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Dumpshock Forums _ Shadowrun _ Shadow of the überplot

Posted by: Talia Invierno Nov 7 2003, 10:14 PM

Not so very long ago, Polaris mentioned that because PCs were never going to be able to affect the major NPC Players (and thus risk the FASA/Wizkids überplot), the Shadowrun universe was fundamentally nihilistic. Within an average runner’s lifespan, the major megacorporations may as well be eternal monoliths. The important background Players will always have Ultimate ratings and thus will succeed at all things, while the runner is handicapped by the precise opposite. In an environment where any real competition is viewed with suspicion, it is most likely that any PC who has developed sufficiently to pose a potential threat will also be the first to be targetted by one or more of those megacorporations or Ultimate NPCs before that threat can become immediate and real. The nail that sticks out is the first one to be hammered down.

For a campaign to thrive, it is vital, I think, for the players to feel that their PCs can in fact influence their social and political environments. At the same time, our own world rarely seems to acknowledge each and every individual action – little fish, big pond – and it would seem unrealistic to assume that the Shadowrun universe is any different in this respect.

How to resolve this apparent contradiction?

In order to be able to influence, the players should first care what becomes of their PCs. This usually implies an equal caring for what becomes of the PCs’ social environment: contacts, friends, family, even belief structure. I’ll assume here that the GM has already co-examined with the players what their PCs find important and is willing to weave it into the plot structure, and I’ll assume that the players are equally willing to allow such “hooks” into their characters. (Not all will agree with the desirability, let alone the necessity, of such hooks. To these I'd ask only one question: what's the point of the PC's existence beyond basic survival?)

While all actions do have effects, the degree and sphere of a PC’s effective influence grows with that PC’s power: a series of concentric circles. Even as a larger stone thrown with greater skill will leave far more ripples in a pond than a small stone which may well sink apparently without trace: the more powerful the PC and the greater the action, the vaster will be its visible effects on the Shadowrun universe. As the PCs grow beyond the scope of a small, local “pond”, NPCs important to the PCs can be used to draw the team into ever larger “ponds”. Perhaps an unknown NPC in an adventure can be replaced with someone familiar? or a new group contact draw the group into a wider circle? Perhaps some incidental paydata turns out to lead to something far more profoundly far-reaching than the original run which “serendipitously” acquired it? Perhaps you've destroyed the local Hellmouth (but there's another one in Cleveland)? wink.gif

Some groups may choose not to venture beyond their own, familiar pond. For these groups, better to become highly influential within a tighter, familiar social environment that has immediate personal relevance than to perpetually seek the chance of influence on a wider, but less personal, scale. It’s a perfectly valid choice. The important thing is that the players are potentially able to effect visible results within the social environment they have chosen.

Where a campaign continues to grow in its sweep, however: I suggest that it is essential to grant the PCs visible results of their actions on a (slowly! but) ever-increasing scale. In this last case, if frustration of action is not to eventually cycle the group into passivity and/or violence for its own sake, I suggest that eventually the players must have the option to escape the shadow of the überplot. Without that potential, any actively growing campaign must eventually hit the glass ceiling of canon, an unyielding barrier against which all the PCs’ best efforts cannot but be thwarted, their utmost come to naught … for the canon überplot cannot be changed. And at this point, that timeline covers a considerably wider range than the lifetime of the average runner.

It’s fatalism at its finest. Within such an environment, would not a player be justified in thinking: “Why care?”

Posted by: nezumi Nov 7 2003, 11:04 PM

[hrm... this comes off as rambling.. hope you can get something useful from it : ) ]

Something to keep in mind is this was developed based on the Cyberpunk genre, and the core ideas of the cyberpunk genre were 'corporations are god' and 'it won't make a difference'. Thats the runner's great dilemna, while they are freelancers who don't have to work for the system and can make a difference, the truth is they do work for the difference and are largely disposable. When the ideas arose in stories they were exciting because they related more to peoples' fears of being totally owned by the corporations they worked for or hated. In a big way, the question does come down to 'why care', and that in itself is perhaps something to build a campaign around. Why should your character not kill himself? What can he find to keep himself going? For many players your contradiction isn't an issue because the challenges are inherently internal (ooh.. good for roleplaying!)

Obviously, this makes for a very depressing game. I would certainly say let the characters make small differences at realistic goals. It might take a year to close down that Ares plant polluting the sound, but its possible. But why do the characters even care about Harlequin jauntying around, doing his elfy stuff? It's out of their league and that's how life is. If you let the characters change the plot over the entire universe, as they grow they will eventually feel equal to those things they compete against and the game has ended. So I don't see why there shouldn't always be some things which are simply undoable and some tough goals which are certainly achievable. Where you draw the line depends a lot on your players and the mood of the game. Go ahead and let your characters reach epic levels, they do it in the Other Game. For me, after reading plenty of cyberpunk, I put that line pretty low for a long time. Thats why the game is described as gritty, because all in all, its depressing and life sucks, and for some people that's good.

Posted by: BitBasher Nov 7 2003, 11:05 PM

I think there is no contradiction.

The ability to affect their world and the ability to affect the world are entirely different things.

The players can have a profound effect on their own existance, and the NPC's around them, via their actions and motives. That has not a damn thing to do with the metaplot as a whole not altering the fundamental world itself, and I don't see anything wrong with that.

You didn't cause a series of events that caused Hussein to fall, yet that does not make the event any less significant to the world. To that end I don't understand the mentality that players need to impact anything metaplot related. There are millions of world changing events in the world right now, and it's unlikely that you are involved in any of them.

The PC's are just players in a world. What should matter are the things that matter to them, their hopes and dreams and desires. Their pain and anguish, feats and triumphs. Their lives should mean something because it means somehting to them, not because of some false comic book sense of heroics. There should be an emotional attachment to the character and their ordeals and lives instead of some artifical uberplot that solely exists to move a story forward.

I don't believe there is a "glass ceiling of canon" I think that using canon storylines as a method to propel a campain forward is a crutch for GM's that cannot create a compelling world and life story for each of the characters in their game. I don't think that canon world events need to have any place in the game except something to read in a newspaper.

I think their sucesses should be their sucesses and not the uberplots. Their failures should be their failures and not the uberplots. The only time a player should say "Why Care" is because they were placed onto a path that was already finished before they started. Predestined. By not even starting that route the PC's never end unfulfilled. The best way to avoid walking down the path of damnation is to look at the map and not go that way in the first place.

They would be apathetic because the GM chose to put them down a path they were not willing to violate, by choosing to make the party direct players in the metaplot. Instead of leading a campaign the GM has chosen to follow one, and be lead down a road which shackles them.

The preceeding has been an excerpt from:
"GMing and ZEN: Shadowrun Philosophy"
-By BitBasher.

Posted by: mybrainhurts Nov 7 2003, 11:07 PM

Just because the big uberplot cannot be changed doesn't nessicarily mean that the chartacters actions are pointless or that they have no reason to exist.
I mean, how many of us truly believe we are going to massively change the world, probably not many, but most of us keep on living anyway, going to do whatever we do with our lives. even though we may not significantly impact the world, we still make an impact in a smaller circle, which is still significant to us as to make us care, whether this impact is having a spouse and children, or whatever. Similarly, even if you decided that the metaplot couldn't be changed, the characters would still have purpose on a smaller level.

However i don't see any reason why the characters couldn't affect the metaplot, it would just be fragging hard to do, I mean, dodger, captain chaos, damien knight and so on are very, very good at what they do. If a character could grow powerful enough, get a strong enough rep and sphere of influence, and work to achieve what they have done, they could do it, it would just be incrediblyh difficult and unlikely for them to get that far.

Posted by: nezumi Nov 7 2003, 11:08 PM

Um.. yeah, I like what BitBasher said better. Pretend I said that.

Posted by: Siege Nov 7 2003, 11:52 PM

I'm sorry Tal -- I really enjoy your posts, but when you start quoting Polaris...well...

The uber-plots are interesting to read and a GM will determine how much of the uber-plot affects his/her players and vice versa.

A GM could have players on the scale of an IE or Dunkie if they really wanted to -- they could play CEOs of mega-million corps. Or they could be one of the faceless minions in the shadows when the star walks by.

Either view is completely possible. Hell, I'm a reasonably bright person and I can buy a hunting rifle with a scope. Want to lay odds I might be able to alter the course of current events?

The twit that tried to assassinate Reagan and ended up spawning the Brady Bill changed current events, although perhaps not the way in which he intended.

Is the game nihilistic? Not as much as it could be. It's certainly not as bad as Cthulhu or Cyberpunk, but nor is it the rpg equivelant of Neopets.

-Siege

Edit: fixed typo/edit

Posted by: bwdemon Nov 7 2003, 11:54 PM

This depends a lot on the players.

Some players want an arms race, with progressively bigger damage and progressively more important opponents. If they aren't facing and defeating something bigger and better than what they faced last week, they aren't happy.

Other players don't mind a mix of success and failure. They look for more of a television series feel to the game, with each season presenting new and interesting challenges without making everything bigger and better than it was yesterday.

Still other players don't like success at all. Life is grim and even when they're doing good, they want to feel like things are only getting worse.

Personally, I'm in the second group. My characters' goals are never things like "take down Ares Macrotechnology" or "kill all dragons". Neither, to me, is even remotely realistic or possible over the course of a game for a single character or even a runner team. Those things are bigger and better than any single character could hope to take on. That's an essential part of the SR feel, IMHO.

To be fair, I also feel that each person is entitled to their own opinion and gaming style. So long as the players and GM can work out a game, I'm just happy that people are playing SR. The important thing is knowing what you and others want out of the game you're all in.

Posted by: Crusher Bob Nov 8 2003, 04:09 AM

I'll have to point out that many of the 'classic' cyberpunk books, {b]do[/b] have the characters changing the world. IIRC in Neuromancer and Hardwired, major corporations fall. In Johnny Zed, the government is overthrown. The books that follow up When Gravity Fails (forget the names) have the main character becoming a rather important 'political figure'. Snowcrash has the characters saving the world (more or less). Personally, I've always found meta-plots to be pretty bad ideas, since they will almost certainly not match up with any groups playing style. I much prefer the method present in In Nomine, where several potential plot threads are thrown out in the books, but it’s left up for the GM to actually do anything with them.

Posted by: Bira Nov 8 2003, 04:34 AM

I find the notion that the metaplot cannot be changed rather curious. You don't have to be a slave to the metaplot just because you buy the books. In fact, your gaming life might improve a lot if you don't inexorably tie yourself to the designs of the Company smile.gif.

There's no problem at all in running a game where the characters actually do have a chance of stopping the Horror Invasion without help from any dragon or IE, or one where they actually manage to geek Damien Knight, or to shake the pillars of heaven in a number of other amusing ways. They don't even have to be 300-karma monsters regularly chucking 40 dice for everything in order to do it.

