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From: Brett Borger <bxb121@***.EDU>
Subject: SR Adventure Cards (long)
Date: Fri, 5 Feb 1999 13:54:27 -0500
In the great tradition of Role-playing card aids, I was struck by
inspiration last week and quickly came up with the following:

A deck of cards that allow you to craft the bones of an
adventure...instantly (well, fast, anyways).

The rules: Shuffle the deck, mixing the cards so that they won't all
be aligned the same way (i.e. the card text is either rightside-up or
upside-down, but the cards are all facing the same way with regards to
fronts and backs).

Deal three cards, allowing them to be normal or inverse (text upside
down) as they may.

The first card is the "Instigator" It refers to the person, group, or
event that leads to the run.

The second card is the "Plot" It refers to the main substance of the
adventure.

The third card is the "Complication" It refers to something that
makes the run harder. It may or may not be known by the players when
they begin the run.

Cards that are Inverse mean one or more of:
-The person, group, or event is the opposite of that listed
-The situation is against the person, group, or event

I've grown to like using the cards to offer my runners a list of
possible runs. They then select one to focus on, and I'll devote my
time to fleshing that one run out.

For example, here's a sample usage that came up last night:

Player: "Well, before we decide to return to the Arcology and avenge
our fallen teammates, we want to do some 'normal' runs and build up
some capital. What's available?"

GM: "Hmmm, let's see..."

(Deals: Instigator: HMHVV
Plot: Ghouls
Complication: Inverse Media

GM decides this means that a group of bitter Krieger Ghouls is trying
to ruin a Public relations rally by non-Kreiger Ghouls. Of course,
the Johnson will disguise his identity. The runners would be hired to
embarass the group at the rally, to cause bad press rather than a lack
of good press. Perhaps by having, oh, say, the gnawed corpses of
recently deceased 5 year olds "discovered" at the rally. The players
imagination is the limit.

"Well, someone wants to arrange for some bad PR at a rally...pay's
low, but job should be straightforward..."

Deal: Instigator: Lone Star
Plot: Inverse Renraku
Complication: Insect Spirits

GM decides that a local non-arcology Renraku office hasn't suddenly
become the frantic hub of activities that the other offices have with
the loss of central command and resources. Lone Star, tired of being
overshadowed by the military presence at the arcology, and worried
about the renewal of the Seattle contract, notices and wonders if
perhaps that-entity-in-charge-of-the-arcology isn't up to something.
They'll pay the runners to break in and broadcast info from the Master
records room. Unfortunately the office is actually a hive, and the
occupants are preparing to move to avoid detection. (Read: the shaman
has figured out it's time to leave, but the bugs don't think like he
does...they only leave when they swarm.)

"There's a quick B&E strike, subtlety not required if you don't want
it."

Deal: Instigator: Shiawase
Plot: Inept Johnson
Complication: Mitsuhama

GM decides that a local wholly-owned subsidary of Shiawase has been
having problems because one of it's VP's is totally Inept. One of his
underlings is arranging to have him "dealt with", thinking that he'll
take the late boss's place, and possibly the prez's place too when he
takes the fall (the VP has kept his job because of family connections
within Shiawase proper.) In truth, the "Inept" Johnson is working for
Mitsuhama and on the take. He is somewhat inept, and has only been
able to cover up his leaks and sabotage with an air of cluelessness.
If he thinks he is caught, he'll try to bail and get to Mitsuhama, who
will accept him (for a while).

"And there's an "accident" waiting to befall some VP."

Players: "Hmm, the strike sounds good, I want to hear more."

GM: "Okay, you can meet your Johnson at Merciless Ming's at 9pm
tomorrow night..."

Below are the cards for the first set (52 cards of course)

I'll happily accept suggestions for REPLACING cards in this set, or
for cards for additional sets, but I'd like to keep each set to 52
cards.

THanks for the input!
Shadowrun GM cards, Seattle set, version 0.5
--------------------------------------------
Inept Johnson
Double-Cross
Internal Strife
Novatech
Mitsuhama Computer Technologies
Shiawase Corporation
Renraku
Saeder-Krupp Industries
Cross Applied Technologies
Ares Macrotechnology
Wuxing Incorporated
Aztechnology
Draco Foundation
Lone Star
Eagle Security
Large (A,AA) Corporation
Tir Tairngire
Native American Nations
Confederate American States
Military/Government
Humanis Policlub
Eco-Groups
Mafia
Triads
Seoulpa Ring
Yakuza
Gangs
Researcher/Scientist
Decker
Rigger
Mage
Shaman
Mercenary
Street Samurai
Adept
Shapeshifter
Ghoul
HMHVV
Otaku
Free Spirit
Toxic Shaman
Insect Spirit
Critter
Theft
Assassination
Extraction
Espionage
Diversion
Media
BTL/Simsense

-=SwiftOne=-

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