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Message no. 1
From: Chris Ryan <chrisr@***.QUT.EDU.AU>
Subject: Adventure Ideas
Date: Fri, 18 Feb 1994 10:14:47 --1000
> As for adventure ideas, there aren't that many types, really. Basic (heh, is
> anything in SR?) wet-work, grab-and-run, insertions/extractions, data-steals,
> maybe a few variations of these. Now pick two or three, make them the core of
> your adventure.

Ye Ghods! If these are the only 'types' of adventures you can manage, then I
think you're missing heaps of opportunities with the background detail available
in Shadowrun.

How about politicial/corporate machinations? It depends on the way the runners
work, of course.

What about murder mysteries? Perhaps with the PC or close friend as a suspect. Or
maybe other forms of detective work.

Racial relations - involvement in riots/negotiations/marches/whatever.

Character goals - "to become the best urban brawler/singer/whatever",
"finding
a lost relative", etc.

And there's heaps more. I just thought of these as I wrote the message - examples
that are different to the 'wet-work'/'grab-and-run'/etc above.

Chris

Chris Ryan | Earthdawn List: earthdawn@****.concept.com.au
QDPI/QUT | (email me for subscription details)
Brisbane Qld Australia | President BRISCON Association
chrisr@****.qut.edu.au | (email me for BRISCON 94 convention details)
Message no. 2
From: Michael Garoni <Michael_Garoni@****.INTERSOLV.COM>
Subject: Re: Adventure Ideas
Date: Fri, 18 Feb 1994 18:07:00 LCL
Chris Ryan:
[*** Heaps of really good stuff chopped ***]
}And there's heaps more. I just thought of these as I wrote the message -
}examples
}that are different to the 'wet-work'/'grab-and-run'/etc above.

Obi Wan:
Also, if you get your players to do up some background stuff, they may have
vendettas or various personal reasons for doing things. Its always nice to have
at least one party member on the run, even better if the other party members
don't know. Hell, sometimes the character doesn't know whose gunning for
him/her/it.
Message no. 3
From: Timothy Dann <C598706@*******.BITNET>
Subject: Re: Adventure Ideas
Date: Fri, 18 Feb 1994 08:33:28 CST
About the short list of adventure types I put in there...that is not, obviously
, all of them. These are the easiest ones to _start_ an adventure. If the adv
entures are not varied and unique, nobody will play. So, what you said is very
true...you took my little list too literally. I've run maybe 50-some adventur
es that aren't published...each has been very unique and memorable. When your
players can go back a month later and write an accurate journal, there must hav
e been something memorable in it. So I use the basic reasons to get hired (tha
t _is_ Shadowrunning, after all) and then stray from them slightly, adding more
and more detail as the situation develops. And yes, character involvement is
paramount to my games...personal things are always popping up.

Tim Dann aka Midnight Sting
Message no. 4
From: Shane Courtrille <hardware@*******.DATANET.AB.CA>
Subject: Adventure ideas
Date: Tue, 14 Jan 1997 23:41:24 +0000
How about a bunch of basic descriptions for adventures. Nothing
specific or long, just the basic idea behind the adventure. I could
really use this, because I hate book adventures but its fun to have
an idea to go with and sometimes my brain is zapped :)

*wave*
Shane Courtrille - hardware@*******.ab.ca
KnightOwl on Efnet
Message no. 5
From: The Phantom phantom023@*******.com
Subject: Adventure Ideas
Date: Tue, 18 May 1999 14:31:46 GMT
I need more adventure ideas.

I don't run a consistant campaign (I was in one for about 2 years playing
the same character). But I write about one adventure a year to run at
various gaming conventions (they were played at SimCon in Rochester and
Running GAGG in Geneseo. Mostly they have to do with technology that
shouldn't be out yet, and twisting them a tad to make it more horrific. The
first one, _Project TX2501_, had to do with a mixture of cybermancy and
memory replicating ala Roxborough. The second one, _Beseeched From Within_,
had to do with a conspiracy that the party unwittingly gets mixed up in.

So, I don't think I'm running dry of ideas. But I would to know what most
Shadowrun players like to see in adventures. What you think would make a
cool run, or how you have completely fragged your players in a campaign (one
of my favourites has to do with watching their contacts dry up).

