Gorbash Kazdar
2008-10-05, 10:21 PM
I'm currently working on a Shadowrun game, and I need some help coming up with interesting ideas for runs. It's a little difficult in this case because it's not quite the normal situation.
Normally, the way I've always understood it, new characters in Shadowrun have some experience 'running - outside of the campaign city, perhaps, or on low end jobs. They are, however, at least known to be competent 'runners, who can be relied upon to be professional and skilled.
That's not this group. The players themselves are fairly new to Shadowrun, so they're playing total noob 'runners. These will be their first jobs. The party members have some experience in the Shadows, but not as 'runners - former gangers, Mafia bagmen, runaways, former saririmen from the 'grey' divisions, that sort of thing. Because they're inexperienced and unknown, they're getting the 'runs no one else wants - the Drek Runs.
Here's what I have in mind:
Small time jobs, stuff that has low pay or normal 'runners are overqualified for.
Missions with out-of-whack risk/reward ratios - too much risk for too little reward for 'runners who can afford to be picky, or have enough experience to know to avoid them.*
Gigs with abbreviated time frames - where no one respectable will take it because there's no time to plan, or where the original 'runners can't do the job anymore.
Weird stuff - anything experienced 'runners would avoid just because it's unusual. If you really think about it, experienced 'runners should be pretty conservative, so anything that's out of the ordinary is probably going to get passed on unless it pays a LOT or there's no other work.
The game is taking place in Seattle. It is SR4, but really that shouldn't make a huge difference. As a note, the characters are also lower powered than normal (fewer build points, tougher purchase restrictions, lower money cap), so they are really not equipped to handle anything too heavy.
Lastly, I really want to use the game in part as a teaching game - showing the players the ropes for Shadowrunning. The importance of planning, of being quiet, the way to deal with Johnsons, that sort of thing.
Hope to see some great suggestions!
* EDIT: Doesn't mean really high risk runs, like taking out a dragon. The sort of thing a new team can handle still, but where the pay isn't what it should be. Taking out a troll go-gang leader in exchange for grabbing some stuff out of a corp warehouse that doesn't include weaponry or 'ware, for example. For this party, just getting the work to improve their rep is a benefit, plus it'll teach 'em how to negotiate :smallwink:
Normally, the way I've always understood it, new characters in Shadowrun have some experience 'running - outside of the campaign city, perhaps, or on low end jobs. They are, however, at least known to be competent 'runners, who can be relied upon to be professional and skilled.
That's not this group. The players themselves are fairly new to Shadowrun, so they're playing total noob 'runners. These will be their first jobs. The party members have some experience in the Shadows, but not as 'runners - former gangers, Mafia bagmen, runaways, former saririmen from the 'grey' divisions, that sort of thing. Because they're inexperienced and unknown, they're getting the 'runs no one else wants - the Drek Runs.
Here's what I have in mind:
Small time jobs, stuff that has low pay or normal 'runners are overqualified for.
Missions with out-of-whack risk/reward ratios - too much risk for too little reward for 'runners who can afford to be picky, or have enough experience to know to avoid them.*
Gigs with abbreviated time frames - where no one respectable will take it because there's no time to plan, or where the original 'runners can't do the job anymore.
Weird stuff - anything experienced 'runners would avoid just because it's unusual. If you really think about it, experienced 'runners should be pretty conservative, so anything that's out of the ordinary is probably going to get passed on unless it pays a LOT or there's no other work.
The game is taking place in Seattle. It is SR4, but really that shouldn't make a huge difference. As a note, the characters are also lower powered than normal (fewer build points, tougher purchase restrictions, lower money cap), so they are really not equipped to handle anything too heavy.
Lastly, I really want to use the game in part as a teaching game - showing the players the ropes for Shadowrunning. The importance of planning, of being quiet, the way to deal with Johnsons, that sort of thing.
Hope to see some great suggestions!
* EDIT: Doesn't mean really high risk runs, like taking out a dragon. The sort of thing a new team can handle still, but where the pay isn't what it should be. Taking out a troll go-gang leader in exchange for grabbing some stuff out of a corp warehouse that doesn't include weaponry or 'ware, for example. For this party, just getting the work to improve their rep is a benefit, plus it'll teach 'em how to negotiate :smallwink: