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Message no. 1
From: Can I play with madness <MKNABUSCH@******.BITNET>
Subject: Ideas Needed
Date: Mon, 21 Mar 1994 21:19:56 -0500
Currently I let a beginner band of Runners design their own
characters using the book rules. Unfortunately, I was not
aware that one was indeed a contact monger. By putting prior
A into his money he bought several buddies/friends, and MAJOR
amount of contacts. *sigh* Does anyone have any ideas on how
to whittle this list down during a session? Other than massive
assassinations.

Michael (Getting Migraine) Knabusch
Message no. 2
From: Stainless Steel Rat <ratinox@***.NEU.EDU>
Subject: Re: Ideas Needed
Date: Mon, 21 Mar 1994 21:45:03 -0500
>>>>> "CIpwm" == Can I play with madness
>>>>> <MKNABUSCH%ALBION.bitnet@*****.NIC.SURFNET.NL> writes:

CIpwm> Does anyone have any ideas on how to whittle this list down during a
CIpwm> session? Other than massive assassinations.

Don't. Innundate the guy with information. Totally swamp him to the point
where he's so bogged down he doesn't know what to do.

|||| | | | | | | | | | | | | | | | | | | | | | | ||||
| Rat <ratinox@***.neu.edu> WWW Page: http://www.ccs.neu.edu/home/ratinox |
| GAT d--@ -p+ c++ !l u+ e+(*) m-(+) s n---(+) h-- f !g(+) w+ t- r+ y+ |
| Players who insist on giving their characters ``cutesie'' names should be |
| ritually killed as a warning to the others.--ALBEDO: The Roleplaying Game |
|||| | | | | | | | | | | | | | | | | | | | | | | ||||
Message no. 3
From: "C. Paul Douglas" <granite@*****.NET>
Subject: Re: Ideas Needed
Date: Mon, 21 Mar 1994 22:57:32 -0500
On Mon, 21 Mar 1994, Can I play with madness wrote:

Unfortunately, I was not
> aware that one was indeed a contact monger.

It has been said that it is not what you know rather it is who you
know...The best thing I can suggest is that if it is info you wanted the
character to hav give in and blab away early in his/her info quest thus
making the huge list-o-people ineffectual..Or you can have these people
get fed up with Joe Mooch calling around all the time asking
questions..Hey are you a Cop?? You work for Lone Star don't you..Get out
of my face porkey we don't need your kind around here..If you get my
drift..And then there is always the info the runner will never find out
`cause th GM sez so and let Mr Knoweveryboby burn up a bunch-o-time
messing around getting no where - Eventually he will get the hint or the
other players will get tired of the stall in the fun and will put a stop
to it...Good luck
-------------------------GRANITE
Message no. 4
From: "Bill P. Flint" <claymore@******.DIGEX.NET>
Subject: Re: Ideas Needed
Date: Mon, 21 Mar 1994 23:44:38 -0500
Make him role-play (act) it out when ever he calls/meets one of his contacts.
That the way I do to a point I never ask for a etiquette roll. It helps make
the game more fun to see how a player acts with her/his contacts. In my
group we ever require contacts to have names, race, sex, type, and etc.

A character that has a lot of contacts should not be a problem. Now if the
character doesn't role-play then penatilize her/him by making the contact
getting angry with him or such.

And remember most important of all is to have fun and not to roll dice around.

--Bill Flint
Message no. 5
From: Matt <mosbun@******.CC.PURDUE.EDU>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 00:32:46 -0500
>Currently I let a beginner band of Runners design their own
>characters using the book rules. Unfortunately, I was not
>aware that one was indeed a contact monger. By putting prior
>A into his money he bought several buddies/friends, and MAJOR
>amount of contacts. *sigh* Does anyone have any ideas on how
>to whittle this list down during a session? Other than massive
>assassinations.

Why? So his character knows everybody and anybody? He's a people person.
I see nothing wrong with that. In fact, it's refreshing to see someone
building a better network, rather than building a better way of killing people.

However, if you feel you must.

1) What's the character's charisma? If it's low, why do so many people
like him?

2) Have him write out how he's connected to all of them. Let HIM decide
which ones he really wants.

3) Have some of the contacts based in other locations than where you're
playing. Not having them on hand cuts down on their usefulness some.

