place for a meeting. Fun for the GM anyways. The security is hellishly tight. Renraku has spent a lot of advertising revenue defining the center as a safe family space, and backs it up at the entry doors. Crews will need excellent SINs just to get in, and better leave all those wonderful weapons at home. Using a real SIN to get in? Better not be wanted by Renraku, or Knight Errant either. Renraku’s security officers (charmingly called the “PuSecOs”, they are smiling, friendly, helpful, lightly armed, and just waiting to call the Red Samurai for backup) will often pass info on the KE while it locks them in the scanning booth. It helps to keep the center safe, ensures KE will show up when called, and they generate a lot of bounty dollars for Renraku. But once you get in, you can count on your safety. And Mr. Johnson likes his safety. However one should watch for the many, many surveillance devices and tracking systems.

S – Sushi Restaurant. A Sushi Restaurant offers a GM a lot of fun. Mr. Johnson will choose a very nice one, one that offers real fish. Will the Crew try it? Real fish that is raw? Most of the Crew will have never eaten real food. Will a player who hates the idea of sushi cause a ruckus? In a very nice restaurant what sorts of comedy of manners shenanigans can the Crew get into? And what if Mr. Johnson offers up fugu? Is he trying to test the Crew? Or is he trying to poison the Crew? Trying to reward the Crew? All 3 at once?

T – Theatre. Whether it is showing sim-sense shows, opera or live performances, a Theatre can be a fantastic place for a Meet/Swap. A sim-sense/movie theatre benefits from crowds and darkness. Depending on where it is and the kind of movies it shows, it may be full of teeny-boppers or sleeping bums trying to stay warm. Think about the scene in The Departed where Frank Costello and Sgt. Costigan meet in the porno theatre. If you want to ramp up the Party’s discomfort levels, make it a theatre catering to whatever kink the Crew can’t handle. Between what is on the screen and what is going on in the seats all sorts of responses should kick in. Opera Theatres of course have those wonderful boxes where the rich and mighty sit. See again, The Departed. A GM could get some interesting shenanigans with the Crew getting the wrong box number and bribing ushers, flirting with High/Luxury lifestyle women, and sneaking around between acts. Or the stabby Sammie/Adept could have a fight on the balconies, ala Scaramouche. Ropes to swing from, heights to fall from and so, so much more. And any live stage comes with dressing rooms, prop rooms, costume storage rooms, and set dressing storage, all waiting for Mr. Johnson to set up a discrete meeting with the Crew. Or try the rafters, or under the stage during a performance, as in Sherlock Holmes 2, or between the backdrops for a claustrophobic meeting place. And if you want to amp up the danger, drop sandbags on them, have trap doors open underneath them, or just reenact the scene cut from Gangster Squad, where the heroes come through the screen, shooting Tommy guns. And if Batman Begins has taught us anything, the outside of an opera theatre is as dangerous as the inside…

U – Underpass. An Underpass in a less used part of town can be an excellent quick meeting point. Since they are on or near a street/freeway, it is easy to get in and easy to escape. A busy one can add all those rushing cars to the mix in case there is any action at the Meet. Mr. Johnson may prefer an Underpass as a meeting location to stay out of the prying eyes in the skies. And of course, Mr. Johnson and the Crew may run into something else in that Underpass, like the Fremont Troll

V – VR Club. Ah the VR Club. Almost a classic. The Crew will need the proper equipment just to get in. And perhaps new Icons/Personas. And yes, those Persona Icons can tell a lot about a person. Are you really turning up to the Meet in your regular “Pink Bubble Tubby” Icon? Or your obscene bondage Persona you use at the Virtual Bunraku site you frequent during Downtime? Way to make an impression, gutterbunny. And this is just for AR. A true VR club may restrict the Meet to just the Hacker. Of course, that may be what Mr. Johnson wants. Heck, the Hacker may have to hack his way into the club; if he can’t make it, he certainly won’t be up to the Run Mr. Johnson has planned. So many options give the GM lot to play with. And maybe, just maybe, the Meet may be in Dante’s Inferno, down deep in the levels. Is the Crew ready for that?

