Showing posts with label Locations. Show all posts
Showing posts with label Locations. Show all posts

Saturday, July 9, 2022

10-in-Ten, The Fresh Meat Edition

 This edition of 10-in-Ten is dedicated to Preston Hampton over at the Shadowrunner’s Union group on Facebook. He had questions about introducing his players to a new setting. Mr. Black posted there, but decided to give a more in-depth version. As always, for those of you who are new here a 10-in-Ten is 10 (or so) quick ideas on a subject. They are edition agnostic and rules light (okay, more rules non-existent!). So just how do you engage a group of characters, or more importantly, their jaded and attention deficient players? Let’s take a gander. Since Preston’s original concept mentioned the Walled City of Kowloon, and, as always, Mr. Black sets his musings in Seattle, we will be contrasting Seattle with an Asian setting. But these ideas can easily be transferred to any setting.


  1. Change their living conditions - In Seattle they all had low class houses or hidden little apartments. They were kings and queens of their environment (or more likely, scary little C.H.U.D.s occasionally emerging from their basement hidey holes to kill people and steal their belongings for The Corporates Shilling.) Not so in the Walled City. Living space is tight. So they all ended up at Mama Chiang’s. (Channel the Pig Sty Alley from Kung Fu Hustle) They have a single large apartment, with little privacy and must share a common bathroom with their neighbors. Kids underfoot, inquisitive neighbors asking about their gun bags, Sweet old Grandma Sheng from 3 doors down who welcomes them with a pomegranate. Their next door neighbor Mrs. Li (and her cute son/daughter) who insists they roll a pineapple around the floor of their new flop. Done right this will create both empathy and intrigue. You could even give them the old Guided Tour trope. Whoever brought them to the Walled CIty could give them a short tour while leading them to Mama Chiang’s. You want the Krew to get a look at and experience how the downtrodden look, smell and feel. You want to interrupt their rest with precocious tikes, nosey neighbors, the street sam’s snoring, and the wish-I could-forgettable view and knowledge that the rigger goes commando, and walks around the apartment naked. Get them bickering, get them helping out the neighbors, let them discover all the local establishments. You know, like normal people.

    Welcome Home, Shadowrunners...

  2. Give them new Holidays to experience - As Mr. Black has mentioned before (here and here), holidays are powerful reminders of time and period. Having the Krew show up in the Walled City during a holiday will disabuse them that they are still in Kansas. The hustle and bustle of the streets, new sights, new smells, new customs, new superstitions, all to confront your players and their characters. Do they want to stage a Run when everyone will be busy and distracted? Then go local. Perhaps that time is Tuesday, when the weekly water talking races are on. Or at exactly 12:30, when the soap opera, A Guy, A Girl, A Red Panda, airs, and everything shuts down to watch. LEt them race to the top of Bun Towers, or master Pearl Ball. Let them see the beating heart and soul of the Walled City before they enter its dark soul.

  3. Confound them - Any player can easily look up anybody or any group in any of the Shadowrun books or various wiki’s. So give them all new groups and people to confront them. Everybody knows who the Ancients and the Halloweeners are, whether they should stay away from them or just how far they can push them. But not the Black Spiders, the first street gang they encounter in the Walled City. Are they local heroes? Villains? A combination of both? Who do they work for? Or are they at the center of their own little web? When everything is both new and unknown, there is a lot to discover. And those discoveries can keep your players engaged for a long time. So confound them with new people, groups, customs and experiences.

  4. Embarrass them - Few people are so shameless as to not feel embarrassment, and fear it. According to several polls, most people would rather literally die than make a public speech. Did any of the Krew take Walled City Etiquette specialization? Or the Chinese Culture Etiquette specialization?  Or bring a Cantonese Lingua Soft? Well too bad, now they have to figure it out. And they will fail hard. Strangers will stare, children will laugh, and the dreaded words “gwailo” “round-eye” and “barbarian” will follow them around. Oh and they all get the Distinctive Style (they neither look, walk, eat, talk or dress like locals), Loss of Confidence (Etiquette or Language) or Chinese Poser Negative Qualities (or 2 or all 3 together!) until they acclimate. After all, most non-Asian visitors to the Walled City are tourists, thrill-seeking influencers, or burnt-out expats looking for a hole to hide in. It will take time to fit in. On the upside, Mrs. Li’s children find the Krews broken pigeon Chinese kind of cute…

  5. Inspire them - Channeling Kung Fu Hustle again, think about the scene when the Ax Gang is about to burn a mother and her child alive for information, and Coolie, the Master of the 12 Kicks of the Tam School intervenes. Mr. Black’s heart soared when he stopped them. Let your players , and by extension, their characters’ hearts soar as well. There are heroes in the Walled City, bright mirrored reflections to the Krew’s (at best) anti-hero credentials. As Belloq said to Professor Jones, “ I am a shadowy reflection of you. It would take only a nudge to make you like me, to push you out of the light.” So give them the opposite. Let them experience things that would give them just a nudge to make them want to pull themselves out of the shadows. In Yojimbo, there comes a time when even a ronin can no longer resist the light. And in the Seven Samurai, the first of the ronin takes up the cause over a meager bowl of rice. Show them the sacrifices the common people make to just exist in the darkness of the Walled City. HAve a Kung fu Master save some townspeople from a local gang. Let a mystic angel stop the evil when the Krew refuses to do so. After all, heroes have everything to fight for, and money can only buy so much. And it takes time to fight for everything…