Matt
Message no. 6
From: Quid Non <jdfalk@****.COM>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 00:52:51 -0500
On Mon, 21 Mar 1994, Can I play with madness wrote:

> Currently I let a beginner band of Runners design their own
> characters using the book rules. Unfortunately, I was not
> aware that one was indeed a contact monger. By putting prior
> A into his money he bought several buddies/friends, and MAJOR
> amount of contacts. *sigh* Does anyone have any ideas on how
> to whittle this list down during a session? Other than massive
> assassinations.

Contacts are only good as long as they don't have any reason to
hate the character. Buddies, same thing. Do more etiquette and
negotiation checks than usually needed for good role-playing, to increase
the chances that an NPC gets pissed off at the PC and doesn't want to have
anything to do with them. If the party gets attacked, let it happen in
the home or establishment owned by said contact (the Bartender's bar, for
example), really tearing the place up and ruining business. Eventually
he'll start running out of friends!
Message no. 7
From: Micah Levy <M.Levy@**.UCL.AC.UK>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 11:02:36 +0000
Introduce them to the Universal Brotherhood. If they're still around
afterwards, not many people will want to come into contact with them.
Message no. 8
From: Micah Levy <M.Levy@**.UCL.AC.UK>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 11:04:04 +0000
Oops, the previous message should have had its subject matter be made more
specific.
>
> Currently I let a beginner band of Runners design their own
> characters using the book rules. Unfortunately, I was not
> aware that one was indeed a contact monger. By putting prior
> A into his money he bought several buddies/friends, and MAJOR
> amount of contacts. *sigh* Does anyone have any ideas on how
> to whittle this list down during a session? Other than massive
> assassinations.
>
> Michael (Getting Migraine) Knabusch

And the answer's still the same :-)


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|| Micah Levy ||
|| Department of Computer Science ||
|| University College London ||
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|| GCS d--@ -p+ c++ l(!) u++ e+ m- s n+ h* f g+(-) w t+ r++ y? ||
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Message no. 9
From: Andy Goodwin <BLTAGOOD@***.LIVERPOOL-JOHN-MOORES.AC.UK>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 13:57:43 GMT
RE: getting rid of contacts.


Make the guy totally paranoid....if he's convinced that everyone is out to get
him make him give you a willpower roll to see if he can stand to speak to them.

Cyberpsychosis is a wonderful thing !!


You could make him telephobic.....so he'll have to write to them or meet them in
person...neither of which your average runner wants to do at any time.



-=====[=0 GLAIVE 0=]=====-
Message no. 10
From: Lars M Ericson <lericson@***.EDU>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 11:31:29 CST
I limit my players to six additonal contacts while they are creaing
their characters. I do give them opportunities to make new ones
during the campaign, but more than six extras (total of eight) is too
many in my opinion. As to what you should do. If the campaign has
just started, tell the player that he did not consult you about
purchasing that many contacts and he is going to have get rid of some
of them. By tons of contacts I'm assuming you mean around 20 or so.
Don't go and assassinate them all, just explain to the player that
there was a misunderstanding.


--
Lars M Ericson: Professional Vagabond <lericson@***.edu>
Team Garotte, Founding Member
Registered Member of a Decadent Society

"I'm scared of the darkness in the light...I scare my subjects 'cause
I know I'm right.."
-- Ministry, "Burning Inside"

QUOTE OF THE WEEK:
"They have no respect for Spanish smugglers."
-- Columbia Jon
--
Message no. 11
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 16:04:19 -0500
Why whittle down his list of contacts? Contacts are just people willing
to talk to you and deal decently; they don't work for free. Remind him of
this, and extract pounds of flesh all over the place.

Contacts are highly useful, but they're not magic.

- cks
Message no. 12
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: Re: Ideas Needed
Date: Tue, 22 Mar 1994 16:07:04 -0500
Another, far more important comment:

If you're uncomfortable with the character, *don't* go and bushwack
it in a dark alley someday. Go and talk to the player. If I had spent
250,000 nuyen on contacts(*) and the GM decided to go make them useless
without talking to me first, I'd be quite annoyed -- as annoyed as if
I'd spent 250k nuyen on cyberware or a cyberdeck, and the first thing
the GM did was destroy it.

