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1
SCENE DESIGN
THREAT POOL
After the Contract Brief has a framework, it’s time to start
Threat Pool (TP) replaces GM Plot Points (but not NPC Plot
building the story. The players should decide, based on how
Points):
much time they have, how many Scenes they will aim for. A
• Threat Pool starts equal to the number of players at
single Scene can be resolved in one or two hours and most
Contract Briefs have two to three Scenes. the beginning of each Scene.
• Increase Threat Pool when:
A Scene is a series of Narrations with a conclusion and o A player spends a Plot Point (+1 per Plot
resolution known by none of the players. To help contain the Point),
Scene, the players have a Node Map. To help move the o The Director fails to roll a Story Beat (+1d6).
Scene, the players have Story Beats. To help pace the Scene, • Decrease Threat Pool when:
the players have the Threat Pool. To help motivate the o A player draws a Target Token from the
players, they have the Street Cred Pool. Threat Pool (-1 per Target Token),
o The Director rolls a Story Beat (-1d6).
NODE MAPS
• A Spotlight may also increase or decrease the Threat
Each Location is represented by its own Node Map. Node
Pool (see Spotlight Event Generation).
Maps are abstract – each Node can represent either discrete
sectors in a Location (office, alleyway, matrix host, etc.) or • Threat Pool may never rise above 12. If the Threat
metaphorical waypoints in the story (after a clue is found, Pool would raise to 13, remove one Street Cred from
before an ambush is sprung, etc.), as needed. the Street Cred Pool instead (see below). If it would
raise to 14, remove two, etc.
Determine the Map Shape and Modifier:
<<Threat Pool represents the risk-reward balance of the Run.
• Randomize from the Node Map chart (blue).
Players directly manipulate the Threat Pool with Plot Points
• Adjust the Node Map accordingly.
and Target Tokens. The higher the Threat Pool, the faster
Node Map highlights: Story Beats come, but the easier Street Cred is lost as the Run
• PCs may use their movement to move from one spirals out of control.>>
Node to another connected Node.
STREET CRED POOL
• Floating Nodes become available to explore after all
Street Cred Pool (SCP) replaces player Karma rewards:
connected Nodes have been explored.
• Street Cred Pool starts equal to the number of
• New Nodes may be added by spending a Plot Point. players at the beginning of each Scene.
• Players are encouraged (but not required) to narrate • Increase Street Cred Pool when:
in the current Node at least once before moving on. o A player draws three Target Tokens on their
• Movement from one Node to another may generate Narration (+1 per Narration),
a Spotlight (see Spotlight Event Generation). o A player or NPC Exploits a Live Dangerously
<<More about Node Maps at www.surprisethreat.com.>> Plot Point (+1 per Exploit),
o An NPC makes a successful Attack Action
STORY BEATS (+1 per Attack Action).
The soul of Controlled Anarchy. Story Beats are the major • Decrease Street Cred Pool when:
turning points of the Scene, and combined with the actions of o The Threat Pool would rise above 12 (see
the players, they drive the Scene into unexpected, above),
interesting, contextualized, and player-focused territory. o The players Fall Back! (pg. 60) voluntarily or
otherwise (cut Street Cred Pool in half).
There are generally three Story Beats during the Scene –
• Street Cred may never drop to zero. If the Street
Discovery, then Conflict, then Climax. After the Climax, the
Cred Pool drops to zero, the entire Run has failed.
Scene ends and the last Story Beat, Denouement, takes place
The employer has lost faith and pulls the contract, or
before moving to the next Scene.
the team cuts their losses and skips out. Either way,
The rotating mini-GM, the Director, will check for a Story the players must Fall Back!
Beat at the beginning of their Narration (see Narrations). The
<<Street Cred Pool represents the potential rewards (in Karma
check will succeed or fail based on the current Threat Pool.
and reputation) of the Run. Street Cred will be divided among
the players later, so build it up by being tough and/or bad-ass
The exact nature of a specific Story Beat will be interpreted
and don't Fall Back!>>
by the Director (see Story Beat Generation).