W – Work Site. A work site shares many of the same qualities of an Office Space (q.v.). Except on the Work Site the entire building is undergoing renovation. Full of steel, still wet cement, and tall floors with no safety apparatus, a Work Site is a dream for a Mr. Johnson planning a double cross. Think about that scene in Casino Royale, with James Bond chasing the bomb maker, and then imagine your Party fighting on I-beams 6 stories up. Tempting, ain’t it? And what could be better than rewarding the player who chose 15 points of the Negative Quality in acrophobia that a gun fight way up there at night? Meets/Swaps could also take place at ground level in and around the work huts put up to protect the project managers. All those huts, work machines, stack of materials and spoil can be great for blocking line of sight, and all that steel should provide a lot of Noise for inhibiting surveillance devices. And perhaps Mr. Johnson works for the Union, or the OCO running the Union. This would give him lots of back up on site, and several people who could help him hide bodies if needed, like in the freshly poured cement foundation. Go back and look at the scenes in Rising Sun where the Yakuza confront the heroes in a Work Site and use it to scare your Party.

X – Exhibition Hall. An Exhibition Hall is a great meeting location. Whether it is Seattle’s yearly E-3 electronics show, a wine tasting, a job fair, or a temporary art exhibit. As a place to provide anonymity, security, and discretion, an Exhibition Hall may seem counter-intuitive. However, given the huge size stretching security thin, masses of people to blend in with, and potentially lots of different security forces from various different corporations, Exhibition Halls have lots to offer. And all those folks make facial recognition techniques work overtime. Depending on the exhibition that is taking place, it may just provide cover for the meeting, or Mr. Johnson may use it to show the Crew exactly what they need to Retrieve. “Steal that prototype commlink!” “Taste lovely doesn’t it? Steal me 6 cases of this wine and destroy the rest!” “See that executive? Grab her tonight!” “I want all of the DeGaucey photos on the walls. You have until the end of the exhibition to get them!” And just imagine starting a shootout at that job fair, you know the one attended by all of the Big Ten and many of the AA, A, and B corporations. A crew could become wanted by every major corporation in Seattle in one night!

Y – Yard, Rail. A Rail Yard is where all the rolling stock (all the cars-box cars, flat cars, etc.) is stored until needed. All those cars take up lots of room. And thus the Rail Yard provides fun and games by its seclusion, sheer area, and large boxcars to hide in and behind, and to fight around. The Crew will be far from their vehicles. All that track will make for dangerous footing, giving the Crew a negative modifier if a fight breaks out. Throw in the occasional train passing through and you will have one memorable fight on your hands. And even with no shootout, this vast modern forest of wood and iron, far from help, should kick your Party’s sense of paranoia and vulnerability into high gear.
Z – Zoological Gardens. There are many Zoological Gardens around Seattle. Beside the famous garden inside Fort Lewis proper, Seattle also boasts the UW Botanical Gardens, Volunteer Park, the Japanese Gardens, Kubota Garden, and many, many more. A Zoological Garden offers Mr. Johnson many of the things he desires when meeting the Crew. Depending on the garden there may be crowds to hide in, or deserted wooded paths to hide from the crowds. All those trees can mess with surveillance and surveillance devices. The gardens are one of the few spots in Seattle that are ideal for summoning Nature spirits (though to be honest there are literally hundreds of parks in Seattle.) And all that cover can hide Mr. Johnson’s response team, either for his protection or for the double-cross.  And visiting at night, at closing hours, only enhances everything while including running/hiding from park security forces. They may be poor rent-a-cops, or highly protective shamans of the Eagle Mentor or Druidic school.

Tuesday, March 17, 2015

Mr. Black’s Guide for New Shadowrun Game Masters – Part 1, Start it Fast!