- cks
*: do make him name them and give you personality sketches. Don't let
him get away with telling you the template names.
Message no. 13
From: Neal A Porter <nap@*****.PHYSICS.SWIN.OZ.AU>
Subject: Re: Ideas Needed
Date: Wed, 23 Mar 1994 12:07:19 +1000
>
>Currently I let a beginner band of Runners design their own
>characters using the book rules. Unfortunately, I was not
>aware that one was indeed a contact monger. By putting prior
>A into his money he bought several buddies/friends, and MAJOR
>amount of contacts. *sigh* Does anyone have any ideas on how
>to whittle this list down during a session? Other than massive
>assassinations.
>
>Michael (Getting Migraine) Knabusch
>

Remember contacts have to be treated correctly, if they arn't payed or
given favours in return then they will no longer be the charecters contact.
Also try having one of the digrunted contacts turning in the PC, let him/her
get away and see how long it is until he starts to trust his other contacts
again.


A'Deus.
Message no. 14
From: Michael Garoni <Michael_Garoni@****.INTERSOLV.COM>
Subject: Re: Ideas Needed
Date: Mon, 28 Mar 1994 08:46:00 LCL
:]Does anyone have any ideas on how
:]to whittle this list down during a session? Other than massive
:]assassinations.

Don't kill 'em off. Just remember that contacts are a two way street - they
want stuff in return (usually nuyen). Also, if it is a problem, don't be afraid
to give incorrect or even contradictory info. Contact A says on ething, but
contact B tells him the opposite. And remember, contacts are people too. They
get annoyed, they move around and disappear. If the player doesn't keep in
regular touch with contacts, they may have gone somewhere else.

-Obi Wan
Message no. 15
From: Stainless Steel Rat <ratinox@***.NEU.EDU>
Subject: Re: Ideas Needed
Date: Sun, 27 Mar 1994 20:43:18 -0500
>>>>> "MG" == Michael Garoni
<Michael_Garoni@****.INTERSOLV.COM> writes:

MG> Don't kill 'em off. Just remember that contacts are a two way street -
MG> they want stuff in return (usually nuyen).

Or information about /your/ other friends or associates (ie, the group you
run with), runs you've previously made, runs you're planning on, etc.
Remember, money is money, but information is power.

MG> Also, if it is a problem, don't be afraid to give incorrect or even
MG> contradictory info. Contact A says one thing, but contact B tells him
MG> the opposite.

A wonderful idea, and a very neat twist on the innundation ploy when
everyone with something to say about something has something different to
say.

Contacts aren't buddies, and they aren't going to risk their lives or other
valuables if the compensation isn't worth it.

|||| | | | | | | | | | | | | | | | | | | | | | | ||||
| Rat <ratinox@***.neu.edu> WWW Page: http://www.ccs.neu.edu/home/ratinox |
| GAT d--@ -p+ c++ !l u+ e+(*) m-(+) s n---(+) h-- f !g(+) w+ t- r+ y+ |
| ...and I didn't even need pants! --Dilbert [Scott Adams] |
|||| | | | | | | | | | | | | | | | | | | | | | | ||||
Message no. 16
From: Gurth <gurth@******.NL>
Subject: Ideas needed :)
Date: Fri, 5 May 1995 10:23:13 +0200
I'm running an adventure to get my players into Chicago, and I'm in need of
some ideas for what happens once they're there -- up until the bug
explosion, that is :)

