You are on page 1of 12

CONTROLLED ANARCHY CONTRACT BRIEF DESIGN

Once they have a solid understanding of their characters,


Controlled Anarchy is a method of roleplaying that eliminates
players will create a Contract Brief for their PCs to take on.
the traditional gamemaster and fully embraces the
This includes determining what the Run is about, what
Shadowrun: Anarchy concept of shared storytelling. Every
Runners are up against, and what will go so terribly wrong.
person at the table is both a player and an occasional mini-
GM. Every player has a stake in the game, a stake in the
Players will then populate the Contract Brief with NPCs.
engagement of others, and a stake in the story.
RUN TAGS
This method only works if ALL players want it to.
Tags are what the Run is about – the basics. Determine the
Run Tags (the Objective, the Target, at least two Interested
OVERVIEW Parties, the Meet, and one Location per Scene) using any
method:
NO GAMEMASTER • Randomize from the Run Generation chart (blue).
In this environment, traditional gamemaster (GM) duties of • Spend a Plot Point to choose a Run Tag.
storytelling and encounter management are transferred
completely to the players or randomized. <<These are the basic points that would come up during a
meet with Mr. Johnson.>>
The traditional GM is replaced by:
• Random Run generator, RUN THREATS
• Random NPC generator, Threats are obstacles or enemies the players will face during
the Run. Determine the Run Threats (one per player and one
• Random Node Map generator,
per Location) using any method:
• Random event generator (Story Beats and
• Randomize from the Story Beat Object grid of the
Spotlights),
Event Generation chart (orange).
• Fluctuating risk and reward trackers (Threat Pool and
• Spend a Plot Point to choose a Run Threat.
Street Cred Pool),
• Rotating control of shared-storytelling elements (the <<These are broad, conceptual categories of obstacles and
Director), enemies such as Security, Magic, or Tech. Do not choose the
• Steady supply of Plot Points to the players. exact NPC stat block or the exact nature of an obstacle yet.>>

ALL PLAYERS, ALL THE TIME RUN COMPLICATIONS


In this environment, each player has the following additional Complications are major twists, hitches, or extraordinary
responsibilities: obstacles the players must face in the Climax of the Run. Each
• Add detail to the Contract Brief, the Scenes, and the player should generate a Run Complication and keep it secret
Narrations. from other players:
• Add context to the Story Beats and Spotlight events. • Randomize from the Run Generation chart (blue).
• Add challenge to the other players.
<<The player that generates the Climax Story Beat (see Story
• Manage the Threat Pool/Street Cred metagame. Beat Generation) will spring their Complication on the
Runners. Until then, Complications act as nagging suspicions
in each player’s mind.>>
CHARACTER DESIGN
Controlled Anarchy requires complete, fleshed-out NON-PLAYER CHARACTERS
characters. In addition to all the mechanical aspects of the To save time, generate three to five NPCs before the Run
PC, they will need Cues, Tags, and Dispositions. These will be begins and introduce them when needed. Determine their
important in adding context to events later. Metatype, one or two Traits, and a Motivation.
• Randomize from the Contact Generation chart
Players will also need to use the Street Cred House Rules. (green). Feel free to ignore gender.
• The first NPC should be Mr. Johnson.
PLOT THREADS
In addition to a completed character sheet, each player <<Each NPC will be roleplayed by multiple players, so make
should think of one Plot Thread for their character -- them fun and easy to narrate. You can also insert any NPCs
something to motivate them, something they want to that were introduced in previous Contract Briefs.>>
accomplish as a Runner. For example, “Find my lost sister,” or
“Take down Ares for what they did to me.”

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.

<<The role of Director rotates clockwise (like all rotations).


The Director should recognize that challenging the other
players and successful Attack Actions generate Street Cred,
which benefits all players.>>

NPC TARGET PRIORITY


The Director should use reasonable effort to target NPC
Attack Actions against (in order):
1. The player with the most Target Tokens (redeeming
all Target Tokens on that player),
2. The player who is least engaged,
3. The player who will narrate next.

<<Keep Tokens from building up and everyone engaged.>>

PLAYER NARRATIONS
Players rotate Narrations clockwise from the Director and can
spend Plot Points on Shake it up, like normal.

Players have the following duties:


• Generate and interpret Spotlights,
• Narrate as per normal Shadowrun: Anarchy rules,
• Draw Target Tokens from the Threat Pool:
o Players may draw 0 - 3 Target Tokens any
time during their own Narration,
o Players may not draw Target Tokens on
another player's Narration,
o Each Target Token drawn reduces the
Threat Pool by 1,
o If three Target Tokens are drawn, increase
Street Cred Pool by 1.