Altering the world is very cyberpunk, or at least very punk. Your world won't stop being gritty or shadowy just because your runners did something that altered it.

Posted by: Crimsondude 2.0 Nov 8 2003, 05:01 AM

I can't believe for a second anyone can follow the metaplot exactly. That is, unless you're writing it.

I also think Talia's initial comment on uber-PCs is a bit off. I've seen great uber-PCs exist and play in challenging games, but I also think that no one would rationally want to target a freelancer of such magnitude. I think it's perfectly reasonable that different corps will try to do everything they can to keep them on their side, but if I had access to a freelance, deniable asset that I had reason to believe would be of more use to me dead than alive--which in general such a pure merc would be--then the last thing I'd want to do is kill them out of spite. Blackmail them. Use their hits against you as leverage for you. Use their service to know how to protect yourself against them and their ilk. But short of them sodomizing the board of directors, they're better off alive and under control than dead and useless. Of course, if they have an agenda then they'll have institutional enemies who would go after them regardless. Likewise with all of the other personal/professional enemies they created to get where they are.

By that rationale, why is Fastjack--or any other canon Prime Runner--still alive after all these years?

I think the metaplot's nice to have. But I prefer the fact that there's enough omissions in the metaplot to drive an earth-shattering event through with nary a hint of reference or influence on the metaplot. And if the metaplot gets in the way, well--too bad for them. It's not like the Gaming Police are going to bust down the door and stomp on your neck for having the temerity to run YOUR game.

Posted by: Kagetenshi Nov 8 2003, 05:25 AM

I preface the following statement with the warning that I am a great fan of Nietzsche, and tend to have viewpoints similar to those he professed.

Honestly, the runners can't do a thing, they can't make a bloody fragging bit of difference unless they get really lucky (they're the team in Harlequin's Back, or the one in Brainscan (less so this one), or the team in SotF or similar). They're drops in the bucket, and the bucket is floating in the ocean.
They are nothing. NOTHING. Zip. Zero. Nada.
You know what? So are you. So am I. "Look on my works, ye mighty, and despair." Runners just have to face it more directly because they work day-to-day in a profession that exists only because corporations need people they don't care about, need people who can die for all they care.
The job of the player and the character is to come to terms with this, the fact that they will not make a difference in history, and in all likelihood will never even make a difference in the short term. Then, recognizing that, they live their lives knowing that their lives have no meaning that they do not bring to it, and that even that meaning is artificial. They know, and they don't care.
Shadowrun is about the Übermensche, not the sheep in their cubicles and offices believing that they're doing something that matters, but the people who have realized that in the end it doesn't matter and have chosen to live anyway.

~J

Posted by: Crimsondude 2.0 Nov 8 2003, 07:14 AM

What the hell?

I'm sure idealism runs rampant in the shadows. I take that back. I know it.

All of the best runners I have seen and played are the complete opposite of your description. They have a purpose, and their existence matters because they matter to someone or something, and vice versa. Their place in the universe isn't exactly of paramount importance. To be honest, I doubt any of them really thought about it. Their world is affected by them because it is small enough to mean a damn to them, or to others. In my case, my characters have all ended up rejecting completely the premise that life is meaningless and all this nihilistic bullshit. Some began with the search in mind, others began where you describe and were dragged into rejecting that idea kicking and screaming (In one case, almost literally). Otherwise, life sucks because the meaninglessness eventually wears on them, or has, and they grow up. As far as they're concerned, they matter in their own little corner of existence. Their family, friends, teammates, hopes, dream, fears all matter to them. They can change the world because they can affect their surroundings, and more importantly, their perceptions. Just because it doesn't command millions doesn't mean that, to them, they don't matter.

From the player perspective, this is utter lunacy. Why bother playing if there's no purpose behind the creation of a character and the formation of that character's own little world. If the character's existence is meaningless then why play? I can think of better forms of mental masturbation that require less effort and time. My characters have meaning. It's impossible for me to think of creating a character in this context that doesn't involve ripping this preconception apart in the character's mind and my own. From the character perspective, it's virtually impossible to conceive within the frame of their existing sphere of influence.

This hasn't always been explicit to me, but it is in the context of memory and perspective. And I have thought about this in probably the same way as you are describing. And then I rejected it, because, frankly, it SUCKS. It left me cold and distant from everyone. It made my gaming suck, too, because what's the point of playing a character and going on X run? However, it also did help produce the best writing I've ever done as a result. I had a character whose whole life was just completely screwed. He lost everything, including the one person whose life gave any meaning to his. He existed, but only technically. And he eventually went on runs, going through the motions but not actually caring about whether he lived or died except in an instant survival instinct. But his current (once-former) teammate just gave up on him and walked out in the middle of a conversation because he wasn't going to let this guy drag him down. His teammate had no hesitation in accepting a meaning in his life. As far as he was concerned, his life had meaning--and he had others whose lives meant something to him. And he couldn't continue to deal with this zombie who used to be a friend. He effectively succumbed to this nihilistic ideal, even at the expense of someone who actually wanted to help him. He ended up killing her, and it wasn't until he was killed, being chased down like a dog, that it finally dawned on him that his life did mean something--to them, and to himself. He just didn't want to admit it. It was all a matter of perspective, and, well, a matter of faith.

I also think it's either arrogant or ignorant, or probably both, to effectively claim that it's foreclosed that an action will be meaningless. But what I do and will do definitely affects people and matters to them--and that's all that really matters to me.

Posted by: Kagetenshi Nov 8 2003, 07:19 AM

Exactly. What you do doesn't mean anything in any absolute sense; you will not create greater good for the universe.
But that's ok, because you've got your own meaning.
I happen to think that, in the words of a friend of mine, Nietzsche was a pretty upbeat guy.

~J

Posted by: Adarael Nov 8 2003, 09:13 AM

I'm with Crimsondude on this, 100%. The best runners in the best games, in my experience, are the ones who realize that what they are doing is not moving and shaking the very foundations of the earth. In the words of Rorchach, "We do not do these things because they are right. We do these things because we are compelled to." Regardless of what eventual outcomes they might have, they are trying.

They said men could not move faster than 30 miles per hour. They said we couldn't leave the earth. They said we'd never fly through the air. If it weren't for people trying, despite what they 'knew' they couldn't do, we wouldn't be able to do these things today.

But... In a mundane game sense... The metaplot is only as static as you let it be; the 'unchangeable things' are only as unchangeable as your GM makes it. The power structure is only as static as it's made to be. In my current game, these are the things we've done so far:

-Kidnapped one of Lucien Cross's personal bodyguards, thumbed our nose at CatCo multiple times, and not only lived to tell about it - but apparently fascinated the head of the Seraphim. Even though that's the sort of fascination you're better off without.
-Blackmailed Sherman Huang into not blaming us for killing Inazo Aneki (re: Brainscan) by use of some hefty material links we lifted from him, as well as informing him of this on his personal computer.
-Attacked (but not killed - fought to a stalemate and then ran away from) one of the heads of the Ordo Maximus
-Killed Blackwing. Stunbolt. Killing hands fist to the back of the neck. Two Extra Explosive Heavy Pistol rounds in the face, to make sure he stayed dead. Contemplated stealing his cyberware for resale.
-Stolen an assload of money from Lofwyr. Well, one of his banks, but when you steal several million from his bank, it's sort of personal. Then lived to tell the tale by 'packratting' a bunch of very valuable information back to him. Granted, we did have to do a job for him after the fact, but I think SK's been the employer for like the past 3 or 4 big runs we've done.
-Foiled a doublecross set-up on ourselves done by either someone on the Council of Princes or a megacorp at large. (Framing us, as Saeder Krupp operatives, to damage Lofwyr's credibility.)

These are all things that an 'average' shadowrunner wouldn't live to tell of after the fact. I think it's entirely possible to interact with the metaplot and not get swept under it, unable to change it. It's just that so much of the stuff happens on such a massive scale, any shadowrunner who's dealing with it better have a decent number of the following traits:

-Being very good at what they do - a given.
-The willingness to go the extra mile, to go beyond what others would. If this means bloodshed, so be it, but I would consider this more like 'Okay, so our options are suicide or 99% suicide. 99% suicide it is."
-Consummate paranoia.
-The willingness to drop everything and walk at a moment's notice.
-Wiles above and beyond the average shadowrunner - subtlety is key.
-Backup plans within backup plans within backup plans. For *everything*.
-While not neccessarily a 'side', someone who thinks they're useful to keep around. Catch the eye of someone important. Maybe not super-important, but important enough.
-The ability to deal absolutely ruthlessly the moment anything gets wierd - but don't have a penchant for actually doing so unless it's unavoidable.
And, lastly: The desire to fight for what you believe in, *regardless* of the pay. How many shadowrunners can honestly say they've done runs for free, because they believed in what they were doing? Very, very few.

To quote D&D, sadly enough: 'The metaplot is a tool, not a straightjacket.' Think of how many possible splinter runs are created by the shaking of that metaplot - that's the real advantage to it. Runners get to be involved in the changing of the world as they know it. Like in the Corp War suppliment. Runners can look at the shadowfiles about certain holdings disappearing/getting destroyed/being stolen and say, "Yeah, see that? That was ME."

Posted by: Squire Nov 8 2003, 11:37 AM

Talia, I completely see your point.

However, I do not feel that it is impossible for PC's to effect their environment in important ways without violating canon.

I have two points to support my view:

ONE:
While it would violate canon for the PCs to bring down Aztechnology or Ares, they can still enjoy victories over Aztechnology or Ares. They can bring down some of the major players in Aztechnology (like nailing a few of the Gestalt). Sure, Aztechnology will replace them, and the horrors will not go away no matter how many times you thwart their plans. But there are victories that are important, had the PCs in Harliquin's Back failed the world would have been destroyed. There is an endless supply of world saving battles to be fought with the horrors that wouldn't violate canon.

Players can thwart all kinds of evil plots from all kinds of players both major and minor. Players can bring down evil AA magacorps or other groups. This can have a major effect on the campaign world without butting heads with canon.

Examples:
1. A rogue mage is in league with a horror. He spends years working on it and eventually manages to summon a single horror into the 6ths world. The PCs fight an epic battle and defeat the horror, thus saving the city from a terrible fate.

2. A group of blood mages make a pact with the horrors for power in exchange for building a new bridge to replace the one destroyed in the Dragon Heart Saga. The blood mages conduct ritual blood magic sacrafices on a massive scale in order to raise background count and start a new bridge. If they succeed, the world end. Fortunately the players thwart them.