While experienced GM’s and players may gain some insights from this series, the articles all assume that both the GM and the players will be new to not only the Shadowrun rules, but also the Shadowrun milieu. Mr. Black assumes you will be using the current 5th Edition rulebook. These articles also assume the game will take place in Seattle, in or about 2075. This series may be useful for those running and playing Missions, but they are written with the long immersive campaign in mind. Thus they will veer from certain guidelines in the Big Rule Book. Feel free to use any and all of the advice presented, or to ignore it either partially or completely. Mr. Black will not be coming to your house and extracting/assassinating anyone. Well, not outside of the gaming Table and pre-Imperial San Francisco anyways. And while Mr. Black is open to constructive criticism and maintaining an open dialogue with anyone having questions, doubts or concerns (please use the comment section below), he is not here to argue his opinions, nor the validity of his bizarre and arcane use of Capitalization or of his fondness for the Oxford comma. Nor does he care to get into word fights about the rules. He prefers to use them as presented, even if they seem not to make sense. That way at least everyone at the Table on the same page so to speak.



1: Start it Fast!

            You want the first session to start fast. The very first session is not a time to be coy, or spend a lot of time having characters chatting with NPC’s. It should be short, sharp, and fast. Ideally it should only last 1 session, 2 at most. You want to get in, get out, and leave your players victorious and hungry for more. Think of a favorite video game, a good one but with long annoying cut scenes. The screen shows your character running around, talking with people and doing exposition. You wait and wait to actual do something. You just want to try out the controls, to move, run and jump. You want to shoot something, hit something, just to see what it is like. You want to do something, anything. That is what the first session should be. Action, not cut scenes. Doing something, not waiting for the action to start. So skip the exposition and get your Crew moving.

It is not just you who wants to get moving. Your players will have spent a lot of time creating their characters. They have loaded their characters with enough guns, gear, spells, spirits, decking tricks and drones to challenge a Sherpa’s encumbrance. Your players will be dieing to try all that stuff out. They will want to stress test their characters and kick some hoop. Their character’s trigger fingers will be itching to see how much they can kill/destroy and how much damage they can take/evade and still keep going. You should give them the chance to do it. Do it now, before they start trying to shoot anything that moves and get into trouble. Remember, idle dice hands are the Devil’s own TPK tools. I don’t know about you, but if I have an Ingram Smartgun full of APDS ammo, I am going to want to make sure my Smartlink™ works by shooting the drek out of something. Maybe even my teammates. And that can lead to Run-ending, Character-ending distractions.

Now some of you may be thinking, “What about the Legwork?” I say forget about the Legwork on the first run. While Legwork is extremely important to Shadowrunning, you want to ease your players into it. It involves a lot of planning and thinking and talking with NPC’s, all things you want to avoid the first night. You want things to go boom, not go on and on. You also want every player to participate. Sometimes the Face character can get carried away, and 3 hours of wonderful improvisational theatre follows, with the GM and the Face entertaining everyone. Or sending the rest of the Party on a Trideo break. And then the session ends. There will be time for the Face later. He will, in fact, be negotiating with Mr. Johnson and the Fixer briefly. And investigative types may want to spend all session checking everything out. Their desire to know all, or their paranoia to prevent all, is commendable. But not in the first session. We need action, not 4 hours of reconnaissance and blueprint pulling. Give the Party and Crew sizzle, not fizzle. Keeping them focused will do this.

The key way to keep them focused is to structure the mission to have a very short time window. The crew needs to go somewhere now, and make something happen as soon as they get there. Have their Fixer call them and send them to the Meet site in an hour. Mr. Johnson wants them to leave right now and go get the MacGuffin. And take it someplace. Oh, and they need to grab it and get it to that place in 2 hours. Additionally, make the run simple to start, and simple to finish. You can set up that long incredibly awesome story arc later. Like in session 2 or 3. And don’t give them time-wasting outs. Their contacts? All busy. The Crew wants to buy some more gear? The Fixer will have it later, not now. Forgot their assault rifle? It is in the Van, of course, under the ammo bag. Get them moving and don’t let them stray.