What Has Happened So Far:
The shaman got a phone call from her uncle from New York City, that
her cousin Paul had disappeared a few days ago, and they know she they heard
she finds people for a living, so could she maybe help out? She gets the
rest of the runners together, and they head off for NYC. There, the uncle
and aunt explain that Paul was to go to college in Atlanta this year, and
that they had just brought him over there about a week ago. Once they'd
moved everything into his room, he had come back with them to NYC, and he
would go back a few days later. Then he vanished.
The PCs start asking some questions, and find out Paul's been seen
with a girl nobody knows, and that he bought a second-hand car a few days
back. The car salesman remembers them because they bought "this month's
Special Offer," and also recalls that they kept talking about Atlanta. What
the players don't know is that the girl is called Lydia, and is the daughter
of a mid-level manager of Saeder-Krupp; her parents live in New York but she
goes to Kellog University in Chicago. How Lydia and Paul met has not been
explained.
So the runners rent a car from the same salesman and head for
Atlanta. Putting pedal to the metal, they reach it in about 15 hours (not
knowing Paul took it much easier and arrived in Atlanta _after_ they got
there :) They go visit his roommate, Jake, and he doens't really know
anything because he only met Paul the week before. When the players are
leaving, two men in suits go up the stairs, so they turn around and watch
what the men are going to do. They go into Paul's room, who says "No, I
don't know where he is" when the PCs listen at the door. So they assume the
suits are after Paul as well. Actually they want Lydia, because she, like
Paul, went missing -- they've met a few weeks earlier, and fell in love.
Lydia intends to go back to university, but take it easy going there. So she
and Paul took his new car, and drove to Washington DC, where she took the
plane to Chicago while Paul went on to Atlanta by car. The suits are
Saeder-Krupp company men who've been ordered to find Lydia by her father;
they found out she's been seeing Paul, and think that they can locate Lydia
by finding him.
The players follow the suits, who stop at a diner to get something
to eat. Two PCs go inside, pretending to be tourists and trying to listen in
on the suits' conversation about the lousy food, only to be interrupted when
someone parking his car mistakes the accelerator for the brakes, creating a
panic in the diner :) The suits get out by making use of the panic (they
don't feel comfortable in it), and the players follow. They are eventually
lead to an office building in Atlanta that has "SK" on a sign on the wall,
though the players don't connect this to Sader-Krupp, so they don't know who
it actually is that they think is after Paul. Because it's the middle of the
day, they can't use their normal "burglary" tactics, so instead the shaman
sustains Improved Invisibility on herself to get in and snoop around. After
several attempts at getting the IR-operated doors to open, she finally gets
in and is spotted almost immediately by a watcher spirit, which goes and
tells its boss that a dwarf is lurking in the hallway. The mage goes to
check it out, taking a few sec guards with him, and he assenses the hall and
spots the shaman. Forcing her to drop the Invis spell, they try to capture
her but she escapes by killing the mage and simultaneously making herself
invisible again. The guards' bullets miss (the +8 was responsible for that),
and then follows a little bit of hide-and-seek, until the shaman obtains a
pistol from the dead mage. She shoots out the front window, makes a dash for
their car, and they're off. SK goes to the Atlanta police department, and
pretty soon after the PCs are on a police bulletin on the trid, being
described as "armed and dangerous," so they're now on the run.
They try to check into a hotel, but after they get their rooms the
clerk calls the police, so the characters have to get out via the fire
escape. Stealing a car, they now keep moving and call up Paul's roommate
Jake again. It turns out Paul's there, but he's in a bit of a panic. Paul
has surfaced, but now Lydia has gone missing... She was last seen on the
Chicago airport by her roommate who came to pick her up, but she went with
some other girls instead, and hasn't been seen or heard of since. The
players, pretending to be a detective agency, call up her parents after they
obtain their phone number from Lydia's roommate. They make the very stupid
mistake of actually telling her father who they are (though not that they
are shadowrunners), but he refuses their offer for help. At this point, the
PCs call up Paul's parents and say their son has been found. Then they
return to Seattle, and get awarded some Karma so they think it's all over.

A few days later, the shaman is visited by some Saeder-Krupp people,
forcing the players into working for SK. At least, if they want to remain on
the outside of an Atlanta prison. They agree (sort of), and are told that
they are to find Lydia, for the reason that they are already involved in her
disappearance. SK provides them with a flight to Chicago, some information
they've managed to gather, plus money to pay for expenses. They rent a car,
go out for dinner, and get hotel rooms, and then start their investigation.
The most important thing is that Lydia's been seen with people who
apparently are gangers, wearing jackers with a "Desolation Angels" emblem on
the back. Those who read Burning Bright will know this "gang" is made up out
of Mantis spirits -- they decided to initiate Lydia into their gang for some
unknown reason. By this time, Lydia is already a Mantis spirit, and
therefore can't be saved from this fate by the PCs even if they want to. The
players start asking questions, and eventually find out that Desolate Angels
are sometimes seen at a certain club.
At the moment, the players are waiting in line to get into that club.

What Happens Next?
That's what I need ideas for. Once the PCs get into the club (after
getting hassled by the bouncers :) there will be a Desolation Angel inside,
but she won't get caught as easily as the players would like to *grin*
But then? It's around 20 August, so I need to occupy their thoughts
for at least a day (game time, of course) with finding Lydia, and then
preferably have them near ground zero of the bug explosion -- and it would
be best if they would find Lydia at almost the same moment. But there should
be some plot twists, so they can't simply follow a Desolation Angel to
locate her.