3. Evil Manufacturing Corporation has constructed a new factory in Seattle. Unfortunately E.M.C. is a AA magacorp (not on the corporate council, but still pretty damn big and still extraterritorial). E.M.C.'s new plant is producing something new that creates a massively toxic byproduct previously unknown. E.M.C. has been dumping the massively toxic waste into the Pudget Sound because it's the cheapest way to get rid of it and because no one knows about the new byproduct (no one has seen it before) so no one is checking for it. Fortunately, the PCs discover this and gather enough evidence to get the plant shut down, thus saving Seattle from becoming a toxic zone.

4. An Eco-Terrorist Toxic Group has decided that Seattle is a bastion for polluting corporations and that Seattle's destruction is the best thing for Mother Earth. To that end the Toxic's have obtained enough weapons grade plutonium to construct a nuclear bomb and have planted it in Seattle. Their plan is to detonate the bomb and destroy Seattle for the greater good of Mother Earth. Fortunately the PCs learn of their plot and thwart their plans, thus saving Seattle from destruction and the entire North-West from the fall-out and radiation.

All of those things can occur without anyone (besides the PCs) ever knowing they occurred, and without coming close to butting heads with canon.

TWO:
As several other's have said, players can effect the lives of individuals with every run. A day's work for a Shadowrunner can completely alter the course of the lives of a number of individuals (for better or worse). That may not really effect society as a whole, but it sure as hell matters to the individuals effected.

Consider the corporate mid-level manager who hires runners to free his daughter from corporate kidnappers, holding the daughter in order to force the manager to submit to an extraction. The PCs free the girl and reuinite her with daddy. The PCs haven't changed the world, but they sure as hell have changed the lives of the daughter and daddy. As far as the girl and daddy are concerned, they've saved their world.

Posted by: Nath Nov 8 2003, 12:05 PM

I think the whole purpose of Threats and Threats 2 books was to provide "überplots" to be driven as you wishes. Some of them like Lofwyr, Mr. Darke, Saito, the New Revolution and Art Dankwalther effectively fall in the 'untouchable' category because they're reused or would have too big consequences. But most of the other only made very limited appearance in the canon since. Halberstam joined MCT, the Ordo Maximus gave Fuchi Cybermantic knowledge ? No big deal for a campaign.

Of course, I've also seen people complaining that the Threats never get a follow-up...

Posted by: Munchkinslayer Nov 8 2003, 09:42 PM

Maybe I should up my zoloft dosage, but isn't cyberpunk supposed to be kinda nihilistic? Yeah, SR is a cyberpunk/fantasy mix. And fantasy is all about the little hobbit taking on the all-powerful dark lord and winning. So I'm not saying the PC should always get screwed. But getting screwed and being an ineffective little turd in the great big toilet is cyberpunk for ya. realisticly a gun-toting serial killer (which technically defines your average sammie) shouldn't be able to topple a monolithic corp. Reality is another cornerstone of the cyberpunk genre, right?

Posted by: Diesel Nov 8 2003, 09:55 PM

You've got my vote Munchkinslayer. Unless my players are extremely lucky, brillant, and so on, in addition to having the personal help and tutelage of a Great Dragon, they're not going to so much as scratch a megacorp. Annoy a few people inside, certainly, but effect the bottom line? I think not.

Posted by: Bira Nov 8 2003, 09:59 PM

Cyberpunk is about "fighting The Man", by taking his tools and turning them against him in some unexpected way. Most of the time, your mere existence is already enough of an affront to The Man, but sometimes you do something bigger (for selfish reasons, rather than for some lofty ideal).

Cyberpunk is about being rebellious and trying to shake things up. Some times, you manage it, some times you don't. Even when you do, it's not always for the best. But at least you didn't just sit on a corner and contemplate the meaninglessness of existence or some other bulldrek those intellectual types keep trying to feed you over the trid, ne?

Posted by: Diesel Nov 8 2003, 10:16 PM

Well of course you can try. vegm.gif

Posted by: Bira Nov 8 2003, 10:19 PM

What I don't get is why people seem to have serious issues about succeeding.

Posted by: Munchkinslayer Nov 8 2003, 10:57 PM

QUOTE (Bira)
What I don't get is why people seem to have serious issues about succeeding.

My therapist sez it's because my father always called me an idiot.

Posted by: nezumi Nov 8 2003, 10:58 PM

I don't think anyone has an issue specifically with succeeding.. Even the most nihilistic players will say they enjoy winning once in a while. It's just succeeding at things you shouldn't be able to (or too often). And the reason why some people don't like that is the same reason some people like watching sad or scary movies. When I want something happy and jolly, I play the other game. When I want to sweat bullets and survive by the skin of my teeth, I play shadowrun.

Posted by: Bira Nov 8 2003, 11:12 PM

But why "messing with the metaplot" automatically equates into turning the setting from "dark and gritty" to "happy and jolly"? And why altering the setting should be mutually exclusive with sweating bullets and surviving by the skin of your teeth?

Someone else has also implied that any game where the metaplot is altered is a "munchkin" game, tough I don't remember if it was on this thread or on some other. Why is that?

Posted by: El_Machinae Nov 9 2003, 01:11 AM

My favorite time to 'mess with the uberplot' is when I have a couple players who know the uberplot.

So, I'll have half my players listening to my clues, trying to figure things out. The other half smirk knowingly, thinking they know everything.

But, when I change my uberplot - the smirking players are left scrambling, not able to predict what's next.

Posted by: Glyph Nov 9 2003, 04:39 AM

Personally, I think a GM can use, or discard, however much of the uberplot is needed for the campaign. There should be some things that the players will find it difficult, or even impossible, to change. But that should be because they tried to do something out of their league, or before they were ready for it, or without enough planning. I have no problem with players biting off more than they can chew and getting swatted like bugs.

But don't have it happen because the precious uberplot got threatened and you had to break out the plot hammer! As soon as you say "This guy is too important to have stats" or "No matter what you do, you can never kill this NPC before the sequel adventure", then you've stopped playing a game and began "storytime with the GM". The PCs are cybernetic killing machines, sorcerers who bend the laws of reality to call down awesome power, deckers who can ferret out any secret. They should be able to make even the "big boys" sweat.

Posted by: Kagetenshi Nov 9 2003, 04:51 AM

There are two playstyles: those in which players are powerful, relative to the rest of the world, and are thus capable of doing important things.
The other, my preferred, is where the players are pretty ordinary, a bit less than human in most cases, and really can't do shit unless they get amazingly lucky.
These two styles will not reconcile with each other, so be aware that both exist.

~J

Posted by: Bira Nov 9 2003, 01:27 PM

QUOTE (Kagetenshi)
These two styles will not reconcile with each other, so be aware that both exist.

~J

Of course. But I still keep wondering why the automatic reaction of most people here is to revile the first style. It's not synonymous with "munchkin" - you can have characters who do important things and are nothing special from a rules standpoint. In fact, many characters I see described over on the "Welcome to the Shadows" ongoing games fit squarely into my definition of munchkin death machines, and yet don't leave any profound mark upon the worlds they play in.

It's also not just a matter of accomplishing things in the setting or not. Even if some things are impossible in the setting, Shadowrun GMs here and elsewhere seem extremely reluctant to use "uberplots" different from Fanpro Canon.

For example, a while ago I posted a message both here and in ShadowRN asking for ideas on "alternate" Shadowrun Immortals. I still wanted a setting with big, powerful people who somehow knew the great magics of yore, but I didn't want them to be immortal elves, because, IMHO, they suck.

I was looking for things like, for example, one guy being a reincarnated Atlantean God-King who remembered his past lives, and another being a human mage who was whisked bodily into astral space and spent a few subjective centuries learning the magic of other worlds. Instead, I got a ton of posts on how to include boring, old, canon Immortal Elves in the setting.

Posted by: nezumi Nov 9 2003, 03:36 PM

You're right, Bira, you can have a high powered campaign without being a number masher or a munchkin (as long as relative power between each player and challenges is preserved). I'd also say that you're more than welcome to (in fact, I would encourage you to) change the uberplot as much as you like. Do what is fun.

My personal reason why I have no intention of ever even really approaching the uberplot is two fold. For one, as Kagenteshi pointed out, it's a very different gaming style when you feel like you really are on the level of any other average Joe. For my last game, I had all the characters use the BP method and only gave them 70 points to work with. It gives you a more realistic feel and makes you sweat more, I think, and I feel like that sort of game is something SR excels at. Second, I'm deathly afraid of what has happened to the Other Game where, within a few years of game time, players are slaying gods and swimming up waterfalls. A big part of any RPG is characters get better with practice, and if the characters are already making Harlequin feel physically threatened, how strong will they be in a year or two? And what will be left to make them sweat? (You could, of course, release horrors on them then...) I figure we might as well keep them a lot smaller so, no matter what, they always know there are plenty of much bigger things in the ocean.

Posted by: Glyph Nov 9 2003, 11:44 PM

QUOTE (Kagetenshi)
There are two playstyles: those in which players are powerful, relative to the rest of the world, and are thus capable of doing important things.
The other, my preferred, is where the players are pretty ordinary, a bit less than human in most cases, and really can't do shit unless they get amazingly lucky.
These two styles will not reconcile with each other, so be aware that both exist.

~J

Okaaay...

But be aware that if you are running runners as "average Joes", then you are running a campaign very different from the basic rules. Under the standard character creation systems (Priority and 120 points), you would have to almost purposely gimp your character to create an "average Joe". Now, there are still plenty of things tougher than a starting shadowrunner - but I would definitely not describe them as average, any more than I would compare their work - breaking into corporate installations and committing other highly specialized acts of sabotage, corporate espionage, and precision mercenary work - with that of ordinarly street thugs.

Don't think I dislike that style - I'm having a blast running my little 40-pointer, Rat... but I don't consider it a "standard" campaign.

In most campaigns, whether the PCs can affect the metaplot is not that likely to even come up... but if it does, I would rather deal with it using the rules than arbitrarily saying "You can't do that."

Posted by: Kagetenshi Nov 9 2003, 11:54 PM

It isn't so much that they aren't more powerful than your average joe, as that they aren't an order of magnitude more powerful than your average joe like a real mover and shaker in the world would be.

~J

Posted by: Buzzed Nov 10 2003, 12:19 AM

QUOTE (BitBasher @ Nov 7 2003, 07:05 PM)
There are millions of world changing events in the world right now, and it's unlikely that you are involved in any of them.

Guess what. We affect everything. We create small vibrations. Miniscule insignificant vibrations. Like using the internet. You are sending small unnoticeable vibrations into the lives of people that work for the internet companies. You add numbers to statistics. You pull a micro fragment of the plant's power supply to fuel your computer. You make small insults and stupid typos. Someone may laugh at that stupid typo. Someone may get upset at you and break something they didn't intend to. Bush was elected from my insignificant vote.