    They may not look like much but have want it takes to get your player into the game

  6. Piss Them Off - No, really! Few things honk off players like dismissing, condescending, or just plain rude NPC’s. Especially if they can’t wipe that smug look off the NPC’s face. So give them someone to hate with the passion of a burning sun. As soon as they hit the streets, get the Krew in a fight with a much more powerful opponent. But don’t kill them. Have the NPC go on about how pathetic they are. Use epitaphs and pejoratives. Killing them means disposing of the bodies, and they just aren’t worth the trouble. Especially as the authorities are so inquisitive of dead out-of-town gwailos and round-eyes. You know you have done it right when one of the players can’t take it any more and tries to pull a “from hell’s heart I stab at thee” sort of thing, like suicidedly tossing grenades about. Just be sure to have the NPC’s spend edge and live. Everytime some NPC yanks their chain, the Krew will add another name to their Book of Grudges. Or as some will know it, The List of Gutterbunnies Who Must Absolutely Die Before I Can Leave Town. MAke it a long list, so they will have to stick around for a long, long time. Remember Mr. Black’s dictum: “Bad guys who get away will create more hate another day”...

  7. Escalate the Opposition - So they encountered a street gang and cleaned their clocks? Good, but make sure some get away. This gives you a couple of things. Thing 1, there are few better feelings than watching your enemies run before your wrath! Thing 2, if players hate rude NPC’s, the second thing they hate is bad guys who get away. Because they know about Thing 3: bad guys who get away always come back bigger and stronger. If today is a street gang, tomorrow is the gang's enforcers, followed by the gang’s organized crime affiliate, followed by the affiliates enforcers, followed by the affiliates biggest baddest: Triad Black Tiger masters, Yakuza Katana adepts, Vory kill teams, etc. Or their Corp overseer HTR teams, Red Samurai, EVO Special Service Marines, Jaguar Brigades, etc. Sooner or later, the Krew will hit their own Peter Principle of opposition, the bad guys they can't beat without allies…

  8. Scare Them - Expose your players to the Dark Side™. Have the Krew meet the Big Bads of your campaign. Evil conspiracies, monstrous spirits, uncaring Corporate Kill Teams, Chinese Black Magicians, Triad masters, tainted dragons, etc. Show them the Big Bads doing despicable acts, using magick beyond the Krew’s comprehension, filled with Delta cyber/bioware, with guns of immense power. Cockroach Spirits in the sewers, bricked up apartments full of shedim, vampire cabals prowling the streets between midnight and dawn, the Yama Kings, whatever puts the fear of the Goddess into their little money grubbin hearts. Give them a reason to seek help. Because it is going to take more than an Initiated Master to put down that free Blood Spirit. It is going to need a magickal ritual, a very specially constructed weapon foci, advanced in-depth research in black ICE sites and forbidden libraries to uncover the spirits True Name, all while somebody holds off the spirit’s earthly, mortal, heavily armed minions. In other words, the Krew will need allies and information and most importantly, many specialized runs to find everything.

  9. Have Them get Allies - They will need lots of them eventually. Start small, then build big. After all, they will need all new Contacts. Be generous with them, as these Contacts will become the face, heart and soul of your new setting. Everytime they need new gear or info, have a Contact or neighbor steer them to a new source. Everytime the black heart of the Walled CIty exposes its ugly face, there is another, brighter person or group to get the Krew over the next hurdle. Some will do it for prestige, some for power, some for money, some out of righteousness, some just because a Character made them laugh. But all of them will be needed for that final confrontation. And it will take time to find these allies, and the fulcrum needed to lever them into the light. And that means time in the Walled City.

  10. Expose Them to Secrets - This is the best tip of them all. Everybody likes secrets, but so few can keep them. So send them on a run. As they are escaping, the door just won’t open. As the bullets start hitting the walls around them, and the sweat is running down their backs, one of them gets a text: “The door code is 125689. The Pink Rat.” The code works, and as they are running to safety, another text appears: “<your welcome> I’ll be in touch. The Pink Rat.” Just who is the Pink Rat? What do they want? Why are they helping us? So many questions, so little answers, so much to uncover! Better yet, give every character their own secret to uncover. Perhaps the Black Rat helps out the Sammie, the Green Rat the Mage, etc. Maybe the “Rainbow Rats” want to aid the Krew, maybe they want to use the Krew, and just maybe they don’t actually get along. If all of your players now have different and hopefully competing secrets to uncover, it may be months before they ever leave the Walled City…


Or even longer if Mrs. Li has her way...
So go deep and set your wicked plans into motion. When you are done, you may have had to drag your players kicking and screaming to the Walled City, but if you set the foundation correctly, they will never want to leave, and you will give your players a game they will talk to their grandchildren about. Especially if their last names are Li. “Child, let me tell you about the time I was one of the Sacred Six of the Walled City…”



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.

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?