Any ideas would be appreciated...


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
kind of ugly but I don't care
Geek Code v2.1: GS/AT/! -d+ H s:- !g p?(3) !au a>? w+(+++) v*(---) C+(++) U
P? !L !3 E? N++ K- W+ -po+(po) Y+ t(+) 5 !j R+(++)>+++$ tv+(++) b+@ D+(++)
B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y? Unofficial Shadowrun Guru :)
Message no. 17
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: Ideas needed :)
Date: Fri, 5 May 1995 13:14:13 +0200
Gurth wrote:
> What Happens Next?
> That's what I need ideas for. Once the PCs get into the club (after
> getting hassled by the bouncers :) there will be a Desolation Angel inside,
> but she won't get caught as easily as the players would like to *grin*
> But then? It's around 20 August, so I need to occupy their thoughts
> for at least a day (game time, of course) with finding Lydia, and then
> preferably have them near ground zero of the bug explosion -- and it would
> be best if they would find Lydia at almost the same moment. But there should
> be some plot twists, so they can't simply follow a Desolation Angel to
> locate her.
>
> Any ideas would be appreciated...

Hello Gurth, I'm in a hurry right now, so I just give you a idea which pops
up by reading this.
Maybe a nice plot twist is an ex-lover of this ganger woman, they're very
charismatic, aren't they? A lover with nearly the same goals as the players,
rescue his 'lover'.

Have to go,
bye,
Stefan
---------------------------------------------------------------------
e-mail: struck@****.informatik.uni-bonn.de
---------------------------------------------------------------------
Message no. 18
From: P Ward <P.Ward@**.CF.AC.UK>
Subject: Re: Ideas needed :)
Date: Fri, 5 May 1995 14:11:30 BST
Well, there's a turnup, a guru with a problem. :-)

nly too happy to help, in my own campaign, what happened
is the one team were recovering from there last run when
a wasp came in through the ward window. ;-)

Admittedly, that's not much help, so here goes;

i) aztechnology have their own interests in the Chicago
situation, so my team has been hired by them for one
or two preparatroy runs. In order to keep people
'in the know' interested in the bugs rather than
other things.

ii) I believe Paul Jonathan Adam suggested that as the PC';s
where knowledgfable about the bugs (somewhat), the
government might 'invite' them to use their knowledge
to influence government policy. This idea was so good,
I've adopted it for the second-string team.

iii) They missed the SK sign, what about the 'dragon rampant,
clutching a crestick' symbol ;-)
Desolation Angel's, good choice, I always wondered
exactly what happened to them after the Cermak explosion.
I have a sneaky feeling that they will surface again in
another book by the old-DLoH.

The Angel's are pretty good fun to play with, I would suggest
that they _find_ the team, rather then the other way round, and
warn them not too poke too closely into things that don't bother
them.

If you had more teime to spare, I;'d suggest things like
scream-sheets with police reporst of headless bodies (men who've
been used up by the female mantids ;-) ).


A reason for being near the FASA offices. That's pretty tough,
seeing that the area for a few blocks around was sealed off
by the KE Strike force, to ensure that there were no witnesses.
That means that they can;t even see the KE boys going in with
drones and lasers, etc.

Roughly an hbour before the hit goes down KE are going to
start clearing outlying buildings, if the PC's are in there,
they might assume that KE (or was it the local cops) are looking
for them, and they're going to hide. By some mircale (;-))
they manage not to get found by KE searchers, and the area is
sealed off with them (and the mantid, assuming she is now a
mantid, isn't she?) on the inside.

They can't leave, because there are armed KE guys all round the
place in Heavy armour carrying assault rifles and worse.
Don't let them realise that this team isn;t for them, get them
very scared and thinking that SK have sent their location to
the cops.

This would work very well if the MAntids have already tralked
to them and 'asked' them to back off, so they've tried to speak
with SK and get out of the job, becuase they know it's hopeless ...

Maybe they get to see the new mantid spirit being invested, as
a warning from the angels that she can't be saved.


Erm, you should probably cut and paste this rambling post
into something that resemblers a coherent plot-line.

All my plot-notes end up looking like this. Ho-hum.