Small vibrations. hundreds upon thousands of small vibrations put out by a single person. Multiplied by the millions upon millions of people in this world.

It is not the big headlines that change this world, it is the hordes of nobodies that change the headlines. Behind every event, there is a history, and that history was created by billions of lives.

Take the 9/11 disastor for example. Was it just a group of terrorists and a long list of casualties that was involved in that event? NO. The entire world was involved in that event. The vibrations eventually concentrated together onto that group of terrorists and exploded outward sending a shockwave back to the rest of the world that sill feels it's effects to this day.

Posted by: Siege Nov 10 2003, 12:22 AM

Relative power:

Atlanta Police Department Officer
Shirley Franklin, Mayor of Atlanta

Navy SEAL operator
Bill Gates, CEO of Microsoft

Make the relative comparisons as you will.

-Siege

Posted by: Kagetenshi Nov 10 2003, 12:46 AM

QUOTE (Buzzed)
Guess what. We affect everything. We create small vibrations. Miniscule insignificant vibrations.

Yep. It's true. You also don't notice the effects of these vibrations, and rarely can recognize them as involving you.
It ought to be the same in Shadowrun, too, IMO.

~J

Posted by: Crimsondude 2.0 Nov 10 2003, 01:33 AM

QUOTE (Kagetenshi)
Exactly. What you do doesn't mean anything in any absolute sense; you will not create greater good for the universe.
But that's ok, because you've got your own meaning.
I happen to think that, in the words of a friend of mine, Nietzsche was a pretty upbeat guy.

~J

That isn't what I meant.

It is unknown what our action mean in an absolute sense. If there is a Truth, I don't know what it is. I don't much care, either.

What does matter, to me and my characters, anyway is that what we do does have meaning within our perspectives, regardless of the absolute value of such things. Absolutes aren't even part of the equation. All the great PCs I've seen basically live this same way--the world has personal meaning which we affect constantly, and any absolute effect is beyond our comprehension.

Personally, I don't give a rat's ass whether the CP genre was based on some sense of nihilism, or really how some philosophy like postmodernism plays into it. I think it's a pretty narrow interpretation of a world where literally anything is possible when it comes down to the table-top environment. Places like SL (or at least parts of it) make things slightly more difficult because there is less of an opportunity to alter the metaplot, but there is still a great deal of room for omissions and, I'll just call them "things that could have happened." But then again, some of the metaplot was essentially created on SL.

The fact is that the metaplot is a nice guideline, but there are going to be multiple groups that save the world only to have the official credit go to someone else (Cause that never happens IRL...) just because of the very dynamic that Harlequinn or HB, RA:S, BS, etc. were printed in multiples of one, and to confuse things more--In some cases some people run BS as it's printed, others play with an author's desired ending, and most will make god-awful numbers of changes to fit their own campaigns. Realistically the world will be saved by every group that "wins" a published adventure, and there is always the possibility that none is actually the team that really succeeded because the mechanics of SR allow for that possibility. Or the official answer involves giving credit where it isn't due, and life sucks that way, but it happens. And there are runners out there who are incredibly powerful and can affect elements of the metaplot if they want to in their games, and may choose not to (I know of at least two) for their own reasons.

Finally, and this is the last I will ever say on this topic--I think that this nihilistic bullshit some of you are spouting is just ridiculous. It's isolating, frustrating, self-defeating, self-contradictory and horribly inconsistent. And I take great pain in seeing people spout it off like it's the holy Truth because it took away three years of what in retrospect were the best years of my life until I realized that it is a self-defeating, inherently inconsistent and contradictory ideology--which, ironically, it is--that sucked away at my very being. Nietzsche was an arrogant, isolated, angry bastard who should be forgotten in the dustbin of history.

Posted by: Kanada Ten Nov 10 2003, 01:37 AM

QUOTE
Kagetenshi
It ought to be the same in Shadowrun, too, IMO.

Can you name any other thing about Shadowrun that is consistent with reality?

Posted by: Kagetenshi Nov 10 2003, 01:43 AM

Sure. If you start shooting, odds are something went wrong.

Crimsondude, much as I'd love to continue the discussion, we're getting OT. Feel free to carry on over PM if you wish.

~J

Posted by: grimshear Nov 10 2003, 04:01 PM

QUOTE (El_Machinae)
My favorite time to 'mess with the uberplot' is when I have a couple players who know the uberplot.

So, I'll have half my players listening to my clues, trying to figure things out.  The other half smirk knowingly, thinking they know everything.

But, when I change my uberplot - the smirking players are left scrambling, not able to predict what's next.

I LOVE doing this too. Relatively recently I sent my group on a run from the "Missions" book. Two of three players had read it (having run SR themselves at some point) and were gleefully awaiting Heartbreakers death.

And then it never happened. smile.gif They just sat there for a sec and went: "But... he was supposed to die!" To which I responded: "I told you I change everything."

Did I give the NPC special treatment? No. All I did was play him as someone of his experience would have behaved. Fairly cautious, and mindful of his mission. One of the characters practically died, but that's because he was stupid/reckless.



As to your comments nezumi: I'm afraid I can't even begin to agree with you. Part of the basis of SR is that "normal" or "average" people do not run the shadows, because if they do, they quickly become quite dead. Player characters represent those who are in the biz because they have what it takes to survive life in a meatgrinder.

There are sammies who will feed a troll his own foot if he gets in their face.

There are riggers who will do illegal drag racing or remote surveilance for extra cash.

There are Mages who will help the poor or perform "services" for certain parties.

Why do they do this? Because they can. Because it is who they are. Because, by simply standing and refusing to lay down and take it, like the salariman next to them, they make themselves better then "Joe Average."

Shadowrunners are not average. They can't be, or they wouldn't be runners.

Grim Shear
"Write an essay on the comparitive analysis of greco-post-modernistic-contemporary philosophic viewpoints."
"Uhh... what?"

Posted by: nezumi Nov 10 2003, 04:39 PM

I do agree that shadowrunners are special, at least in part because of their choice in profession. My point is that my preferred method of gaming involves people who shadowrun because of something special about them, but not something which makes them superhuman. There are certainly average people who drag race or who have had to shoot another human being. My old English teacher apparently has shot people while in Vietnam. I've done work with homeless shelters overseas. Not too far from where I live suburban kids take their expensive cars out to drag race on empty interstates. Are any of us superhuman? No, we're all normal people. Could or would any of us turn to shadowrunning if the conditions were right? Maybe, some more so than others (for instance, if my wife were taken away from me and, as is the case in SR, I was invisible to the real world. I have useful skills and I am not keen on living in the slums.) Would some of us get our butts kicked? Oh yeah, but the ones who live will learn. Would I be able to break into a corporate facility IRL? Honestly, I think I could... It wouldn't be Mission Impossible style, however, and it wouldn't be Ares. Maybe after I have some practice, right?

My biggest complaint about RPGs is they have a tendancy to force characters to lose their humanity. In SR, I enjoy the characters who have a favorite color other than red or black, who brush their teeth at night and run to make ends meet. Just people, not heros or gods, but simply people.

Posted by: Bira Nov 10 2003, 08:48 PM

QUOTE (nezumi)
A big part of any RPG is characters get better with practice, and if the characters are already making Harlequin feel physically threatened, how strong will they be in a year or two?

I've heard several times that one of the greatest things about Shadowrun's rule system is that a punk with a gun can still be a threat to even the most hardened veteran. Why should it be any different with the metaplot NPCs? Sure, it takes more than a punk's gun to kill a dragon, but wouldn't it be fun if that 70- BP street rat started searching the corpse of the poor sod he's shot from behind and discovered he's an elf in some sort of clown makeup?

If the plot is not untouchable, neither are the NPCs.

Posted by: Siege Nov 10 2003, 08:57 PM

Two thoughts?

Any beat cop could make Bill Gates feel threatened. Granted, the next morning that cop's gonna find his life turned upside down and inside out.

Samurai who are tweaked so hard they vibrate and react to things before they happen might be able to snap an old man in half before he can react. Of course, if they miss and that old man turns them into small puddles of glittering ooze, well...

The point? There was a point...oh yeah, relative power. Could any street punk stick a knife in the president of Ares? Sure, provided the punk could get within arms' reach of afore-mentioned president. The street punk has physical power. The CEO and president of a multi-nat corp that deals in military hardware may not be physically strong, but damned if he doesn't have his own squad of near-cyber zombies providing security.

Could a PC physically snap Harly in half? Sure - although I haven't seen his stats. Provided Harly doesn't turn him into a small puddle of glittering ooze. Relative power.

Thought two:

All of my PCs do silly stuff for no apparent reason. Donate medical services during down time, do good deeds and so on. Not necessarily because I'm a good guy, but making connections and earning favors and currying good will is just good business.

You would be amazed at how many people don't understand that particular concept.

-Siege

Posted by: easytohate Nov 10 2003, 09:22 PM

Anyone here read comics? I'm sure somepeople can identify with what I am about to say.

Comics have a history and a trend of being written into Canon. Just like gaming books. You get a story... told by one storyteller or a handfull and that becomes "the story of X" and anything that goes back and changes it gets rejected by the fans, and ultimately winds up happening in another universe/timeline... whatever. There are exceptions... like everything else in the world.

Anyone remeber the "what if stories" the one shot comics that would go back and change something in the canon drastically and explore the outcome of that change, how it would ripple through the timeline.

I loved those comics. I play my games the same way. Cause to me the entire game of roleplaying is just sitting a playing "what if..."

So what if Big D was never assasinated?
What if Shadowrun had no ties to earthdawn?
What if Horrors started pouring into earthdawn in large ammounts?
What if UCAS decided to start a nuclear war?
What if awakenings stopped?
What if they found a cure for vampires?

I can only imagine the stories that could come of these things. Ultimately hope is in the minds of the players and in the hands of the GM.

Posted by: Bira Nov 10 2003, 09:36 PM

QUOTE (Siege)
Could a PC physically snap Harly in half? Sure - although I haven't seen his stats. Provided Harly doesn't turn him into a small puddle of glittering ooze. Relative power.

Thing is, many people don't accept that Harlequin can be harmed at all. I'm all right with the fact that doing so is likely to be difficult, but I wouldn't get filled with righteous anger when it does come up.

Posted by: BitBasher Nov 10 2003, 09:43 PM

QUOTE
Thing is, many people don't accept that Harlequin can be harmed at all. I'm all right with the fact that doing so is likely to be difficult, but I wouldn't get filled with righteous anger when it does come up.
There is a difference between "cannot be harmed" and "cannot realistically be harmed by the PC's during their lifetimes".