Now that they have got to the Run part of the session, keep them on task and eliminate distractions. There is no need for police traffic stops, random go-gang drive-by attacks, or other shenanigans. Get the Crew “stuck in”, as our British cousins like to say. Show the players the path to the MacGuffin, show them the adversaries protecting the MacGuffin, and allow their characters to eliminate those adversaries and go get that MacGuffin. There should be some opposition of course, but this is not the time for vagaries or equivocating. Again, everyone at the table is new to Shadowrunâ, maybe even new to role-playing games. And you the GM may be one of those new people. Please no hellish puzzles, Holmesian murder mysteries or other nonsense. There is plenty of time for all of that later. Guide them through as much as you can without railroading them.

The opposition for this first run should be light. As in pushover light. You want 2 things here. Thing One, you want the characters to win. So set the opposition to roll 4-6 dice at a time, total. They may be lowly gangbangers, rent-a-cops, or low-end mobsters. Don’t make them tough; make them fragile and incompetent. Don’t worry about them, their buddies can get revenge later. And it is easy to learn the rules when you’re not afraid for your characters life. So Thing Two, you want the players (and you too!) to learn the basics of the rules. So let the characters shoot things, punch things, drive things, dodge things, spell things, and hack things. Get them used to figuring out dice pools. Remind them how glitches happen. Remind them to use Edge. And get them to use it. Just make sure their Edge returns in time for the next session, and that they know that.

Make sure they finish the Run. Fudge it a bit if you have to, but finish the Run. The last bad guy still standing? Have him fail that Defense test by just enough to drop. Those rent-a-guards pouring in fire upon the Crew? They miss. That last bullet that hits the Street Sammie? It does just enough damage to keep him on his feet, before he staggers into the Van and collapses. Failure on the first Run can destroy the Party. So do just enough Game Master Hand-Waving to get the Party and the Crew to the goal line. But no more than that. While finishing the first Run successfully is extremely important, player agency is just as important. Players always need to know that their decisions matter (more on that in a future post.) But for now, session one, get them through.
When they finish (and they will finish, see above), make the Swap simple. Mr. Johnson thanks them, hands the Crew the money, and off he goes. The Crew makes it home and everyone wins! The characters all have some more Rep, more money, and more Karma. And the players have more experience playing the game, and now know (sort of) what to expect. And so do you. And now you can up the ante, load up on all the NPC’s, lay in your story arcs, introduce your Big Bads, set in motion the repercussions of Mr. Johnson gaining that MacGuffin, and immerse your players and characters into the Sixth World. And have a great time jointly experiencing the immense fun that is playing Shadowrun.

Wednesday, March 11, 2015

An Alphabet of Mr. Johnson’s Meeting Places, Part 1



So once again you have the Crew meeting Mr. Johnson at their stomping grounds, the Sweaty Rhino. The Crew has been here so many times they can’t even summon the strength to makes jokes about the name, and the back booth has depressions in the cushions that are perfect matches for the Face’s hoop cheeks. So what is a GM to do? Change it up of course! Mr. Black has decided to help you out and present an Alphabet of places to meet Mr. Johnson, inspired by Edward Gorey and Kenneth Hite. Mr. Johnson is usually looking for locations that provide discretion, safety, security, and anonymity. And Mr. Black is here to cheerfully explain why these locations provide the aforementioned qualities. He has also divided it into 2 parts, to avoid the dreaded Wall of Text. Use these locations at your Crew’s peril… 


A – Aquarium. Most cities have an Aquarium. Seattle has a wizzer one right on the docks. They are usually quiet, but with enough people to make both parties feel safe. Picture Mr. Johnson standing there, staring into one of the giant tanks, and the Face steps up beside him. 2 dark figures against a beautiful blue backdrop, fish swimming by. One sets down a brief case. A gaggle of kids on a school field trip run by, helping to obscure the discussion from listening devices, and masking the other figure picking up the case. The dark figures part. A perfect place to do business…

B –Bus Station. Several corporations provide wheeled transportation systems, and they all make for great places for Meets and Swaps. An aware Mr. Johnson (or a smart Crew) can play these corporations off one another. Mr. Ares may want to Meet in an Aztechnology subsidiary to add smoke to his cover. Seńor Azzie may want to make the Swap in an Aztechnology concern for extra security, and back-up if things go Apocoloco. While many bus station have excellent security (all that not wanting bombs/terrorists on buses), some do not. Many have lockers, perfect for stashing the MacGuffin. They are large, with bathrooms, back rooms and storage facilities. All those passengers help create anonymity. The fact that some will be grifters allows a savvy individual to throw said grifters under the bus (see what I did there?) if a distraction is needed. Nothing like the Red Samurai showing up and shaking down the drug dealers and thieves to make a Crew scatter quick. Or allow a GM to ramp up the adrenaline and paranoia.

C –City Hall. This one may seem counter intuitive. But most civil building can make for excellent meeting places. Security is very high. Disgruntled taxpayers sometimes bring guns to council meetings. However any city hall has lots of people showing up. Lobbyists, Joe-citizens paying fines, fees and/or taxes, businesses filing permits, contractors checking building plans, and more. There are many meeting rooms, back corridors, and quiet corners where the business of governance is done, and the business of Shadowrunning can be done.

D – Dump. The Dump is a great place for a Meet, and an even better place for the Swap. Dark, smelly and brooding, the Dump should arouse your Crew’s sense of paranoia. After all, you don’t even really have to dispose of any bodies at the Dump. You are already at the disposal site! And piles of trash help to hide HTR teams, snipers, getaway vehicles and more. Dumps are far from the city, so noise, umm, like a firefight, won’t draw attention. Wait! What is that sound? Is it an ambush, Devil Rats or a Toxic Spirit? Oh drek…

E – Elfish District, The. The Elfish District, also known as Tarislar, allows Mr. Johnson a different sort of security. Assuming he has greased the right wheels, the locals are happy to let Mr. Johnson do his business. The Seattle Metroplex does not support the Elfish District; thus there is less (read no) official scrutiny. To the locals non-elves “all look alike”, providing Mr. Johnson anonymity. If all of the Crew shows up to a meeting, they will stand out, giving Mr. Johnson’s locally hired security time to act. If a majority of the Crew are Elves, Mr. Johnson may use the Elfish District to lure the Crew into a false sense of security.

F – Ferry. There are many ferries traveling between Seattle proper and the western Outremer and Salish islands. The ferry station itself provides security. The isolation of being at sea aids that security, and provides some discretion. More can be gained by meeting with the Crew in a car aboard the ferry. Or better yet, meeting inside a motor home on the ferry, ala Winn Duffy in Justified. This would provide everything Mr. Johnson could want in a Meet/Swap location, and constantly moving around would go a long way towards preventing any Crew’s retribution inclinations. (And yes, just after writing this, I created a Mr. Johnson/Fixer based on Jere Burn’s character. Feel free to do the same, I won’t mind.) The packed nature of a ferry makes it hard to take action. Heck, the Crew may not be able to get out of their vehicle! And when you consider that the Crew will possibly be going to a foreign country (q.v., Island) as the ferry’s destination, and that they will have to make a return trip to get home, the ferry grows as a place to amp up the paranoia and dissimulation a good GM favors.

G – Glow City. At first, glance, Glow City seems like a terrible location for a Meet or Swap. But Glow City itself keeps out the riff-raff, and prying eyes. Mr. Johnson would have to come to some accommodation with the mutant gangs who call Glow City home. But a case or 2 of firearms would go a long way. And the location itself would become a test of the Crew, both to check their cojones and their skill at getting in. Can they bluff their way in, fight their way in or sneak their way in? The method chosen may answer the question of what kind of Crew Mr. Johnson is looking for. And of course, the radiation checks would just add to any GM’s fun…

H – Hangar. The Hangar combines many of qualities Mr. Johnson looks for in a meeting place. They provide discretion, as they enclosed and aren’t open to the public. Private Hangars are free of public surveillance devices, aiding in secrecy. Situated in airports, they have lots of security personnel around, providing a sense of safety. And obviously a plane taxiing outside waiting to take off, provides a quick getaway if things go wrong. And all those drums of aviation fuel and lubricants should make a nice fireball if things go really wrong, especially as Mr. Johnson is flying away…

