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Anti-Shadowrunner Campaign

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Solarious

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« on: <07-03-14/1531:02> »
I'm going to be starting a campaign shortly (my 1st as a GM) and I thought an interesting way to go would be to focus on a story centered around a team put together by a major Corp in order to directly act against efforts by shadowrunner teams trying to infitrate their security.

Our group is actually doing a rotating GM thing where we are all going to take turns in the chair.
I thought playing a game with litterally the opposite goal as the other 2 we have going on at the moment.

I guess my questions would be...

1) Should I incorporate this storyline into the others?
The other 2 games are marginally linked. I can see it being interesting playing the other side of the story
However, I can also see a certain conflict in interest in trying to kill your own characters.
Might be a good shock to graphically kill one of my own guys though.

2) What kind of missions should I incorporate?
There's only so many times you can fall back on "defend the facility".
I think the team would probably focus more on tracking down shadow teams that have already stolen valuable goods, making contacts to intercept shadow information, assaulting threats to the Corp, ect.
Any other ideas?

3) How do I handle corporate assets?
It won't take long for a character to say "I get on the phone and call in a Firewatch team to destroy anything in our way" right?

4) How long before the Corp bends the team over?
Let's be honest, eventually the big guys are going to try to screw over the team and leave them for dead somewhere and they are forced into either a lead-jacketed retirement plan or forced into the life of the very people they previously hunted.
I don't want to destroy the whole mood of the campaign but I do want to be fairly "realistic"

ProfGast

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« Reply #1 on: <07-03-14/1559:26> »
3) How do I handle corporate assets?
It won't take long for a character to say "I get on the phone and call in a Firewatch team to destroy anything in our way" right?
A corporate 'runner team should never be able to simply call in a Firewatch or High Threat Response team (HTR).  They can request, but it's up to whomever is actually calling the shots to decide whether or not it warrants backup.  This means that they have to demonstrate a need for the HTR, and having to call in that extra firepower is liable to get them canned.  They're corporate runner/troubleshooters.  They're supposed to be paid their princely salaries so that HTRs don't HAVE to be called in.  The corp will budget them a certain amount, and if they can't deliver, then they get let go, or merged with a more successful branch.

2) What kind of missions should I incorporate?
There's only so many times you can fall back on "defend the facility".
I think the team would probably focus more on tracking down shadow teams that have already stolen valuable goods, making contacts to intercept shadow information, assaulting threats to the Corp, ect.
Any other ideas?
There's a lot of opening for low-combat options, like investigations to locate a mole that was inserted into the corp.  Or to find employees that are purposefully, or inadvertently, feeding information out.  There's also the example of Ocelotl and Lobo, in being called in later to retrieve an asset that was extracted.  As a direct corp sponsored team you're probably slightly less deniable than your usual run of the mill Shadowrunner, but you can also be used to secure facilities that have gone dark, or have gone rogue, but are too sensitive to allow outsiders access to.

4) How long before the Corp bends the team over?
Let's be honest, eventually the big guys are going to try to screw over the team and leave them for dead somewhere and they are forced into either a lead-jacketed retirement plan or forced into the life of the very people they previously hunted.
I don't want to destroy the whole mood of the campaign but I do want to be fairly "realistic"
As I mentioned earlier, the Corp has no reason to screw you over if you're a distinct division of theirs unless they fail to make ends meet.  Your group was created because it was believed to be more profitable than hiring freelancers.  The trick is convincing the Corp that you're worthe the budget they're setting aside for you.  Performance reviews, deadlines, and the like are what are likely to crush the team.  Or the unlikely event where they stumble across a project that is so Top Secret that the corp decides it's more economically feasible to eliminate you than to otherwise ensure that word does not get out. 

Mirikon

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« Reply #2 on: <07-03-14/1606:00> »
I won't tell you how to GM, but I would STRONGLY suggest you get some experience under your belt as a Shadowrun GM before you go with alternate campaign styles. There are a lot of moving parts a SR GM has to keep track of in a normal campaign, but when doing the normal style campaign, everyone's familiar with it, so there are fewer unknowns. You're wanting to go off into the wild blue yonder on your first flight. That's all well and good, but remember that the first powered airplane flight went a grand total of 120 feet, and was considered a roaring success.

My advice? Put this campaign on the back burner for a while, and run a normal campaign. Use that time to familiarize yourself with the challenges of being a Shadowrun GM. Not saying you aren't an experienced GM in other systems, but you know every system has its own quirks you got to watch for while in the big chair. Think of it like making sure you can run, bike, and swim a mile each before signing up for a triathlon. And while you do this, keep working on this idea, because it has the potential to be a really good, fun game in the hands of a GM who has taken the time to truly flesh it out, and knows the system well enough to take the curveballs the players throw him.

At the same time, it will give your players a chance to adjust to your GM style (once you've found your GM style). And players who know your style may be more willing to take that leap of faith when you say you want to do something different, and go whole hog to help you make it a success. You work harder for someone you know and trust than for someone who wants to shoot for the moon his first time out.
« Last Edit: <07-03-14/1609:01> by Mirikon »
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emsquared

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« Reply #3 on: <07-03-14/1616:24> »
As you've described it, it's a very reactive role they'd be taking ("Crap! Camera 3 - 7A picked up intruders! Get on 'em!") - which generally doesn't make for the most fun play as you've surmised yourself.

