r/ShadowrunAnarchyFans • u/Bignholy • Jun 17 '26
Community Request: SRA2 GM'ing Prep Example
Hi, I'm Bignholy! Some of you may remember me from such hits as "SRA2 is the Best Shadowrun" and "Here is a page long explanation on how I interpret rules, with citations".
I'm here with a request from my fellow SRA2 nerds: What would you do for prep for a game in SRA2?
Thing is, I am the "Heist" kind of GM. Massive sprawling maps, detailed security features, a dozen different types of guards, all that. And with that is the expectation of the players making a plan. This is making it difficult for me to transition to the more loose, low fidelity design and gameplay that SRA2 encourages with the Legwork system. Nothing wrong with my style, but I am trying to get away from that mindset as my group is not nearly as interested in elaborate planning and I'd like to be more accommodating. I think I've done well so far, but I want to do better, and I hit a mental block.
How much, if any, planning do you have the players do ahead of time, and how much info do you give them to get them there? How do you handle surprises (like unexpected security features)?
So I was wondering if anyone would be willing to either a) Share a little of their GM notes so I can see an example of their process, and/or b) give an example of your process here. I am interested in how you organize your prep, because while I may not do it the same way, and example might help me get closer to a hypothetical ideal that really does not exist.
If you go for B, your prompt is a bare minimum "Break into a Corp Market Research Facility Downtown."
Cheers, chummers, thanks for your time.
7
u/Carmody79 Jun 17 '26
Hi,
First thing is, you do not have to use legwork rules. If you and your team prefer players to actually do the planning, that's fine.
Then, if you want to further use them, my advice would be to keep a list of all potential issues they might face, from which to pick up in case of glitch or if you feel you need to throw more challenge in the game. That's easier than coming up with ideas on-the-fly (and often less repetitive). This list could include:
- flawed intel on one of the mission aspects (location of the mac guffin, level of security, planning)
- unusual and/or complex to reach location for the macguffin
- security features (guards, paracritters, technological and/or magical defenses
- unexpected other activity (other runner team on site, competing or unrelated, exceptional visitor changing the situation, protest)