Any suggestions?

~~~~~~~~~~~~~~~~~~~~~~~~The Phantom~~~~~~~~~~~~~~~~~~~~~~~~~~
"A decker with a shotgun beats four aces anyday."
~~~~~~~~~~~~~Evil Geniuses for a Better Tomorrow~~~~~~~~~~~~~


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Message no. 6
From: Jarmo Karonen jarmo.karonen@***.fi
Subject: Adventure Ideas
Date: Tue, 18 May 1999 18:19:19 +0300
Um... Hi!

I'm back!

Not so that anyone would remember me... ;)


The Phantom wrote:

>So, I don't think I'm running dry of ideas. But I would to know what
most
>Shadowrun players like to see in adventures. What you think would make
a
>cool run, or how you have completely fragged your players in a campaign
(one
>of my favourites has to do with watching their contacts dry up).
>
>Any suggestions?

How I've fragged my players? Well, here's a one I used last sommer in
RoPeCon at Helsinki. It was a climax of a hectic adventure. My players
(runners that is) were aboard an UCAS nuclear submarine (how they got
there is a long story...) and they got caught. The result was an all out
war and the submarine kinda got a few holes on its sides and also to
important machinary. So the submarine started to sank. After much
running around, runners found the only mean of escape: a little escape
pod. What's funny is that even if you squeezed in, the pod could only
take half of the shadowrunners...


- Jarmo Karonen
Message no. 7
From: Manx timburke@*******.com.au
Subject: Adventure Ideas
Date: Wed, 19 May 1999 02:24:22 +1000
>How I've fragged my players? Well, here's a one I used last sommer in
>RoPeCon at Helsinki. It was a climax of a hectic adventure. My players
>(runners that is) were aboard an UCAS nuclear submarine (how they got
>there is a long story...) and they got caught. The result was an all out
>war and the submarine kinda got a few holes on its sides and also to
>important machinary. So the submarine started to sank. After much
>running around, runners found the only mean of escape: a little escape
>pod. What's funny is that even if you squeezed in, the pod could only
>take half of the shadowrunners...
>
>
>- Jarmo Karonen

Don't tell me that they tried to use that "escape pod" in
the forward section of the sub that has the door marked
"Torpedoes".

Manx
timburke@*******.com.au
Brisbane, Australia.
__________________________________
"Such carping is not commendable"
- William Shakespeare
- Much Ado About Nothing a3.s1.l71
__________________________________
Message no. 8
From: Ahuizotl cuellare@***.telmex.net.mx
Subject: Adventure Ideas
Date: Thu, 20 May 1999 11:33:11 -0500
The Phantom escribió:
>
> I need more adventure ideas.
>
> I don't run a consistant campaign (I was in one for about 2 years playing
> the same character). But I write about one adventure a year to run at

.....

> cool run, or how you have completely fragged your players in a campaign (one
> of my favourites has to do with watching their contacts dry up).
>
> Any suggestions?
>
What about, let you runners steal from a Mega Aor AA corporation a
investigation that looks like a "resuraction" spell, with components
ritual magietc, etc.. that made somebody rise from the deaths



spoil space
...
.
.
.
no señores si alguno esta por ahi, no debe de leer esto


NO chummers de Mexico si lo estan jugando no pueden leer lo importante











suficiente espero





That nobody knows is that all the proyect is a tramp to expend resources
in a fool quest. The magic work only a couple of minutes and then ...
well you have a kind of mine less zomby.
Ad yakuza, with a debt of honor with the tini corp that contract the
runners, a very powerful Phoenix shaman (that in house rules have a
stabilization spell that made them look like they dont die) that every
body thinks is a toxic shaman playing the fool,trying to help the
runners, a troll that came from a bunch of wakos that think that the
punisher real exist, and made a church of the punisher path, how have a
contract to help the runners.Resolve a "murder", and everything point
the shaman as giulty and every thing is conected to a traidor komo of
the Aztlan Gumi in conection with a other traidor from the gumi in
caribian league (haiti chummer), adn for dessert, a corporation with a
CEO dying and lookin desesparade for the magical formula to resuraction
and you have hell of the run.


If you like it i can mail you the details.

If you like to use it,will you have to put my name and the one of mi
co-gamemaster :-)

Ahuizotl

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