Phil (Renegade, who could write adventures pro if he was
more organised).
Message no. 19
From: Jani Fikouras <feanor@**********.UNI-BREMEN.DE>
Subject: Re: Ideas needed :)
Date: Fri, 5 May 1995 16:20:18 +0200
> What Happens Next?
> That's what I need ideas for. Once the PCs get into the club (after
> getting hassled by the bouncers :) there will be a Desolation Angel inside,
> but she won't get caught as easily as the players would like to *grin*
> But then? It's around 20 August, so I need to occupy their thoughts
> for at least a day (game time, of course) with finding Lydia, and then
> preferably have them near ground zero of the bug explosion -- and it would
> be best if they would find Lydia at almost the same moment. But there should
> be some plot twists, so they can't simply follow a Desolation Angel to
> locate her.

It depends, are your players bug-consious :) ? If they have some knowledge
about what's going on I'd drop a few clues for them (the ganger could
make some insinuations) that will thoroughly convince them that something
*MAJOR* is going to happen in the next 24 hours. Just make sure that
the runners have an equally *MAJOR* motive to stick around. So if
all goes well they should spend an agonising 24 hours looking for clues
about the major catastrophe about to happen and when they finally
have enough ... BLAM ... :)

--
"Believe in Angels." -- The Crow

GCS d H s+: !g p1 !au a- w+ v-(?) C++++ UA++S++L+$>++++ L+>+++ E--- N+ W(+)(---)
M-- !V(--) -po+(---) Y+ t++ 5++ R+++ tv b++ e+ u++(-) h*(+) f+ r- n!(-) y?
Message no. 20
From: Gregory Reade <readeg@***.GOV>
Subject: Re[2]: Ideas needed :)
Date: Fri, 5 May 1995 11:17:15 -0700
> What Happens Next?
> That's what I need ideas for. Once the PCs get into the club (after
> getting hassled by the bouncers :) there will be a Desolation Angel inside,
> but she won't get caught as easily as the players would like to *grin*
> But then? It's around 20 August, so I need to occupy their thoughts
> for at least a day (game time, of course) with finding Lydia, and then
> preferably have them near ground zero of the bug explosion -- and it would
> be best if they would find Lydia at almost the same moment. But there should
> be some plot twists, so they can't simply follow a Desolation Angel to
> locate her.

Actually I thought there was quite alot of good info on the various gangs and
personalities in Chicago. Perhaps you could make use of one or some of them
to give some foreshadowing... doomsayers, prohpets or somesuch? Maybe the
street people have an idea of what is about to go down with the hives?

Of course, I really like the idea of Phil's to get the player's paranoid KE is
there looking for them...


Gregory Reade
Message no. 21
From: Jeff Norrell <norrell@*******.ME.UTEXAS.EDU>
Subject: Re: Re[2]: Ideas needed :)
Date: Fri, 5 May 1995 11:12:28 +0600
> > What Happens Next?
> > That's what I need ideas for. Once the PCs get into the club (after
> > getting hassled by the bouncers :) there will be a Desolation Angel inside,
> > but she won't get caught as easily as the players would like to *grin*
> > But then? It's around 20 August, so I need to occupy their thoughts
> > for at least a day (game time, of course) with finding Lydia, and then
> > preferably have them near ground zero of the bug explosion -- and it would
> > be best if they would find Lydia at almost the same moment. But there should
> > be some plot twists, so they can't simply follow a Desolation Angel to
> > locate her.


Here's an evil GM idea... :)

What about having the gangers/bugs try and recruit the runners? Or invite them in to
'meet' who they're after?

Jeff
Message no. 22
From: Gary Carroll <gary@****.COM>
Subject: Re: Ideas needed :)
Date: Fri, 5 May 1995 09:37:50 -0700
>Gurth writes:
>What Happens Next?
> That's what I need ideas for. Once the PCs get into the club
(after
>getting hassled by the bouncers :) there will be a Desolation
Angel inside,
>but she won't get caught as easily as the players would like to *grin*
> But then? It's around 20 August, so I need to occupy their
thoughts
>for at least a day (game time, of course) with finding Lydia, and then
>preferably have them near ground zero of the bug explosion -- and
it would
>be best if they would find Lydia at almost the same moment. But
there should
>be some plot twists, so they can't simply follow a Desolation Angel to
>locate her.
>Any ideas would be appreciated...