Posted by: Kagetenshi Nov 10 2003, 09:48 PM

Indeed.

[ Spoiler ]


It's just that none of the PCs are ever going to be able to harm him except insofar as my drink is able to suddenly be outside of the cup it happens to be in without having moved there.

~J

Posted by: nezumi Nov 10 2003, 09:54 PM

At risk of sounding stupid, how the heck did you do that spoiler thing??

Posted by: Kagetenshi Nov 10 2003, 10:54 PM

Start it with <spoiler>, end with </spoiler>, replacing <>s with []s.

~J

Posted by: BitBasher Nov 10 2003, 11:34 PM

QUOTE
It's just that none of the PCs are ever going to be able to harm him except insofar as my drink is able to suddenly be outside of the cup it happens to be in without having moved there.
You mean you don't drink Quantum Pepsi?

Posted by: Kagetenshi Nov 10 2003, 11:43 PM

Come to think of it, maybe that's where my Jolt has been disappearing to...

~J

Posted by: Bira Nov 11 2003, 12:58 AM

QUOTE (BitBasher)
There is a difference between "cannot be harmed" and "cannot realistically be harmed by the PC's during their lifetimes".

No, there isn't. Some untouchable über-NPC harming some other untouchable über-NPC is just more of the same "holy" metaplot. If the players can never conceivably do anything to affect these people in any way, they might as well not be there at all, for all they bring to the game. I ask again, why everyone keeps insisting that these official characters must be kept "pure"?

Posted by: Bira Nov 11 2003, 01:05 AM

QUOTE (Kagetenshi)
Indeed.

[ Spoiler ]


It's just that none of the PCs are ever going to be able to harm him except insofar as my drink is able to suddenly be outside of the cup it happens to be in without having moved there.

~J

[ Spoiler ]


Anyway, if Harlequin is just as mortal as the next guy, he has the same chance to die when he gets shot. The same goes for everyone else. Where is the satisfaction in putting something in a game that can never be affected by your PCs in any way at all?

Posted by: Kagetenshi Nov 11 2003, 01:09 AM

Because unless you run games featuring 400+ build point characters, no starting avail limit, expanded Resources options, no starting Rating limit, etc. etc. etc. the characters aren't going to be able to touch said characters without major GM intervention.

~J

edit: Harlequin is as mortal as the next guy. If the shot actually hit him, then yes, he might die from it. His being shot is so hideously unlikely, what with being a high double-digit initiate and all, as to be absurd.
You put your finger on a point, though: affect. The runners can't kill these people, but they can affect them. Not much, but they can do it. That's what differentiates Harlequin from a brick wall.

[ Spoiler ]

Posted by: toturi Nov 11 2003, 01:32 AM

The problem with the uberplot is that there usually is little or nothing we can do aboout it. Either we use it or we ignore it, or find some other way of explaining why certain things happened.

For example, if the team in H's Back had failed or somehow backed out and allowed the Enemy to cross over, then it would be difficult to explain why the world hasn't ended yet.

The broad strokes of the uber plot limit in many ways what the GM can do and yet remain within Canon. The only way certain PCs can somehow enter the metaplot is if that PC's player works for the publishers and then, what ever that PC does is now Canon.

Posted by: BitBasher Nov 11 2003, 02:28 AM

QUOTE
The problem with the uberplot is that there usually is little or nothing we can do aboout it. Either we use it or we ignore it, or find some other way of explaining why certain things happened.
Or the third option: treat it like a real event that happened in the world, people discuss it, talk about it, debate it and it becomes a part and parcel of life. Just because something happens does not mean that you have to be a part of it or ignore it. Just let it happen. Not everything has to has a reason or an explanation. In fact, most things do not.

QUOTE
For example, if the team in H's Back had failed or somehow backed out and allowed the Enemy to cross over, then it would be difficult to explain why the world hasn't ended yet.
No it isn't. Even if the team failed the invasion may not happen for hundreds of years, thats still a thousand years or two earlier than humanity needs to put up an effective fight. It's still beyond the scope of the SR timeline.

QUOTE
The broad strokes of the uber plot limit in many ways what the GM can do and yet remain within Canon. The only way certain PCs can somehow enter the metaplot is if that PC's player works for the publishers and then, what ever that PC does is now Canon.
I propose instead the uberplot is simply the form and shape of the world that the characters live in. The PC's do not need to interact with the metaplot in any way to have a fulfilling game. They can watch these events unfold as they deal with important events in their own lives and affect things to matter to them. All without having to deal with the foibles of "canon".

In short I think there is absolutely no reason that the metaplot needs to be directly interacted with at all. That does not stop it from happening.

In conclustion:
QUOTE
The problem with the uberplot is that there usually is little or nothing we can do aboout it.
Only if you make that a problem.

Posted by: Dim Sum Nov 11 2003, 04:27 AM

Have to agree completely with Bit. This issue is always going to come up playing any game connected to a franchise/movie/novel like Star Wars, Lord of the Rings, Judge Dredd (to name a few) or one that has a greatly evolved universe for which "canon" authors have written stories to develop the universe such as MechWarrior, the world of Krynn in Dragonlance, etc.. You can still run VERY fulfilling campaigns in those games without ever once having to mess around with the metaplot.

If your players can't be mature about not using OOC knowledge or go on a rampage to destroy the setting (eg. kill Luke as a baby in Star Wars), your GM will have to handle it as best he can.

Posted by: nezumi Nov 11 2003, 01:51 PM

I am a little confused as to why characters want to be able to kill EVERYTHING. If we were playing a modern version of SR, I would say that it is very difficult to stop the U.S. from sending troops to Iraq or to kill George Bush. Now if you somehow have managed to gain access to nuclear weapons, maybe its possible, just like if you parked a nuclear bomb next to Harlequin in the campaign it would have a fair chance of success. But our president, just like our IEs, survive because they have the resources to plan for contingencies. This is real life; smart people plan, and the more likely they think they are to be killed, the more they plan. This means your players have to plan more, have more resources and generally just be more tenacious to successfully kill off a serious character, which seems pretty unlikely (especially since I can't imagine why any character would WANT to dedicate all that time to kill one snotty elf...)

Posted by: Siege Nov 11 2003, 01:56 PM

For the same reason people want to record how many times they've killed Tiamat or brag about keeping Cthulhu house-broken.

It's not impossible to kill the President of the US, but not easy by any stretch of the imagination.

The fact that players want to exert that kind of power is going to complicate any kind of scenario and tends to demonstrate more about the players than any real lack of gaming potential.

-Siege

Posted by: Glyph Nov 11 2003, 07:35 PM

I think if the characters want to kill Harlequin, the GM has not done his or her job right. Why would an immortal elf bully around the PCs? But if he does, then the GM says "Nothing you can do will ever affect him", then the players should be upset. Bira had it right - if a street punk with a pistol has a miniscule chance of taking out the cybered-to-hell street sam under the right circumstances, why couldn't that street sam be the equivalent of a street punk in a fight with Harlequin? I don't think immortal elves live so long because they are invincible - they live so long because they don't gratuitously offend people, and they always remember that despite all of their quickened spells, they could always run into the wrong guy with a heavy pistol at the exact wrong time. I start a campaign relatively in canon, but I don't feel constrained by the metaplot after it gets going.

Posted by: toturi Nov 12 2003, 02:13 AM

What I meant was that it was difficult to get back into the Canon storyline or to use parts of the Canon storyline if certain metaplot-centric PCs were killed or other plot-essential elements were altered beyond reasonable explanation.

Yes, the uberplot is a problem only if you let it. But much of the fun in the SR universe is interacting with the rest of the world, you could stay in your own corner of the world never interact with the rest of the universe, but it is not so much fun as well as you would have a difficult time running the published adventures (of, that is the GM's problem).

On the question that PCs will never be able to reach/affect/kill Ultimate NPCs, I try to look at it this way: if there are several levels/types of Ultimate, Deus is going to have trouble beating Lowfyr in a fight, but Deus is going to kick dragon butt in the Matrix.

There is also this problem to consider: Given that a NPC is Superhuman with respect to PC A, given that both charactors are roleplayed equally well and are equally rewarded, then PC A will inevitably close the gap between him and the NPC. Perhaps the GM will want to keep that in mind, no matter how far ahead the NPC is, the PC/PCs will eventually close the gap, from Superhuman to Superior to almost Equal.

Posted by: Kagetenshi Nov 12 2003, 02:46 AM

QUOTE (toturi)
There is also this problem to consider: Given that a NPC is Superhuman with respect to PC A, given that both charactors are roleplayed equally well and are equally rewarded, then PC A will inevitably close the gap between him and the NPC. Perhaps the GM will want to keep that in mind, no matter how far ahead the NPC is, the PC/PCs will eventually close the gap, from Superhuman to Superior to almost Equal.

Only on an infinite timescale. Even then, they only close with Superhuman IEs, not Ultimates like GDs and AIs.

~J

Posted by: Bira Nov 13 2003, 05:59 AM

Please bear in mind that I mean no ill will towards anyone posting here. It's not my intention to offend anyone. If anything I say does come out as rude or offensive, it's the fault of my poor communication skills.


QUOTE ("toturi")

The problem with the uberplot is that there usually is little or nothing we can do about it.


QUOTE ("Kagetenshi")

Because unless you run games featuring 400+ build point characters, no starting avail limit, expanded Resources options, no starting Rating limit, etc. etc. etc. the characters aren't going to be able to touch said characters without major GM intervention.


QUOTE ("nezumi")

I am a little confused as to why characters want to be able to kill EVERYTHING.


QUOTE ("Siege")

The fact that players want to exert that kind of power is going to complicate any kind of scenario and tends to demonstrate more about the players than any real lack of gaming potential.


QUOTE ("Kagetenshi")

Only on an infinite timescale. Even then, they only close with Superhuman IEs, not Ultimates like GDs and AIs.



The excessive number of quotes I just pasted here is an excellent sample of the kind of thinking that confuses me. The one from Toturi is out of order, but I put it first because it seems to be the basic premise from which the others are working.

This premise is that Nothing Can Be Done About the Metaplot. "Metaplot" here means the official setting material published by FASA and Fanpro, and includes both the periodical updates to the history of the Sixth World (for example, Dunkie's assassination) and the official characters that appear from time to time in sourcebooks and novels (Captain Chaos, Tommy Talon, Harlequin and his merry elves, etc.).

What I find interesting is that people think this metaplot is something immutable, with what appears to be such conviction that the idea that someone might want to bend and warp it for a specific game of Shadowrun just cannot be conceived (read a few posts above for the Replacement IEs example I gave).