2
NARRATIONS
FULL ROTATION
The Narrations are where the players add detail and action to
When the player Narrations come full circle back around to
the story. There are two types of Narrations: Director
the Director:
Narrations and Player Narrations.
1. The Director player gains a Plot Point,
2. The Director role rotates to the next player,
DIRECTOR NARRATIONS
Players rotate being the Director – a temporary mini-GM. The 3. The now former Director completes their own Player
first Director will be the player that spent the most Plot Narration,
Points designing the Contract Brief. Or randomize it. 4. The new Director begins their Director Narration.
<<A Director will never play against herself and will never
The Director has the following duties:
narrate twice in a row. The Plot Point is the reward for being
• Generate and interpret Story Beats.
the Director and guarantees a steady source of Plot Points.
• Describe the current environment of the Node. It’s a good idea to give the Director a marker of some sort to
• Challenge the other players: physically pass to the next Director.>>
o Control NPC actions (roleplay and attacks).
o Manage NPC resources (including Edge and
Plot Points).
o Roll all Opposing Dice Pools.
• The Director may delegate bookkeeping or dice
rolling duties to other players for ease of play.
• The Director remains a player but should avoid
playing with themselves in front of others.
PLAYER NARRATIONS
Players rotate Narrations clockwise from the Director and can
spend Plot Points on Shake it up, like normal.
3
STORY BEAT GENERATION
STORY BEAT ORDER
Story Beats are the heart of Controlled Anarchy. These are the
Story Beats follow a classic storytelling pattern and generally
critical turning-point events that propel the story in
take place in the following Order:
unpredictable directions and guide the story arc to a
1. Discovery - The first Story Beat should reveal
satisfying conclusion.
previously unknown information about the Scene.
Story Beats occur randomly but their frequency is greatly 2. Conflict - The second Story Beat should inject new or
influenced by the players' actions and decisions (represented increased conflict into the Scene.
by the Threat Pool). 3. Climax - The third Story Beat should be the
culmination of the purpose of the Scene. This is also
Story Beats are interpreted by the Director and where the Complication kicks in.
contextualized by the Order in which they appear. They are 4. Denouement -The last Story Beat is the wrap-up and
created by combining random Subjects, Actions, and Objects. reward phase after the Scene has ended.
STORY BEAT CHECKS <<The Order gives the scene narrative cohesion, but they are
The Director checks to see if a Story Beat triggers at the not mutually exclusive. Players can learn new information at
beginning of their Director Narration: any time and Conflict can rise at any time.>>
Roll 2d6 and compare the sum to the current Threat Pool: STORY BEAT SUBJECT
• Equal to or greater than TP – No Story Beat. The Subject is the overall focus of the event.
o Increase Threat Pool by 1d6.
• Less than TP – Story Beat. Plot Threads are events that affect individual story arcs
and/or specific objectives:
o Decrease Threat Pool by 1d6,
• Completing the Run Objective is the initial Plot
o Generate a Subject, Action, and Object
Thread. e.g., "Kidnap the executive."
using the Event Generation chart (orange),
• Players may begin with personal backstory Plot
o Using the context of the Scene and the
Threads. e.g., "Find my missing sister."
Subject / Action / Object, interpret the
• When new Plot Threads arise (related or unrelated),
Story Beat into an encounter, complication,
they may be followed or ignored as the players wish.
or challenge that may take multiple runners
A Plot Thread that is closed or replaced may no
to resolve.
longer be followed (for good or ill).
• (Optional) Before rolling, the Director may choose to
trigger No Story Beat (as if the roll were equal to TP). Character Interactions are events that focus on a character or
o Increase Threat Pool by 1d6. group of characters:
• These can happen to NPCs or PCs. The Director
<<The higher the Threat Pool, the more likely a Story Beat will
determines the specific character.
trigger.