If you do this, make it pro-active as much as you can; the players are still Runners (i.e. they're not officially Corp employees [edit] and therefore don't have to worry about those pesky laws that Corps might), but they're paid to get out there in the Shadow world and track down plots against the Corp ("Ares has split their Heavy Weapons sector stock, the market doesn't indicate this is a wise move for them - unless their 'counting' on their market share going up real soon, and guess who's their biggest competitor? Find out what facility of ours they're gonna hit and stop them." OR "We have reason to believe someone is leaking information to the Azzies, find out who the leak is, what they've leaked, and get back the data that's been leaked" OR "We have video on this single group of Runners from 8 different hits on our facilities. We've managed to track them to Tokyo, go find them and put 'em on ice."). Since they're not actual Corp employees and shouldn't be around Corp facilities in an official capacity that much, they don't have access to the standard Corp assets.

I wouldn't try to intertwine all the campaigns too much, we've tried it in the past and seems like sooner or later some GM is stepping on another's toes somehow. Absolutely have the waves of the different campaigns make ripples in the others, but flat out overlap rarely works out too smoothly IME.

Maybe the corp will bend them over eventually (once they know too much, or have raised too many eyebrows), but their primary concern would probably be with the other denizens of the Shadows being miffed with their counter-ops.
« Last Edit: <07-03-14/1624:09> by emsquared »

ZeConster

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« Reply #4 on: <07-03-14/1627:30> »
2) What kind of missions should I incorporate?
There's only so many times you can fall back on "defend the facility".
I think the team would probably focus more on tracking down shadow teams that have already stolen valuable goods, making contacts to intercept shadow information, assaulting threats to the Corp, ect.
Any other ideas?
Going off the run templates from the corebook, Things like Extraction or Datasteal runs are still possible (just add the usual Mission: Impossible disclaimer); Protection and Delivery runs might be slightly more common; Destruction and Assassination might be aimed against other runners in addition to the normal options; and there's the new possibilities of having to counter an Extraction or Delivery in progress.
As an example, you could have something like a Delivery where your corp was able to convince a runner team to give them back the goods they took, and your team handling the pickup; neither team will trust the other ("what's stopping them from just killing us and taking the package off our corpses?" "what's stopping them from just killing us and taking the payment off our corpses, then giving the package to their original employers anyway?"), which means that when the original employers send in a third team to secure the package, both teams will think they're the ones being ambushed.

Solarious

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« Reply #5 on: <07-03-14/1637:39> »
Thank you for all the advice so far

I understand this is an "alternate" style game but honestly I don't really see it as all that different from a standard game. They would basically be fighting the same war with all the same faces just from a slightly different perspective.
And you have to worry a little less if your paycheck is going to clear at the end of the day.
This is way more standard then my other idea (low magic changeling campain) which at this point I probably will put off for a later date.

Also, our group is all about alternate campaigns.
Our main game is all pretty standard but the 2nd game is a road trip style about a group that couriers high security goods through high risk areas

In other words- I'm not scared

Thank you though
It was solid advice indeed

cantrip

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« Reply #6 on: <07-09-14/1241:33> »

1) Should I incorporate this storyline into the others?

I would suggest same world, different story-lines -- though if you have a solid core of players that are always present each time you play, intra-plots could be quite fun. Or perhaps different story-lines + cameos by PCs/NPCs.

2) What kind of missions should I incorporate?
Any other ideas?

Been a lot of good suggestions already - further ones: Docwagon/medical response team - still very corporate, but the mission ideas are limitless. One day you might be providing a medivac for a CEO, next day your dropped into the Barrens to pull out a runner (well, just the one with a contract! ;) )
Provide support/coverage for a very specific department such as R&D, Magical research, Magical threat response, etc. More specific, but could give your group a focus. Since you guys like alternate play-styles it gives you a lot of open ended possibilities. I've always wanted to run a Pirate campaign! Arrrrggghh!  ;)

3) How do I handle corporate assets?

I liked ProfGast's suggestion for approval from higher ups; simple, effective and time consuming!

4) How long before the Corp bends the team over?

I'd suggest letting the player's actions determine this - yeah, it will probably eventually happen, but letting players dig their own holes is such fun!  ;D

Tenlaar

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« Reply #7 on: <07-09-14/1844:41> »
1) Should I incorporate this storyline into the others?
I feel like players having knowledge of a storyline from opposing views won't end up very well.  Whether the players know it or not, things like which storyline character they like more or which side they personally would rather "win" could end up changing how they go about things.  I could certainly be wrong, it just screams conflict of interests to me.

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2) What kind of missions should I incorporate?
There's only so many times you can fall back on "defend the facility".
I think you are on the right track with having them be more recovery (and/or retaliation) specialists than anything else.  Personally, I'd even say deniable assets.  They don't have corp apartments, or get documented corp paychecks, but they only work for one Johnson - and it's a BIG one.  You have a lot of potential for a bit of a jet-setting campaign as well, something goes down in a facility somewhere and your guys get sent in.  You have plenty of opportunity for legwork between physical/digital/magical evidence gathering, tracking down witnesses, finding local informants, so on and so forth.

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3) How do I handle corporate assets?
This is why I mentioned being deniable assets above.  I don't think there is any way to actually have the visible power of a corp behind your team without it being a balance nightmare.  A discount on corp-made wares, easier access to a few toys that would normally be much more difficult to get, that kind of stuff can work for bonuses.  The corp has your team because they don't want their name involved with, for example, a handful of shadows-savvy fellows being "thoroughly questioned" and a multi-millionaire politician's house being broken into to recover the paydata he's planning on going public with.

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4) How long before the Corp bends the team over?
I'd say that should depend on how they do.  Unless they mess up a mission badly or get too big for their britches, it's possible for them to stay more useful alive than dead.  It should also be a given that the corp will be prepared to dump the whole mess in the team's lap and cut all ties if they screw up badly enough.
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