When this "heretic" idea does elicit a true response, it's usually something along the lines of "that's munchkin", as can be seen in the second and third quotes I posted. This seems to express a feeling that, if your players even think of doing something to the metaplot, they're bad players who think only about accumulating power and killing things, and that you're a bad GM for letting them run rampant like that.

The other common response is "that's impossible". Some are not so severe, and say it's hypothetically doable, but it brings too many headaches to be worthwhile (without a metaplot, the GM has to figure it all out by himself! biggrin.gif ).

The general opinion, expressed after these initial responses, is that people should be content with what they're given by the publishers, because all of it is really swell and full of gaming potential and whoever disagrees is either incompetent (according to the first response) or in for a lot of back-breaking work (according to the second one).

Tough it might not seem so from this post, I do respect the opinions of others. If you think the metaplot is nice and want to run with it as-is in your game, I've got no problem with that. But strict adherence to canon is not the only way to play. Disagreeing with it on purpose does not necessarily make a bad game, either.

In this thread, I've been told no one should be able to beat Immortal Elves and their ilk because they're totally super-powerful. Affecting them in any way they don't approve of is impossible beacuse It Should Be So, unless of course it happens on the course of an officially sanctioned official module, which makes it All Right.

I have also been told that changing the official storyline is a Bad Thing because it's too much work, and would make it difficult to integrate your campaign with further official publications. Leaving aside the fact that one may not really care about official publications, either because of differences in taste or a simple lack of money, people seem to have no trouble taking hours of their time to write pages and pages of variant combat rules and new guns. Surely, changing the metaplot isn't much harder than that.

Wanting to change the game world doesn't make someone a bad player or GM. I think the dreaded Lesbian Redhead Ninja Assassin Hot Elf Chick is a much worse problem than all those "munchkins" who want to make significant changes to the setting.

Posted by: Kagetenshi Nov 13 2003, 06:19 AM

But sometimes it doesn't make much sense to change the setting unless there's a LOT of metagaming going on. For instance, there's no way someone's going to prevent the "assassination" of Dunkelzahn unless their player went out of their way to change that without character knowledge.
Ultimate people aren't Ultimate because their plans can never be changed, but because it's too late to change them once most people actually see what they are. That's my complaint; runners won't reasonably come into play and know what's going on early enough to make a difference without metagaming.
The metaplot can be changed, sure, but by the GM. A GM running the metaplot should not encounter any instances where the players ought to be able to derail it significantly.
Brainscan spoiler ahead.

[ Spoiler ]

And that's the easiest-to-"derail" adventure I can think of. It's just not going to happen unless the GM specifically alters the metaplot to be changeable by the PCs.

~J

Posted by: Siege Nov 13 2003, 11:59 AM

I'd point out that the one advantage to moving slowly: you can shoot a target once he's stopped moving and probably exhausted all of his combat pool elsewhere.

As for altering the Uber plot, it can be done provided the players pick up on the clues that might be out there but the GM (being only human) may or may not provide.

It's difficult for a single person to duplicate the breadth and depth and subsequent complexity of a real, breathing world complete with red herrings and useless trivia that may or may not prove useful later.

-Siege

Posted by: Bira Nov 13 2003, 02:53 PM

QUOTE ("Kagetenshi")

But sometimes it doesn't make much sense to change the setting unless there's a LOT of metagaming going on.


It doesn't necessarily follow that every time a change comes from the players, it's because of metagaming. Players who don't know much about the setting and its secrets are the ones who are most likely to really toss things around.

QUOTE ("Kagetenshi")

A GM running the metaplot should not encounter any instances where the players ought to be able to derail it significantly.


In many other games, railroading like this is considered one of the vilest practices a GM can engage in. Setting a chain of events that can't be deviated from usually upsets the players as soon as they try to do something different.

Something every GM should know: it's all right if things don't go the way they planned. It will happen eventually, because that's what players are like, and when it does, they'll find it's much more fun to roll with it than to desperately try to get things back on track.

I GMed a short game once, to two beginning players, where they did the same run described in the short story that opens the core book. They ended up blowing up the fusion plant, and Seattle along with it smile.gif.

Posted by: JongWK Nov 13 2003, 03:40 PM

QUOTE (Bira)
Wanting to change the game world doesn't make someone a bad player or GM. I think the dreaded Lesbian Redhead Ninja Assassin Hot Elf Chick is a much worse problem than all those "munchkins" who want to make significant changes to the setting.

What about a Lesbian Redhead Ninja Assassin Hot Elf Chick from Doom who wants to make significant changes to the setting? wink.gif

(ducks)

Posted by: Kagetenshi Nov 13 2003, 04:23 PM

QUOTE (Bira @ Nov 13 2003, 10:53 AM)
In many other games, railroading like this is considered one of the vilest practices a GM can engage in. Setting a chain of events that can't be deviated from usually upsets the players as soon as they try to do something different.

We obviously have utterly different ideas on what constitutes railroading. The characters aren't forced to do anything, anything AT ALL. They just happen to be unable to change certain things in motion that may or may not even affect them directly.
If your players consider the inability to change things far larger than the players that have been in motion for decades railroading, I will thank whatever deities are out there that I don't have your group.

~J

edit:

QUOTE
I GMed a short game once, to two beginning players, where they did the same run described in the short story that opens the core book. They ended up blowing up the fusion plant, and Seattle along with it


Right. That's just not reasonably possible. If you're going for a realistic game, that just flat-out wouldn't happen.
Enjoy your game the way you like it, but in any game intended to work much the same the world would in that situation some things are just not going to change.

Posted by: nezumi Nov 13 2003, 05:44 PM

You really do have to draw the line somewhere. I mean if I were determined to stop the universe from expanding, and my GM said no, I can't do that, is that railroading? If not, then why is the idea of people in power having contingency plans railroading?

I've never actually run an uberplot campaign, but it seems to me that an elf who's been around for several thousand years most likely will have planned ahead so that he can still do whatever crazy elfy things he wants to do despite some random humans meddling about in his plans. He's certainly put a lot of time and effort into making contingencies against getting killled (you don't live to be 3,000 years old if you're still at risk of being hit by a bus every day).

It seems to be like there's a line drawn by logic which needs to be kept in mind. With the nuclear plant, no one is going to build a plant which will vaporize an entire city if a few pieces go loose. That's just really poor planning on the part of the plant designers. An immortal elf isn't going to run around willy nilly without giving a second thought to 'what happens if someone decides to kill me for fun'. It's happened to significantly less important people than him.

I won't say that someone who's trying to kill Harlequin is a munchkin, I'll say it's about as easy as walking through matter; not worth the time and effort to figure out how. I DO think that changing some parts of the uberplot is unthinkable, but the reason why is that I realize that a 3,000 year old elf will have lots and lots of contingency plans, and I, being a 24 year old human, can't conceive of half of them. So I give Harlequin the benefit of the doubt that he's thought of most any imaginable way to kill him unless the characters come up with something truly spectacular (destroying the earth may or may not do the trick, however it will heavily affect the metaplot). That said, there are some parts of the metaplot I have no problem at all at changing, and if the scenario happens to provide a space for the characters to change things, I'll run with it (if they SOMEHOW encounter Damien Knight on the can and shoot him, KE will just have to find a new CEO, life goes on).

Posted by: Talia Invierno Nov 14 2003, 01:17 AM

Goodness, this grew quickly spin.gif I couldn't even get back to it until I had an Explorer- or reasonable-gen-of-Netscape-based hour. (My early gen Netscape cheats don't let me see most of the posts once the thread gets longer than a page.)

It would seem that things worth thinking about can come from any source biggrin.gif

I don't think there could be something really off-tangent in this thread, so long as it at least touched on the question either of fatalism/determinism or why you do what you do - since that's what's at the root of whether or not a given group is going to be able to strictly follow a canon überplot. To that end, I'm going to lead off with a quote from the http://invision.dumpshock.com/index.php?showtopic=1777 thread which in some ways almost defines the paradox:

QUOTE
However, 250 karma is nowhere near Dragon or IE (There are no IE's in our world). So, no, we're nowhere near that power level. But think on this... if that is an attainable Power Level that we're not even halfway too, why are people getting stuck in 'ganger' level games when there's so much of the game mechanics to explore? Afraid to learn all the rules?

PS, that last comment isn't intended as an attack.  I just honestly can't imagine any other reason to consisitently play only Level 1 (if given reference to AD&D) type games, when there are so many other levels and things to do.
- Sphynx

QUOTE
Perhaps the problem is not with the low-Karma games, but with your imagination. Gaming can be rewarding in many ways other than allowing you to write down bigger numbers on a piece of paper. If you can't see the attraction in playing a character who will certainly never be able to go head to head with Lofwyr, and may never even move beyond fighting for day-to-day survival in the gutter, then I honestly feel sorry for you, because you're evidently missing about 90% of what I find enjoyable in the game.
- John Campbell

In other words: why not try to become a bigger fish in a bigger pond? And one possible answer: because personal interactions and personality are seen as more important than power growth per se?

That thread and a couple of others then proceed to examine whether it must indeed be one or the other: why not both? What's to say that one must negate the other?

And yet, both options fall squarely within the focus of this thread: whether strict adherence to the überplot - no deviation, no substitutions, definitely no possibility of changes - must ultimately limit any PC in those games in which storyline reaches beyond a tight focus of one's immediate environment. (Which is definitely not to say that such tight focus does not allow for PC growth, both of personality and power!) If power is possible, why not let the ability to manipulate power at ever increasing levels be a part of the PC's growth? Why force an "artificial" restriction? Why would a strict adherence to the überplot not be an equally "artificial" restriction?
QUOTE
The ability to affect their world and the ability to affect the world are entirely different things.
- BitBasher

Ah, but where lies the boundary between the immediate world of the PCs and The World? To say that something is untouchable and that something is untouchable within the PC's lifestyle has no perceivable distinction from the pov of the PCs: either way, it's not possible, and it's not going to be possible. Nothing whatsoever to do with heroics - only with whether it's even realistic for a PC's limits of successful influence to grow indefinitely. (Nothing saying that influence needs to be used in any sense anyone would consider heroic wink.gif )

It's the question of limits and our reaction to them, in SR as in RL, which exposes potential or frustrates it. Up against that which cannot be changed, do we choose to set our sights a little narrower? Do we choose to read about the events that shape our world in the newspaper ... since we "obviously" can't do anything about them? Do we resign ourselves to Office Space helplessness and frustration? Do we rail against the Powers That Be, and must it ultimately be a losing battle? There's spaces for stories like that - but I'd guess most of us aren't in the RPG world in order to be frustrated again and again and again.

(More later.) Edited to fix formatting.

Posted by: Eindrachen Nov 14 2003, 03:32 AM

I think it's important that the PCs accomplish something that feels like they've overcome great odds without necessarily changing the world.