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.>>

STORY BEAT ACTION and OBJECT


The Action is what happens. The Object is what it happens to.

Use the Action/Object in conjunction with Order and Subject


to determine the exact event. Players may make suggestions,
but the Director has final say over the interpretation.

<<There are 46,656 combinations of Order + Subject + Action


+ Object for a Story Beat. Each of those 46K combinations
have unlimited contextual interpretations based on the Run
details, the Scene so far, the players involved, potential
Complications, etc.>>

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.

DENOUEMENT When players know each other's character, it can also be a


The Denouement Story Beat is a special beat that takes place time to nudge or needle the other players.>>
after the Scene concludes. These usually represent
repercussions of the Story Beats previously played out.

If "Harm/Shadow" was rolled…


• …during Denouement with "NPC Introduction" as
Subject, the PCs could have earned a new enemy
with intent on revenge against the shadowrunners.

If "Increase/Critter" was rolled…


• …during Denouement with "NPC Action" as Subject,
the Head of Security could increase the number of
Barghests at the next location.

If "Withdraw/Shadow" was rolled…


• …during Denouement with "Close Thread" as
Subject, a shadowrunner or contact the players
know could retire from the shadows.
5
STORY PROGRESSION
CONTRACT BRIEF REWARD
Eventually each Scene must come to an end.
At the conclusion of the Contract Brief:
• Players may exchange their earned Street Cred for
SCENE CONCLUSION
A Scene can conclude one of two ways: Karma (3 Street Cred for 1 Karma) at this time. This
• The Scene concludes shortly after the Scene's Climax is the only time that Street Cred can be exchanged
Story Beat is resolved, for Karma.
• The Scene concludes immediately after the players • If any player has Plot Points left, they may spend
Fall Back! them to describe or narrate "off screen" events or
repercussions of the Run, potentially setting up
<<By concluding shortly after the Climax, the Director has future Runs, NPCs, Plot Threads, etc.
time to redeem Target Tokens against the players to
maximize payout (see below). The Scene should end on the <<Most Contract Briefs have two or three Scenes, but if the
last meaningful engagement of the Climax. Escalate the players agree, the Contract Brief can be a single Scene or even
Climax rather than add a meaningless encounter afterwards four to five Scenes. It’s more important to end the gaming
to blow off the last Target Tokens. session on a high note and an exciting Climax than it is to
include a predetermined number of Scenes. Don’t forget to
Following the Climax is the fourth Story Beat, Denouement, spring the Complication on the PCs before the end of the
and is not necessarily played out by the players.>> Contract Brief!>>

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.

<<Once Street Cred is paid out to the characters, it cannot be


lost due to future Threat Pool, Falling Back! or even a
complete failure of the Run. Street Cred can be spent like
other Street Cred on consumable gear, temporary contacts,
etc. between Scenes, if appropriate.>>

CONTRACT BRIEF CONCLUSION


The Contract Brief can conclude any number of ways, but
generally ends when the PCs would take a reasonable break
from the action because:
• The initial Plot Thread (the Run Objective) is
completed, failed, or abandoned.
• The most interesting or engaging Plot Thread is
resolved, closed, or replaced.
• The PCs are all dead.

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

8
EVENT GENERATION

STORY BEAT ORDER: DISCOVERY → CONFLICT → CLIMAX

STORY BEAT SUBJECT


2d6 PLOT THREADS (1-3) CHARACTER INTERACTIONS (4-6)
1 Close Thread PC Negative
2 Replace Thread NPC Positive
3 Complicate Thread NPC Action
4 Clarify Thread NPC Introduction
5 New Related Thread NPC Negative
6 New Unrelated Thread PC Positive

STORY BEAT ACTION


2d6 1 2 3 4 5 6
1 Abandon Change Divide Increase Move Ruin
2 Ambush Contaminate Expose Inform Multiply Start
3 Antagonize Conceal Fail Join Neglect Support
4 Attain Decrease Guide Kill Profit Trust
5 Bestow Delay Harm Liberate Pursue Waste
6 Block Destroy Imitate Lose Return Withdraw

STORY BEAT OBJECT


2d6 1 2 3 4 5 6
1 Agenda Enemies Mental Political Setting Target
2 Allies Expectations Mil/Gov Possession Shadow Tech
3 Balance Information Objective Power Social Threat
4 Challenge Leadership Patron Project Spiritual Wealth
5 Corporation Magic Physical Reputation Street Weapon
6 Critter Matrix Player Security Tactic Wound

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)

9
a e ear a ed
o a on ame

a e ailroad
o a on ame

10
a e ri k all
o a on ame

a e ownward iral
o a on ame

11
a e ill log
o a on ame

a e ed erring
o a on ame

12

You might also like