I – Island. There are many islands around Seattle, and they can provide for very interesting Meet or Swap locations. Almost all of these are in Puget Sound and thus either owned by Corporations or are part of the Salish tribal lands. These Corporations may not want uninvited visitors. The heightened security concerned may be part of Mr. Johnson’s plans, or a test of the Crew. And crossing into Salish lands have qualities/disadvantages all their own. Even just meeting on Outremer will make for an interesting change of pace.The Crew will of course need transportation, most likely a boat. This can lead to adventures by itself, unless the Crew has a very inventive Rigger. Your Crew may well be off their game after 2 hours of puking their way across Puget Sound, making interaction with Mr. Johnson more interesting. Throw in some merrows, megalodons, krakens, leviathans, lesser rocs, Meistersingers, sea wolves or plain old pirates (on Jet Skis? Can we please put them on Jet Skis?!? Time to break out that copy of Deadly Waves you have been waiting to use…) and the Crew may have a night of adventure just getting to the Meet. Or Goddess help them, getting home from a Swap gone wrong…

J – Jacuzzi. A Jacuzzi is a favorite meeting place of the legendary Michael Westen. It is very hard to hide weapons in a Speedo, and all that hot frothy water is hell on electronic listening devices. Jacuzzis are usually small enough that strangers won’t join the 2 or 3 people already in one, providing privacy even in the crowd in the pool area. Jacuzzis at premium hotels are especially preferred, as the hotel’s security will keep out the riff-raff (and those with bad fake SINs), and the better hotels make the best drinks.

K – King Dome, The. During football season, a luxury suite makes a fantastic place to Meet in Seattle. Reminding players of the progression of time by Date Stamping football season is good for Immersion. Security is very, very tight at the Dome (and thus not so good for Swaps.) It is easy enough to slip in and out anonymously however, by wearing team wear or jerseys. The suite itself provides privacy, and any intrinsic surveillance devices are easily overcome. And the food and drinks are fantastic. Are those real Buffalo Wings? And Mr. Johnson has 2 options after discussing business. He can just dismiss the Crew and enjoy the game. If he is feeling grandiose, or if the Crew’s rep has earned it, Mr. Johnson can leave and let the Crew enjoy the football game. He can later evaluate the team based on they ring up the food/bar bill, and in what condition the leave the suite. If the Crew damages the suite, Mr. Johnson may take it out of their pay at the Swap! Not Seahawks season? The Sounders FC Soccer club uses the Dome, and many concert events attempt to blow the roof off the Dome.

L – Library. There are few physical libraries left in the Sixth World. Those left make great Meet and Swap locations. Quiet, out of the way, and full of tall bookcases, libraries can give Mr. Johnson everything he needs in a location. Then imagine that little old lady librarian, cardigan and glasses on a neck string, the one who has been shushing the Crew all during the Meet. When things go Apocoloco, she pulls a concealed Ingram Smartgunâ and hoses down the Crew with expert skill. The room is suddenly filled with paper fragments as Mr. Johnson runs for cover. There is not a player on earth who is not going to want to hunt her down! And the Mage in the Crew is going to have a hard time getting back into Nigel Findley Memorial Library of Magical Research on the University of Washington campus after dealing with that firefight. Bonus role-playing hook for the GM!

M – Museum. Museums are great places for Meets/Swaps. They are usually quiet, have good security, and crowds of people. No one gives a second thought to a small group standing in front of an exhibit for hours at a time, or walking through them, having a discrete discussion. Many also have a cloakroom, where bags and jackets can be left. Think of the Body Worlds scene in Casino Royal. A bag gets switched, a key gets left. This could be a perfect way to Swap the MacGuffin/certified credstick. And the Museum Lodge on Council Island is my favorite Meet/Swap place in all of Seattle. Controlled by the Salish tribe, but open to the public, it combines all of the above with extraterritoriality and wickedly good security at the border crossing. And when was the last time your Crew had to run from a HTR team and a Sasquatch tribe?