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Message no. 1
From: Justin Pinnow <vanyel@*******.NET>
Subject: Secret Agents (Long)
Date: Sun, 24 Aug 1997 23:29:29 -0400
Well, my creative juices must really be flowing now, because I just can't
write all my ideas down fast enough. ;) See what happens when I start
GMing? It's like the dam broke or something! :)

Anyway, I was thinking about creating a nice secret government agency based
in Seattle that deals with terrorist threats to the UCAS (and perhaps other
nifty special ops missions).

Now, I wanted to run a special campaign based around members of this agency
(special agents) that were members of the same special ops team. Here's
where my questions start coming (you have been warned) ;)

First, I already have a campaign that just started a month or so ago. I
don't know if it would be wise to bring the characters into the fold, so to
speak, of the organization, or to start a new campaign based around the
premise that all the PCs have already been "recruited" (usually by no
voluntary choice of their own). See, I REALLY think it could be an
EXCELLENT roleplaying experience for the everyone involved to deal with the
whole "recruiting" process in game time. Of course, this is best done
one-on-one with each player individually. I mean, it's such an emotional
and deep experience for everyone involved.

But here's the dilemma: If I start recruiting the current PCs into this
organization (I am sure I could come up with some reasons for their team to
be "acquired"), the players will feel railroaded. I hate doing that.
However, if I create a campaign based around the organization from the
start, we lose the opportunity for the entire recruiting process, unless we
play it out at the beginning of the game....but then it's kinda fake, cause
the players all know that they have to play along or not be in the
campaign. I don't like that option, either.

So, how do I run this specialized campaign without either offending the PCs
or losing the fundamental (and necessary, IMO) introductions that will
shape much of the interactions the agency has with each PC?

Also, when creating such an agency, there will be some necessary
modifications to the character creation process. First, all Contacts will
be lost. I mean, the PCs will have new identities and be allowed no
contact with their former Contacts/family members, etc. (They might all be
recruited from different parts of the country and relocated, even.) Also,
they would all have to go through a "programming", evaluation, and training
process that would take 1-2 years, I would guess to get them ready for
their missions, ensure their loyalty, etc. So, how should I work starting
skills, etc?

What I was thinking was maybe to have the starting characters created be 50
point characters or something like that, then after the introductions and
training processes are completed (several sessions of gaming in and of
itself), I would then throw the game forward 2 years (or whatever) and help
the characters spend the rest of their points toward the skills they would
be trained in while at their new homes. ;) Of course, another sensitive
issue would be required cyberwear, etc. that the agency implants against
everyone's will for tracking/"insurance" purposes.

What do people think of this idea for a campaign and for the specifics I
mentioned?

I really need some help here, so I don't piss off the players or end up
missing the wonderful roleplaying opportunities that would be made
available by such a campaign.

Oh, and BTW: if you all think I've been watching too many La Femme Nikita
episodes, you are probably correct. ;) I loved the original movie, also
loved the american remake, and I really love the series too. Thus, it was
inevitable that I created an SR campaign based around it. :)

Thanks for your help. I appreciate you all taking the time to read and
respond to this babble. :)

Justin :)
Message no. 2
From: The Spaceman <spaced@*.WASHINGTON.EDU>
Subject: Re: Secret Agents (Long)
Date: Sun, 24 Aug 1997 22:49:59 -0700
>>>>> Justin Pinnow didst say unto the aether thusly:

# Well, my creative juices must really be flowing now, because I just can't
# write all my ideas down fast enough. ;) See what happens when I start
# GMing? It's like the dam broke or something! :)
Enjoy the feeling, it tends to be the majority of GMing time. Watch
out for burnout, though. If them thar creative juices dry up, take a break.
Don't force it.

<snip Nikita-esque/MiB without aliens campaign idea>

# What do people think of this idea for a campaign and for the specifics I
# mentioned?
Sounds like fun. I'd play in it.

As for not railroading them in, you might try this: The org doesn't
try to recruit the characters. They do show up in the middle of one of the
team's runs, and somewhat "reveal" themselves. Non hack-n-slash players tend
to love a mystery, they'll want to follow it up, especially if the appearance
is _totally_ unrelated to the run's goals. You might give the quasi-MiB's
better tech than the runners (eg Savalette Guardians to the runners' Predators)
Keep throwing small clues about the organization toward them. Make it look like
a lucrative, good job to be one of these people. If your players are like mine,
they'll ask you if they can figure out a way to join. Or they might decide
the org. is evil/dumb/whatever, in which case they're approached by an opposing
org.

The Spaceman |The man that hath no music in himself
spaced@*.washington.edu |...is fit for treasons, stratagems,
Check out the Bill Page! |and spoils - Lorenzo (Merchant of V.)
http://weber.u.washington.edu/~spaced/bill.html
New maintainer of the Shadowrun Player Directory:
http://weber.u.washington.edu/~spaced/srdir/
Message no. 3
From: Sir Philos Nex <philos@****.NET>
Subject: Re: Secret Agents (Long)
Date: Tue, 26 Aug 1997 18:51:07 -0400
> First, I already have a campaign that just started a month or so ago. I
> don't know if it would be wise to bring the characters into the fold, so to
> speak, of the organization, or to start a new campaign based around the
> premise that all the PCs have already been "recruited" (usually by no
> voluntary choice of their own). See, I REALLY think it could be an
> EXCELLENT roleplaying experience for the everyone involved to deal with the
> whole "recruiting" process in game time. Of course, this is best done
> one-on-one with each player individually. I mean, it's such an emotional
> and deep experience for everyone involved.
>

I just ran a campaign on this idea. I had the team members of a black op
team for the NSA. I started the game and worked with the players as they
created their characters so that I was able to make a balanced group that would
actually make sense. I had the players all take some form of government
service as their backgrounds (ie CIA, NSA, Marines, Air Force, etc) then they
were picked by hand from a superior officer and went through extensive
screening. The end result was a team of operatives of diverse backgrounds put
into Washington DC with the only knowledge that they a)worked for the UCAS
government b) their commander was their only direct contact (I created an NPC
for the job) c)they were only loyal to the government. With that we actually
started. It was a stretch as GM to make it work fully because you've removed a
large chunk of the reasoning for people to do things in SR. There's really no
money to gain, you can't do it to show off, and you have no choice in your
assignments. With all that I actually managed to get a nice 6 month SR game
with 6 players done. But it left me drained for ideas (why can't someone else
GM! AHHHHHHHHHHHH 7 years of GMing... I want to play damn it!)

> But here's the dilemma: If I start recruiting the current PCs into this
> organization (I am sure I could come up with some reasons for their team to
> be "acquired"), the players will feel railroaded. I hate doing that.
> However, if I create a campaign based around the organization from the
> start, we lose the opportunity for the entire recruiting process, unless we
> play it out at the beginning of the game....but then it's kinda fake, cause
> the players all know that they have to play along or not be in the
> campaign. I don't like that option, either.

So why do it? Roleplay the first meeting with all the players. Have a
senior officer there briefing them... then let them meet each other.

--
Andrew Dominas
AKA Sir Philos Nex
3rd Year Honours Business Administration U of Windsor
Jedi Knight

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