Howdy all. First, let me thank the lot of you for all the inspiration, advice, and clarification I've already seen. I've skimmed through (and read much of) the 22 pages of threads in this forum over the past week or so and found a lot of interesting and sage thoughts floating around. So, thanks.
I've been playing Shadowrun (only 4th edition) for about six years now and quite a bit of dnd 3.5 in that time as well (and a little bit here and there of other games, but to no great extent). About 3 years ago, I ran my first game, which was Shadowrun. If I recall accurately, it ran about 10 missions over about 15 sessions. Late last year I wrapped a very long Eberron game that saw the party from 3rd level up to the mid 20s (yes, it got a bit ridiculous). And now, I'm itching to start a new game of SR...I'll probably be hitting the first session in just over a week. Maybe two.
Feeling inspired by watching a lot of police procedurals and their ilk (most notably Castle, X-Files, and Angel -- also, don't tell me anything about Angel I'm only in the first season and avoiding spoilers) and having just reread Neuromancer and rewatched the Matrix, I'm set to run a crew of Lone Star detectives.
I'm only going to have four players (I may add a 5th later in the year) because I think shadowrun can get really bogged down with a lot of players, and this game especially would make sense with a smaller group. The action will be set in Seattle in mid-2070 in part because I don't have any of the newest books and because I like the tension of keeping the policing contract from KE, trying to hunt down the Mayan Cutter, and dealing with the gubernatorial race.
I've asked each of my players to come up with a character who is somehow knew to the Homicide Department of Lone Star in Seattle. They may have worked for LS in another city or in another department or they may be fresh out of LS's academy. I want them to be new in one way or another to give the campaign a nice feel of beginning. Since they aren't the cream of the street crop -- yet, anyway -- I've only given them 300 build points. I'm landing them with the SINner (not criminal), Day Job (at highest) and -- thanks to reading
this thread -- the Records on File (Lone Star) negative qualities with no bonus bp. I'm also giving them the following:
Standard Issue Gear:
-Survival Knife, SR4 305
-Extendable Baton, SR4 305
-Colt Manhunter, SR4 307 OR Ruger Thunderbolt (with laser sight, not smartgun system), Arsenal 24
-Spare clips and (regular or gel) ammo as needed.
-Armor Vest, SR4 315
-Consider yourself to have access to SIN and license verification systems at rating 4
Running a SIN for verification will take about 6 seconds (two combat turns from
the time you issued the request on your comm. Running a license (vehicle,
firearm, or other restricted item) will take several minutes.
-Camera, SR4 325
-Facial Recognition software, rating 3, Arsenal 61
-Forensics Tools Kit, Arsenal 62
-Handcuffs (metal restraints) 2x, SR4 326
-Plastic Restraints as needed, SR4 326
-Chrysler-Nissan Patrol-1 (Patrol Car), SR4 341
-As a job benefit, you have a life-sign monitor worn over the heart. If your life-signs go terminal or critical, a Code 00 is automatically sent to Dispatch. You also, effectively, have a basic DogWagon contract (when off-duty) or Gold level contract (when on-duty).
-LS will also supply you with Jazz (SR 249) on a limited basis.
I've been working on a Guide to Policing the Seattle Shadows for them, especially since one of them is rather new to Shadowrun and two of them are entirely new to the game (but none of them are new to gaming in general).
If any of you have any thoughts or recommendations for any aspect of this campaign, I would definitely appreciate it. I think I'm most concerned with doing justice to the world of the game, especially as should differ from a usual Shadowrun game. I have a bunch of seed ideas for cases, but I wouldn't mind hearing any thoughts you have on those either.
I'm also trying to figure out what relationship Lone Star would have with other Seattle corps, especially the AAAs and whether or not they would be doing corpsec for any of them (relevant should questions of extradition come up). It seems from what I've read that most if not all AAA corps have their own entirely in-house security. Is that accurate?
I'm working on a karma rubric (I like to be prepared and fair as much as I can be) to use in the game. I'd like to give them 5-10 karma per case, depending on how they do. This is what I have so far and I would appreciate if you have any suggestions for this based on elements of the game that are likely to arise and courses of action from which they should be discouraged.
Karma to give out:
(+2) Solved the case – a case could be made in court against one or more suspects
(+1) Apprehended said suspect(s)
(+1) Foiled additional unrelated crime during the session
(+1) Optional player nominated MVP
(+1) Uncovered more of the mystery than was strictly necessary to get a conviction
(+1) Fulfilled any additional LSSS objectives
(+1) Gain a valuable contact?
(+1) Good PR and/or improved relations with a major political figure or megacorp
(-1) Bad PR and/or worsened relations with a major political figure or megacorp
(-1) Collateral Damage – innocents killed
(-1) Collateral Damage – major property damage
(-1) Grossly amoral behavior
Thanks for reading and I appreciate any feedback.