• These can be Positive or Negative (relative to the
Optionally, the Director may choose to skip the Story Beat affected character).
check for a few good reasons, e.g., the players are in the
<<While a Subject is the focus of the event, they are not
middle of a complex encounter, the story is outpacing the
mutually exclusive. For instance, an NPC Introduction may
Scene, etc. Remember that the Threat Pool still increases.>>
complicate a Plot Thread.>>
4
STORY BEAT EXAMPLES SPOTLIGHT EVENT GENERATION
Here are a few examples that use the randomly generated Spotlights are the interstitial events that take place between
Story Beat elements of Order, Subject, Action, and Object. major Story Beats. They fill in the gaps of the story and allow
players to constantly show why they were the right (or
If "Abandon/Leadership" was rolled… hilariously wrong) runners for the job.
• …during Discovery with "New Related Thread" as
Subject, the PCs could find a list of defectors to bribe Spotlights are meant to be quick hits and shouldn't interfere
to help them find the target. with the pacing of the story. Every player should be
• …during Conflict with "NPC Introduction" as Subject, generating them with more or less equal frequency.
the PCs could see that Mr. Johnson's bodyguard has
SPOTLIGHT EVENTS
switched sides and brought his Mafia buddies with
Players automatically generate a Spotlight when:
him to fight the PCs.
• They narrate immediately after the Director (to keep
• …during Climax with "PC Positive" as Subject, some
momentum or add flavor to a Story Beat),
of the Knight Errant fighting the PCs disobey orders
• They explore a Node on the Node Map for the first
and retreat.
time.
If "Harm/Shadow" was rolled…
Generate an Opportunity and Modifier using the Event
• …during Discovery with "New Unrelated Thread" as
Generation Chart (yellow):
Subject, the PCs could uncover a conspiracy to ruin • Opportunities are chances to showcase a specific
one of their shadowrunning contacts. aspect of a character (Tag, Skill, Cue, etc.) and should
• …during Conflict with "NPC Action" as Subject, focus on the player that generated it.
"Shadow" could refer to the shadowrunners • Modifiers direct the Opportunity toward certain
themselves; an NPC tries to harm them somehow encounters, easier or harder challenges, chances to
(via reputation or with bullets). showcase Positive or Negative Qualities, or to a
• …during Climax with "Complicate Thread" as short downtime (maybe time to heal).
Subject, the PCs could find that by completing the o Adjust Threat Pool, if appropriate.
objective, they will do harm to the shadowrun
community or their own reputation within it. Interpret the Spotlight into an Encounter, Complication, or
Challenge that may take a single runner to resolve.
<<Any player can suggest possible interpretations. The
Director gets to decide what they end on. If you find an <<Spotlights could be as complex as a short combat that
interpretation that is cool/meaningful/engaging but doesn't showcases your Firearms Skill, or as simple as a proper
quite meet the Order/Subject/Action/Object rolled, go with it situation in which to say that Cue you like. Spotlights are filler
anyway. This is Anarchy after all.>> events but are great opportunities to develop a character.
SCENE REWARD
At the conclusion of each Scene, do the following:
1. Adjust the Street Cred Pool:
o If the Climax was resolved, dump all
unspent Target Tokens back into Threat
Pool (adjust the Street Cred Pool
accordingly).
o If the Scene ended in a Fall Back! dump all
unspent Target Tokens back into Threat
Pool (adjust the Street Cred Pool
accordingly) and then cut the Street Cred
Pool in half!
2. Distribute Street Cred from the Street Cred Pool
amongst the players (evenly or otherwise).
3. (Optional) Street Cred may be left in the Street Cred
Pool for the next Scene.
