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Roleplaying Shadowrun

SR Gen 1 Year 1 Origin Story

Shadowrun RPG

Gen 1 – Year 1

Origin Story

Shadowrun Campaign from 29th January 2009 to 7th December 2009 covering 20 Sessions from Session 1 to 19 (including a playtest session) of the ongoing campaign.

Characters are created in 4th Edition as street level.

  • Campaign: Generation One Street
  • Season 1 (Sessions 1 to 19):
  • Source: Origin Story
  • Year 1 (2009/2069) 20 Sessions – The Origins Story – Sessions 1 to 19, and a playtest. 20 Sessions from 29th January 2009 to 7th December 2009
  • Players: Jeremy – Doyle (16) / Raja (2), Mark B – Shael Komf (9) / Doc (6), Tim S – Tobias (7) / Sam (9), Paul W – Shaft (3), Shaun – Pearly (2), Justin – Micro dot (2), Shane B – Pi (1), Greg T – Jakeem (1), Tony F – Wraith (1), Katherine – Kiela (1)

It is the year 2069 – Season Overview

This is the story of a famorian and his loyal butler who set up shop in Seattle after moving away from Britten after a falling out with family. Trained in magic, with an inheritance due to a tragic backstory, Doyle chose to dedicate his nights to making the world a better place (just like in the comics he loves) and heads out into the night as Nightwing, the caped crusader and righter of wrongs. He befriended a strange spirit called Mr Stabby, who became a free spirit with the tragic death of a companion while learning to run the streets. And their cat Isis, who loves salmon, but not tuna, and was one of those crazy emergence technomancer cats. Doyle’s main form of transportation is a cart/carriage pulled by a robotic horse. Doyle forms a group of heroes to help him make the city a better place to live, though they are more in it for the money…

The season plot lines are Mages and adepts have started to go missing in Seattle, and people warn away from a public pool that is never open, a crazy death bike race, and vampires that don’t sparkle, but you can see right through, oh and some new drink hitting town called Pixie Dust that allowed people to see strange things, and gain magic abilities for a short time. People should really read the label and the warnings before trying new things…

The Origin Story

This really was an origin for the campaign, it was set in Seattle as the main focus of the storyline with all the characters starting as Street Level runners (Weaker starting characters) who were just starting their first shadowrun. They had to be friends with at least one other runner in the team (did not need to be a mutual friendship). They needed two aliases (alternate identities) and contacts.

They had been gathered by a Johnson (basic employer) and hired to do a simple mission of find a location for an illegal bike race where contestants were encouraged to kill their opponents to win the race. Called Death Track.

This introduced a few plot hooks, like an abandoned Olympic swimming pool complex in a nice part of town, a NPC called the Announcer and that its can be hard to keep a low profile if you participate in a illegal blood sport televised over the matrix (future internet).

Next I introduced the ability to effect mundane people with magical abilities and effects from drinks and powders, not realising that would be a major storyline for the Ghost Cartels storyline as an early campaign plot point.

They learn that many people can want the same package, and its not always in their interests to go for the person who can pay the best price. And that the world has many magical artefacts that are starting to awaken. (This was also another lucky guess to future storylines released with the Artefacts series).

Early on there was a complex in the barrens with Vampires and Spirits working together for an unknown cause. And being paid to do milk runs can actually happen (a simple run without complications).

I designed one of the runs they received as a corporate sponsored penetration test of one of their own facilities. This was a good way for characters to be noticed by a corporation for future work as well as test the team. Thrown in were chances of actually scoring pay data and finding out about more of the underworld activities the corporation was involved in.

During this timeline, I also gave my group a chance to playtest advanced lifestyles using one of the adventures for Catalyst games and we had a good go at “Parliament of Thieves” set in Denver with a group of one off characters.

After the playtest, we advanced character backstory and brought in more information relating to a rich troll who dresses as a super hero to fight crime in his neighbourhood at night.

The artefacts they have started to uncover have shown the ability to either remove magic from an area, or remove technology, they are worried about what other possible effects these artefacts could manifest.

AI’s are introduced as being part of mainstream society able to interact and be considered part of a Shadowrunning team.

A free spirit makes itself known to the group as the remnants of one of the player characters who figured out at the last moment that supercharging the speed of a car with magic but being unable to control it was a bad idea.

Another introduced plot line was a magical based sea cruise for the awakened to attend as part of an ordeal where they travel the ocean and use their combined powers to heal the sickness in the waters and help rejuvenate the oceans. This is introduced with a storyline that the awakened and technomancers (people who use magic to use computers) are starting to go missing all over Seattle and the region around it.

We ended that first season of this campaign running a set adventure called “On the Run” which lasted five sessions and took the characters into the start of the second season. This made a good end of year cliff hanger as they ended the season three sessions in.

The adventure was well laid out, with a lot of good information in the back about the cast of characters and information you have find through your contacts and 4 nice location maps that were nice to run and set the scene.

Rules Notes – Lifestyles

I really liked the rules on making the lifestyles meaningful instead of a pile of spent credits. Things included were garage, toolshop, armoury, haunted, hard to find, gremlins basically I started making a Shadowrun style housing ads that advertised different locations that characters could take. This gave a good blend of what the players wanted, but came with some repercussions as well. No place was perfect, and they could make of it what they wanted.

From this I had an ongoing setup for characters finding a matching “home” to their purchased lifestyle. I do prefer an interaction instead of player goes away and returns with fully fleshed character and expect the GM to fit every detail into the ongoing campaign.

Content Updates

  • 2021-05-09 – Layout cleanup and linking in new content.
  • 2020-04-14 – Structure.
  • 2020-03-16 – Structure.
  • 2019-08-12 – Moved to new site.
Shadowrun RPG

Game Management: Choosing a new Campaign, Creating a SR Campaign Skype, Tracking Experience

Campaign: Personalities

Locations: Seattle 2069

Storyline:Seattle Elections 2069

Campaign Gen1 Street: The Setup, Year One – Origin Story, Year Two – Emergence

Campaign Gen1 Runner: Year Three – Ghost Cartels, Year Four – Artefacts, Year Five – Horizon

Campaign Gen2 Street: The Setup, Year Five – Horizon, Year Six – Dragons, Year Seven – Jet Set

Campaign Gen2 Runner: Year Eight – Sprawl Wilds, Year Nine – Stolen Souls

Campaign Gen3 Runner: The Setup, Year Nine – Stolen Souls, Year Ten – Lockdown

Campaign Gen3 Terrinoth:

Campaign Gen3 Prime: Year Ten – Lockdown, Year Elven – The End.

Corporations: Ares, Aztechnology, Evo, Horizon, MCT, NeoNet, Renraku, Saeder-Krupp, Wuxing

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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