It'd be great to overthrow the corps, drive out the bugs, etc. But what then? Once the PCs have done that earth-shaking stuff, what could possibly be a challenge?

I keep them lean, hungry in my campaigns. They're always looking out for the next score. I also occasionally scare the living crap out of them by having the "big boys" do something that just defies belief (i.e., I min-max and munchkin the rules for an NPC, then have them do something that seems stupendous, without letting the PCs know how they did it).

When all else fails, have real-world type stuff befall them. Natural disasters, stock market dips, fanatical cults gassing crowds, these things happen. Not for any reason, usually, than Fate is a cruel female dog.

But never let them rest easy. Always remind them that there's someone bigger and badder than them out there, and they don't like competition, either...

Posted by: Talia Invierno Nov 14 2003, 05:03 PM

Continuing:

I suspect the key point I'd been trying to make was that of a continued ability of the PC to grow, in whichever direction the group chooses. They may choose to focus on a tighter world of DocWagon missions or gang wars or the next run or scoop.

Then again, they may not. (Note that neither of these choices precludes growth of personality.)

Why should the PC care that there are IEs and dragons and corps (oh my) traipsing around, raising a merry hell of paranoid plot and counterplot? Maybe they won't ever encounter them. Maybe they'll be continually used as pawns without their knowledge. But - once the PC becomes aware of their existence and how that existence affects the PC - the PC has to make a choice: are they going to bother trying to control their own destiny, and if so, how are they going to go about it? (It's a given that it's not going to be an overnight thing.) Equally, the GM (in conjunction with the group as a whole) has to make a choice: is s/he going to allow the possibility that the PCs will ever potentially be able to affect the greater world on some fraction of the same level within their lifetime - or are the great events always going to be something the PCs can only ever read about in a newspaper?

It's not even about inflicting damage, or intentional targetting. (Although certainly many will see that as the epitome of influence wink.gif ) Sometimes it just takes a single word in the right ear. It could even be an accidentally overheard word.

It's in the existence of possibility - or the complete lack of possibility in a specific direction demanded by strict canon. PCs always have the choice, it's been argued in this thread: but I'd counter if (in a strict canon game) they really do. How many PC choices can be invisibly removed before it becomes a false choice, nothing more than a façade overlying an immovable structure? To truly allow the full choice upon which growth depends, the structure should - at least potentially, within the PCs' lifetimes - be affectable. The überplot can certainly serve as guide - but the GM must have a fine awareness of when adherence to "cannot be changed" structure is becoming railroading.

QUOTE
Still other players don't like success at all. Life is grim and even when they're doing good, they want to feel like things are only getting worse.

Personally, I'm in the second group. My characters' goals are never things like "take down Ares Macrotechnology" or "kill all dragons". Neither, to me, is even remotely realistic or possible over the course of a game for a single character or even a runner team. Those things are bigger and better than any single character could hope to take on. That's an essential part of the SR feel, IMHO.
- bwdemon

"don't like success"? That's not been my experience, at all. I'd suggest that rather, you've redefined what is to stand as success - for example the success of this run, specifically and in isolation. I don't think very many players would stand for a game in which they would always, always lose in every respect.

Incidentally, Kagetenshi: I'd suggest that Nietzsche's übermensch exists not so much in lack of any meaning as in recognising societally-based belief-systems (within which meaning is cored) as being only what they are, and having the courage to free oneself of them - and find one's meaning for oneself (which I think you caught better in your second post, first page). That last part, I suspect, is what's crucial. You're not nothing - unless you can't see yourself as something in the absence of an artificial societal structure which tells you what you should be. It's all about making your own values, and having the courage to live by them.

Again, more later.

Posted by: bwdemon Nov 14 2003, 05:17 PM

I stand by my comments that such an anti-success group of players exists. You may not be a part of it or have seen it before, but they tend to be drama queens and have to constantly bear their philosophical/emotional/physical/situational cross. I've dealt with them before and find them no more annoying than any other can be, but I'd probably prefer them over the success-demanding players.

For the purpose of my argument, "success" is defined as coming out ahead. This is intentionally broadly defined. Players in the anti-success group want some negative to override/overwhelm whatever positives they accomplish. This can be an apples & oranges situation.

For example: "completed the run, but unleashed an unstoppable psychopath in the process" or "exerted (insert character's particular brand of morality), but was subsequently beaten and ostracized for it" or "killed X only to learn that Y was the real perpetrator and X was innocent" or "saved the life of a teammate, but broke a personal code against killing".

In short, some bad has to happen that either negates the good or replaces the old one to an equal or greater degree.

Posted by: Bira Nov 14 2003, 06:08 PM

QUOTE (nezumi @ Nov 13 2003, 02:44 PM)
You really do have to draw the line somewhere.  I mean if I were determined to stop the universe from expanding, and my GM said no, I can't do that, is that railroading?  If not, then why is the idea of people in power having contingency plans railroading?

I'd hardly rate messing around with Shadowrun's metaplot in the same level with stopping the universe from expanding. Do show some perspective here, please smile.gif.

Also, you all seem to be imagining that the characters would just get up one day and say "I wanna change the world!". It doesn't happen like that. Things like that usually happen because of a pretty good reason, or at least because of a logical extension of the character's behavior. And, no matter how long these NPCs have lived, they can't have planned ahead for every little thing that may ever happen to them. You also have to draw the line on contingency plans. There's a point where they stop being reasonable thoughts by the villains and become desperate "they're-killing-my-baby" actions by the GM smile.gif. If a group of players has a good reason to want to affect the metaplot, and they have come with some reasonable means to do so, I'll let them succeed.

QUOTE ("Eindrachen")

I think it's important that the PCs accomplish something that feels like they've overcome great odds without necessarily changing the world.



Why is it Shadowrun Game Masters seem to fear change in the Sixth World? Isn't that what it's all about? Whenever I talk about change, people assume it's automatically random change brought about by "undue" metagame knowledge on the part of the players. I get a vibe that it will always be random and undue to them no matter how well thought out it is, and no matter how much sense it makes.

And it's not only about killing things, either. For example, what would happen if that mysterious vaccine in Dunkie's will hadn't been completely obliterated by the annoying immortal elves? What would happen if it was the player characters that brought about this change?

It doesn't always have to be about coming out ahead, either. What bugs me is, when the subject of the metaplot is approached, even the "actions have logical consequences" crowd starts saying that It Cannot Be Changed.

Posted by: Kagetenshi Nov 14 2003, 06:18 PM

QUOTE (Bira)
If a group of players has a good reason to want to affect the metaplot, and they have come with some reasonable means to do so, I'll let them succeed.

(Emphasis added)

Right. We're just questioning the existance of a reasonable means to do so.

~J

Posted by: Talia Invierno Nov 14 2003, 08:10 PM

Continuing:

(And I should apologise in advance. Since I'm trying to address what I see as major points as I encounter them and they strike me, and I've only just gotten to the second page for response purposes, it's possible some of what I'm addressing had already been countered or agreed upon before I get to that point.)

Quick side-beginning based on what I've finally seen of the third page, a proposed definition of railroading:

Railroading: An action taken by some GMs, usually involving altering some part of the in-game universe (outcomes, NPCs), such as to constrain the actions possible for a PC to take, in the interests of preserving a greater plotline.

QUOTE
Players in the anti-success group want some negative to override/overwhelm whatever positives they accomplish.
- bwdemon

So you don't consider it a success unless it's an unqualified success, bwdemon: an absolutely clear coming out ahead? Because I have seen what you describe myself, only I'd not seen it as you do - more really of potential future growth for the PC and teasers into a wider world. (Maybe that makes me one of your drama queens wink.gif ) Basically, I guess I'm just trying to say what nezumi said better:
QUOTE
I don't think anyone has an issue specifically with succeeding.. Even the most nihilistic players will say they enjoy winning once in a while.

Only I'd add that visible success - any visible success - is absolutely necessary to anchor player awareness that the possibility of success exists. Otherwise it's just words.
QUOTE
Why do they do this? Because they can. Because it is who they are. Because, by simply standing and refusing to lay down and take it, like the salariman next to them, they make themselves better then "Joe Average."
- grimshear

The Will to Power, personified. Ability to do = action = success. However, ability to do does not in itself equate with motivation to do. There's many things I can do that I might not necessarily choose to do: sometimes simply because what one person might see as lying down and taking it I might see as diffusing a potentially volatile situation (and possibly making things better for other hapless individuals who might happen to cross the other's path later that day). Why would a PC be any different? or an NPC, for that matter? Whether or not Harlequin should have the same physical chance to die as anyone, he's obviously got the smarts to have lasted as long as he has, through some fairly dangerous periods in history where magic did not rule. Could I suggest that one part of survivability is also knowing when to dodge the fight? and not always doing something simply because it can be done?

I suddenly wonder: do some GMs play Harlequin in the same way as they play critters: so that they "just die" ... but Harlequin is somehow immune?
QUOTE
The best runners in the best games, in my experience, are the ones who realize that what they are doing is not moving and shaking the very foundations of the earth. In the words of Rorchach, "We do not do these things because they are right. We do these things because we are compelled to." Regardless of what eventual outcomes they might have, they are trying.

They said men could not move faster than 30 miles per hour. They said we couldn't leave the earth. They said we'd never fly through the air. If it weren't for people trying, despite what they 'knew' they couldn't do, we wouldn't be able to do these things today.
- Adarael

Yet the irony is that the quote quite obvious is moving the foundations of the earth: how often have you heard it paraphrased? and at what levels of government? (I'd never realised it was a quote, so I never knew who its originator was. It was just one of those things that seemed obvious to me.) And in every one of the examples given: change was in fact possible. In strict canon adherence, it isn't.

I do absolutely agree that the überplot is only as static as any individual GM makes it. However, it's also relevant that alterations have ripple-effect consequences that can go far beyond the isolated point of change: for one example, see just below.
QUOTE
I can't believe for a second anyone can follow the metaplot exactly. That is, unless you're writing it.
- Crimsondude 2.0

I'd agree with you - but there's many who try to, believe part of the value of the SR universe is in strict adherence to what's going on in the greater universe - and resent the consequent restrictions upon their PCs.

It may also have been easier once upon a year, when the first edition of SR was released and all groups began at Day 1 of "open time". Now, the standard playable portion of the timeline spans over ten years, with different groups beginning at various points along that line: but with easy Internet access to what will happen.

