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Shadowrun: Anarchy (hardcopy, PDF) is the narrative-heavy, shared-storytelling, alternate ruleset for Shadowrun. Among other differences, it has a non-traditional, abstracted movement system that lends itself to “theatre of the mind” style encounters, more-so than a lot of other RPGs. The GM and players don’t need to know how many meters/squares away a shooter is; she is either Close, Near, or Far. During a player’s Narration, they may take one Movement. Simple.
The Shadowrun setting, however, lends itself to “splitting the party” more-so than a lot of other RPGs. Team members have distinct roles. The Rigger and Decker stay in the van, the Sniper scales the building across the street, and the Face tries to infiltrate the facility dressed as a nun, etc. These are heists after all, and you cannot always run around in a murder ball during a heist.
This juxtaposition of abstract distances and archetype specialists can sometimes lead to one of four pitfalls:
Narration 1: “I move to open the first door I see; behind it is the secret lab.”
GM: “…”
Using a traditional map can also detract from the shared-storytelling of Anarchy. When a player looks at a floorplan map, they tend to look for the doors rather than imagine where doors could be. This is where node maps come in.
Non-Traditional Node Maps
Node maps are not a new concept. Node-based Scenario Design has been expanded and elaborated upon by others extensively. These nodes generally refer to metaphorical points in a plot (Node A: discovering the murder, Node B: uncovering the first clue, Node C: uncovering the second clue, Node D: putting the clues together to solve the murder). The players could hit Node C before Node B but they need to uncover both clues to continue to Node D.
Node maps are also used for geographical place settings in an adventure (Node A: the sleepy village, Node B: the scary woods, Node C: the haunted castle in said woods). The players cannot find the castle without traversing the woods but the distance and direction are not precisely defined nor important.
Consider these examples as “macro-nodes”; each node represents a great potential of space or time. The clues in a mystery plot could be miles apart or weeks between. The haunted castle could have twenty rooms in it or a hundred. Node mapping is very useful in designing non-railroad runs, but it doesn’t alleviate the pitfalls above. For this, we need “micro-nodes”.
These nodes represent the discrete, interconnected areas of a macro-node. Imagine the haunted castle above. Each of the castle’s rooms, its courtyard, its rooftops, and its moat would all be represented by a node. Each doorway, hallway, or secret tunnel would be represented by a connection from one node to another.
In a more shadowy example, imagine a corporate lab facility. It has offices, security checkpoints, several lab areas, mechanical (HVAC) room, etc., each represented by a hex on the node map. Each area or node is furnished with what the players might expect (the lab has test equipment and vats with green goo, the security checkpoints have bored CorpSec NPCs). They are connected by lines that could represent a door, a hallway, an elevator, or a stairwell. Some nodes have more connections than others. Some nodes act as barriers to other nodes (you must pass Security Checkpoint 1 before moving to the offices). It doesn’t matter to the map if the labs are square or circular. It doesn’t matter to the map if one room is above another or adjacent to it. The node map shows themes and connections, not dimension.
Applying the abstraction from Shadowrun: Anarchy becomes easy after this. The following would apply:
In Shadowrun, where hacked AR maps and prior surveillance are common, feel free to draw out the entire node map when appropriate. Adding to the node map is as easy as drawing a circle and connecting it to the other nodes, so correcting a mapping oversight or adding a player’s new idea is simple and quick.
Minis (or icons for online games) work well on node maps to track relative positions. Draw the nodes on your map large enough to hold a few minis, but not so large that you are tempted to draw a detailed map inside the node. If you want to represent a particularly large area, such as the east and west sides of a parking lot, simply cut the node in two, use two adjacent nodes, or label the node as Far (it takes 3 movements to traverse).
Node maps should probably be avoided if you are not mitigating one of the pitfalls. If the players are not splitting up or splitting up would cause no added danger, no need to track relative positions. If the pacing of the Scene is not important relative to the objective of the Scene, then the number of Narrations (and therefor Movements) is unimportant. If the setting of the Scene is vast or uncomplicated (like a parking lot or a stretch of street), it might be best to avoid the nodes and just call the distance Far. If slogging through the nodes takes up more time than the action of the Scene, you have probably drawn too many nodes. If you look at your node map and you have essentially drawn a straight line, it might be better to reevaluate the entire Scene. As the GM, you will need to decide when a Scene will be enhanced or hindered by use of a node map.