Gary Writes:
How about...
There are some Desolation Angels there initiating a new member.
(getting him good and drunk) If they follow the Angels they will
take the new member back to a small hive area where he will be
transformed, and where Lydia is already working (as a bug)...

Or if one of the angels is questioned they will say she's meeting
with the Gang leader and can't be bothered but they will bring
her by tomorrow to <bla blah blah> bar.
Message no. 23
From: David Herr <dherr@********.NET>
Subject: Re: Ideas needed :)
Date: Sat, 6 May 1995 19:44:53 EDT
Well gurth, if you've done the timing right you could have the big outbreak hapen
while the players are either trailing lydia or in posetion of her. The "Desolation
Angels" could then either notice ;-) the runners or deside that now is the time to
spring their fellow spirate from the runners grasp. While the runners are fighting the
mandid spirits the police notice the action and persue the runners. The runners will then
most likly try to lay low for a while durring wich the evacuation happens and the wall
goes up.

This seems like the perfect time to bring up something that I read on the list a
loooong time ago but never was able to respond to (my old mail program s*ck*d), about the
fact that Fasa used insects to represnt these new type of "evil" spirits. In my
opinion neather insects nor insect spirits are bad or evil. They are just taking actions
to presirve thier life, yes in the case of insect spirits it costs human lives, but humans
also take actions wich cost human lives (most arn't even related to our survivle).

Just my two cents
/-----------------------------------------------/
/Sam Herr Geek Code V2.0 /
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Message no. 24
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: Re[2]: Ideas needed :)
Date: Mon, 8 May 1995 09:48:36 +0200
Jeff wrote:
> > > What Happens Next?
> > > That's what I need ideas for. Once the PCs get into the club (after
> > > getting hassled by the bouncers :) there will be a Desolation Angel inside,
> > > but she won't get caught as easily as the players would like to *grin*
> > > But then? It's around 20 August, so I need to occupy their thoughts
> > > for at least a day (game time, of course) with finding Lydia, and then
> > > preferably have them near ground zero of the bug explosion -- and it would
> > > be best if they would find Lydia at almost the same moment. But there
should
> > > be some plot twists, so they can't simply follow a Desolation Angel to
> > > locate her.
>
> Here's an evil GM idea... :)
>
> What about having the gangers/bugs try and recruit the runners? Or invite them in to
'meet' who they're after?

... and what happend to the boy friend? His love is in danger and he's sitting
in atlanta doing studies? No way. Let him come back running after her, right
in the middle of the action. So they have to save him, too.
Love always makes the simple things interessting 8)
bye,
Stefan
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Message no. 25
From: Gurth <gurth@******.NL>
Subject: Re: Re[2]: Ideas needed :)
Date: Mon, 8 May 1995 11:33:49 +0200
>... and what happend to the boy friend? His love is in danger and he's sitting
>in atlanta doing studies? No way. Let him come back running after her, right
>in the middle of the action. So they have to save him, too.

Good point... He'd arrive in Chicago some time after the PCs, do a little
asking-around by himself, and turn up somewhere when the players don't know
where to go to now. You might just have given a reason for them to go to a
warehouse... *GM grin*


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
I'm not into DIY, I'm into YDI.
Geek Code v2.1: GS/AT/! -d+ H s:- !g p?(3) !au a>? w+(+++) v*(---) C+(++) U
P? !L !3 E? N++ K- W+ -po+(po) Y+ t(+) 5 !j R+(++)>+++$ tv+(++) b+@ D+(++)
B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y? Unofficial Shadowrun Guru :)
Message no. 26
From: Stefan Struck <struck@******.INFORMATIK.UNI-BONN.DE>
Subject: Re: Re[2]: Ideas needed :)
Date: Mon, 8 May 1995 15:38:01 +0200
Gurth wrote:
>
> >... and what happend to the boy friend? His love is in danger and he's sitting
> >in atlanta doing studies? No way. Let him come back running after her, right
> >in the middle of the action. So they have to save him, too.
>
> Good point... He'd arrive in Chicago some time after the PCs, do a little
> asking-around by himself, and turn up somewhere when the players don't know
> where to go to now. You might just have given a reason for them to go to a
> warehouse... *GM grin*
>
...and imagine the great scene when he'll find out that his lover is
lost forever (insert buckets und buckets of tears here) schluchz...
bye,
Stefan
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