Consider a very basic example: buying stock. Canon states that Fuchi is due to be disrupted at a certain point in the timeline. A PC (who just happens to be coming up to that point) decides to play the market against Fuchi - which will make them a canon-millionaire - but that PC also has backstory and whatnot which also makes such play entirely within their personality and potential scope of intuition (based on experience and knowledge skills - but not direct knowledge). Is this metagaming or is it legit? Does the GM allow this? Does the GM rule that the PC can't do this based on that ultimate of insider knowledge: what's coming in the future? Either way, the choice cannot but be undermined within a strict canon überplot, strictly followed. In Glyph's words, you've broken out the plot hammer:
QUOTE
Personally, I think a GM can use, or discard, however much of the uberplot is needed for the campaign. There should be some things that the players will find it difficult, or even impossible, to change. But that should be because they tried to do something out of their league, or before they were ready for it, or without enough planning. I have no problem with players biting off more than they can chew and getting swatted like bugs.

But don't have it happen because the precious uberplot got threatened and you had to break out the plot hammer! As soon as you say "This guy is too important to have stats" or "No matter what you do, you can never kill this NPC before the sequel adventure", then you've stopped playing a game and began "storytime with the GM". The PCs are cybernetic killing machines, sorcerers who bend the laws of reality to call down awesome power, deckers who can ferret out any secret. They should be able to make even the "big boys" sweat.

The only way to restore full choice is for the GM to have the freedom to bend it a little El_Machinae or grimshear style wink.gif - maybe the PC's own actions are what changes that possible future, someone who seems to know what's happening actually ending up changing it altogether? Only ... that's a significant change, and there's other consequences that hang upon Fuchi's dissolution.

Or just consider some of the revelations that came out in Dunkelzahn's will. Within a flexible (non-strict canon) überplot, it's entirely likely that the actions of some savvy PCs brought some of those out a little earlier in the timeline ... with what consequences?
QUOTE
The PC's do not need to interact with the metaplot in any way to have a fulfilling game. They can watch these events unfold as they deal with important events in their own lives and affect things to matter to them. All without having to deal with the foibles of "canon".
- BitBasher

Absolutely true - if the GM and PCs actively avoid any action that is likely to interfere with the interests of the Powerful. Since they're running a shadowrunning game (and thus frequently undertake runs on behalf of those Powerful): this strikes me as somewhat unlikely. After all, even within some canon adventures, they're the movers behind some of those news headlines!
QUOTE
However, I do not feel that it is impossible for PC's to effect their environment in important ways without violating canon.

I have two points to support my view:

ONE:
While it would violate canon for the PCs to bring down Aztechnology or Ares, they can still enjoy victories over Aztechnology or Ares.
- Squire

And each individual victory is important, I agree, and certainly all kinds of plotlines are possible which carefully avoid challenging anything that's canon. I'd suggest that the victories should become gradually greater as the PCs progress - and unless the GM and PCs both carefully avoid it, it's more likely than not that they will tangle with canon structures. There was no Damien Knight once, after all. It was not so many years later that another megacorporation did end up being brought down by this Player who came out of nowhere.

By saying that either Aztechnology or Ares must be canon-untouchable in the Ultimate sense, in effect what's being said is that there can never be any PC Damien Knights.
QUOTE
As several other's have said, players can effect the lives of individuals with every run.
- Squire

Shouldn't that be the case regardless? Everything anyone does affects someone! (hopefully positively, but probably more often not). I'm sorry, but I don't see this as a relevant argument to whether or not the existence of a strict überplot, in and of itself, is limiting unless the group agrees to avoid canonically-protected structures. In fact, continuing along your thinking:
QUOTE
A day's work for a Shadowrunner can completely alter the course of the lives of a number of individuals (for better or worse). That may not really effect society as a whole, but it sure as hell matters to the individuals effected.

you seem to be implying that shadowrunners are more likely to alter the course of many lives than most ... and I'd counter that this certainly can begin to affect society as a whole. As Buzzed says, "We affect everything." I'd suggest that this would make it rather more likely in turn that the ripples do in fact begin to affect the überplot - after all, the megacorps are said to have significant interests in the SINless as replentishable resource and useful experimental medium, if nothing else - unless, again, the GM and players actively avoid this consequence.
QUOTE
There are two playstyles: those in which players are powerful, relative to the rest of the world, and are thus capable of doing important things.
The other, my preferred, is where the players are pretty ordinary, a bit less than human in most cases, and really can't do shit unless they get amazingly lucky.
These two styles will not reconcile with each other, so be aware that both exist.
- Kagetenshi

QUOTE
Of course.
- Bira

Why can't they reconcile? Certainly you can choose to play exclusively in one or exclusively in the other, but why can't PCs grow from the pretty ordinary (or even less than ordinary) to the world-shaking? Why does it have to be one or the other?

Although this does stray close to the focus of those other threads ...
QUOTE
But be aware that if you are running runners as "average Joes", then you are running a campaign very different from the basic rules. Under the standard character creation systems (Priority and 120 points), you would have to almost purposely gimp your character to create an "average Joe".
- Glyph

QUOTE
Part of the basis of SR is that "normal" or "average" people do not run the shadows, because if they do, they quickly become quite dead. Player characters represent those who are in the biz because they have what it takes to survive life in a meatgrinder.
- grimshear

Oh, now, I really hadn't started http://invision.dumpshock.com/index.php?showtopic=1844 for this purpose, only wanted to have a bit of fun: but how many build points would it take to create some of the "PCs" being created in that thread (and just wait till you see mine later this week!)? Then again, "I" am something exceptional ... obviously wink.gif ... or maybe I can learn to become so.

Although how many others would consider us "average Joes" ...

Strict canon überplot is choice-limiting. On the other hand, true flexibility can very easily box the GM into having to create an entire alternate universe: in effect easytohate's what if's:
QUOTE
Ultimately hope is in the minds of the players and in the hands of the GM.

We have books such as Threats and Threats II to offer open-ended alternatives - and we have Dumpshockers who want the Answers to those alternatives ... and then find those Answers constricting.
QUOTE
Finally, and this is the last I will ever say on this topic--I think that this nihilistic bullshit some of you are spouting is just ridiculous. It's isolating, frustrating, self-defeating, self-contradictory and horribly inconsistent. And I take great pain in seeing people spout it off like it's the holy Truth because it took away three years of what in retrospect were the best years of my life until I realized that it is a self-defeating, inherently inconsistent and contradictory ideology--which, ironically, it is--that sucked away at my very being. Nietzsche was an arrogant, isolated, angry bastard who should be forgotten in the dustbin of history.
- Crimsondude 2.0

And ironically enough it does comes back to Nietzsche - specifically in the sense that it is up to us to create our own relevance, our own meaning, within a game as within life. I'd suggest that a strict reading of überplot - indeed of canon altogether - robs both players and GM of this chance .. but maybe some of us actually want to have less choice? want to be able to read about the happening things in newspapers as if they were somewhere "Over There" and out of our control? As Bira says:
QUOTE
This premise is that Nothing Can Be Done About the Metaplot. ...
What I find interesting is that people think this metaplot is something immutable ...
When this "heretic" idea does elicit a true response, it's usually something along the lines of "that's munchkin"... This seems to express a feeling that, if your players even think of doing something to the metaplot, they're bad players who think only about accumulating power and killing things, and that you're a bad GM for letting them run rampant like that.

The other common response is "that's impossible". Some are not so severe, and say it's hypothetically doable, but it brings too many headaches to be worthwhile (without a metaplot, the GM has to figure it all out by himself!  ).

The general opinion, expressed after these initial responses, is that people should be content with what they're given by the publishers, because all of it is really swell and full of gaming potential and whoever disagrees is either incompetent (according to the first response) or in for a lot of back-breaking work (according to the second one).

And I'm really hoping you'll reconsider your choice wrt this topic, Crimsondude 2.0 smile.gif

Posted by: Bira Nov 15 2003, 03:24 AM

QUOTE (Kagetenshi)
Right. We're just questioning the existance of a reasonable means to do so.

~J

I can see that. What I question is this belief that their inexistence is some sort of immutable universal absolute.

Posted by: Bira Nov 15 2003, 03:40 AM

QUOTE ("Talia Iverno")

Consider a very basic example: buying stock.  Canon states that Fuchi is due to be disrupted at a certain point in the timeline.  A PC (who just happens to be coming up to that point) decides to play the market against Fuchi - which will make them a canon-millionaire - but that PC also has backstory and whatnot which also makes such play entirely within their personality and potential scope of intuition (based on experience and knowledge skills - but not direct knowledge).  Is this metagaming or is it legit?  Does the GM allow this?


There's no legitimate, in-game reason not to let the PC make his millions in this scenario. Depending on how much money he started the gamble with, getting them might be difficult enough to warrant a few more runs, in which his player will be very involved because it's his interest at stake. When he does get the money, a lot of campaign possibilities will become available which were unthinkable to your average street scum, and which don't involve escalating levels of numeric power.

If he does real well, you can then say he shares the responsibility for bringing Fuchi down. If he plays the market the other way around and does real well, you might say he shares the responsibility for keeping it up (a significant deviation).

QUOTE ("Talia Inverno")

Why can't they reconcile? Certainly you can choose to play exclusively in one or exclusively in the other, but why can't PCs grow from the pretty ordinary (or even less than ordinary) to the world-shaking? Why does it have to be one or the other?

Although this does stray close to the focus of those other threads ...


I never said they couldn't start as rats and grow to become world shakers. This growth is very possible and very fun, and it doesn't have to involve inflating numbers. What I rallied against was the fact that many people don't think PCs should ever be more than rats.

Posted by: Talia Invierno Nov 17 2003, 08:19 PM

That's the problem with quoting any part of a post without the whole (especially when that part is "I agree"): you can never be sure intent is accurately translated. Sorry if I misconstrued you, Bira.

Although I would suggest there's a wide, wide spectrum between "rats" and "challenging Damien Knight (or [gasp] Lofwyr!) on his own turf" wink.gif

On the plus side, it seems I didn't after all kill this topic ... completely.

Posted by: Talia Invierno Nov 25 2003, 09:44 PM

And then again, maybe I was wrong.

Posted by: Siege Nov 25 2003, 09:51 PM

QUOTE
Talia, the Topic Slayer!


That has a certain ring to it...grinbig.gif

-Siege

Posted by: Talia Invierno Jan 19 2004, 03:58 PM

Leather jacket (treated with flame-retardants)
Small silver cross (anchoring focus - slash-burn edit, linked to Detect Overwriting)
Wooden stake (the ultimate counterargument - short and pointed)

Outfitted to
Spike
Long-winded
Arguments
stYlistically

spin.gif

Edit: okay, so the comeback only took like, two months rotate.gif

Posted by: Siege Jan 20 2004, 12:05 AM

Totally
Active
Lady
In
Arguments

-Siege

Posted by: Talia Invierno Jan 23 2004, 01:05 AM

http://invision.dumpshock.com/index.php?showtopic=2655&st=50&#entry64602 biggrin.gif

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