6
CONTACT GENERATION
CONTACT METATYPE
2d12 1-6 7-8 9-10 11 12
1-6 M. Human M. Elf M. Ork M. Dwarf M. Troll
7-11 F. Human F. Elf F. Ork F. Dwarf F. Troll
12 Roll again with metatype variant (Changeling, Fey, Hobgoblin, Gnome, Giant, etc.)
CONTACT TRAIT
2d12 1 2 3 4 5 6
1 adventurous bossy compassionate daring dull gentle
2 affectionate brilliant compliant decisive dutiful generous
3 aggressive calm conceited demanding easy-going graceful
4 ambitious careful conscientious demure efficient greedy
5 angry carefree confident dependable energetic hard-working
6 anxious careless considerate determined faithful happy
7 apologetic caring courageous devious fearless harsh
8 arrogant cautious cowardly disagreeable fearful hateful
9 articulate charming critical dictatorial foolish helpful
10 attentive cheerful cruel dishonest friendly honest
11 bad-mannered clumsy curious disrespectful fussy humanitarian
12 bold coarse dangerous domineering fun-loving humorous
2d12 7 8 9 10 11 12
1 humble judgmental nervous rebellious sensitive thoughtless
2 idealistic kindly opinionated reckless sensuous timid
3 imaginative lazy optimistic reflective serious tolerant
4 impatient lively overbearing reliable shy trail-blazing
5 impolite loving patient reserved sly trusting
6 inconsiderate lovable pessimistic responsible solitary trustworthy
7 independent loyal petulant restless stable unfriendly
8 industrious manipulative polite rigid stingy unkind
9 innocent materialistic proud sarcastic strict unstable
10 interfering melancholic prying secretive stubborn untidy
11 intelligent mysterious rational selfish submissive wary
12 jealous naïve realistic sensible thoughtful woeful
CONTACT MOTIVATION
1 2 3 4 5 6
2d6
PERSON OBJECT STATUS BELIEF HISTORY VICE
1 enemy artifact acceptance compassion abandoned gambling
2 family money achievement duty betrayed stupor
3 friend property authority faith disappointed pleasure
4 idol secrets fame justice faked pride
5 lover technology immortality loyalty heroic weird
6 rival weapons safety tradition rejected wrath
7
RUN GENERATION
RUN BASICS
1d6 OBJECTIVE TARGET
1 Assassination or Destruction Person
2 Investigation or Datasteal Information
3 Enforcement or Persuasion Technological
4 Extraction or Insertion Biological
5 Protection or Security Magical
6 Misdirection or Sabotage Location
RUN DETAILS
2D6 INTERESTED PARTY (x2) COMPLICATION (x3)
2 Secret Society Double-Cross
3 Government Agency Needed: Specific Person
4 Political Group Misinformation: Location
5 A or AA Corporation Security: Upgrade
6 Law Enforcement Third Party: Rival
7 Megacorporation (AAA) Security: Increase
8 Criminal Syndicate Third Party: Rival
9 A or AA Corporation Security: Alternate
10 Magical Group Misinformation: Target
11 Private Individual Needed: Rare Equipment
12 Exotic Entity Third Party: Offer
RUN LOCATIONS
1d6 MEET TARGET
1 Bar, Club, Restaurant Residential
2 Warehouse, Dock, Factory Industrial
3 Urban Waste Urban Waste
4 Moving Vehicle Financial
5 Matrix Host Commercial
6 Astral Space Underground or Wilderness
NODE MAPS
1d6 MAP SHAPE MODIFIER
1 Pear-Shaped No Floating Node
2 Railroad Missing Node
3 Brick Wall Missing Connection
4 Downward Spiral Extra Connection
5 Uphill Slog Extra Connected Node
6 Red-Herring Extra Floating Node
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EVENT GENERATION
SPOTLIGHT EVENT
1d6 OPPORTUNITY MODIFIER
1 Attribute Opportunity Surprise Threat! (TP +2)
2 Cue Opportunity Harder (TP +1)
3 Disposition Opportunity Negative Quality
4 Gear Opportunity Positive Quality
5 Skill Opportunity Easier
6 Tag Opportunity Scene Downtime (TP -1)
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