So, me and my group recently migrated over to Shadowrun from D&D, and I've been GMing for them. I think I've done pretty well - every adventure the party comes very, very close to dying, but doesn't quite die. To be fair, I've been stealing some good adventures from other people. (Ping Time, Born to Die, and BodyChase, in case you're curious.) Anyway, I'm wondering how you all do things like death in your games. This is Shadowrun, after all. If I were even a little more ruthless than I am, at least half the party would be dead. Now, when we played D&D, when someone would die and didn't want to be raised, we'd jokingly say that when you bury the corpse, an adventurer tree grows on the spot, and - pop! - out comes a fully equipped new character! Maybe they'd lose a level, but mostly we just wanted to keep the game going. I understand this isn't exactly in the spirit of Shadowrun - guilty as charged, but hey, that's just how we roll.
So what do you do in your games when a player dies?
As a bonus question, why do melee characters sound so popular around here despite the fact that the defender gets dodge bonuses and the character gets stuck right out in the open?
As an extra bonus question, how do you show combat? We converted our D&D combat map, with the five foot squares now being one meter squares (the largest squares possible while still being able to see if two people can be hit in a single wide burst).
1. On Death -- Just remember, rather than "an adventuring party" that's been thrown together by fate and an old grey-robed wizard in a smoky tavern, your average Shadowrunner team is a team. If Big Joe the samurai bites it, your team is short some muscle...so Johnny Fixer is going to make sure you guys have a replacement for Big Joe before he's going to offer you another job. You are who you know, and someone on the team (if not Johnny Fixer himself) should have a contact that can get them in touch with another street samurai type. It's also worth remembering that players can always use Edge to keep from dying -- they'll still be out of the fight, down and bleeding, whatever, but as long as the rest of the team doesn't dawdle and takes care of business, they'll be still alive, at least.
2. Melee -- Because you don't always have your guns? Because sometimes the bad guy is a melee dude (and it pays to be able to defend against it)? Because gutting a dude with a bunch of chrome-plated blades that you pretend is your hand the rest of the time is cool? Because Killing Hands (and Critical Strike, and Improved Ability, and Improved Attribute) really is pretty dangerous? Melee can be plenty nasty.
3. That sounds just fine (the map). With the lack of SR miniatures in recent years to tell us what to do "officially," just about anything'll work. A hex map, a grid map, or even just an open table (and a measuring tape) can all help you show semi-organized combat. I was always fond of a dry erase board to quick, crude, mapping for Shadowrun games, myself. Not pretty, but we were all wargamers and got our painting and creativity out of our system for other games.
| QUOTE (Gelare) |
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| So what do you do in your games when a player dies? |
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| As a bonus question, why do melee characters sound so popular around here despite the fact that the defender gets dodge bonuses and the character gets stuck right out in the open? |
| QUOTE |
| As an extra bonus question, how do you show combat? We converted our D&D combat map, with the five foot squares now being one meter squares (the largest squares possible while still being able to see if two people can be hit in a single wide burst). |
Personally If they put themselves in position to die I'm not saving them, but if it's not there fault I'll cut em a break, even let one elven samuri off hook once due to fact the was left for dead all alone along desert highway once after nasty katana fight....story as to how he ended up with his blue chrome cyber-arm. SR really isnt all that different then other rpg's no player wants to see his beloved 18 yr old thrice revised charecter die, but sometimes it happens and should be handled like your group would normally in any other game, keeps the rabble from upriseing. ;P As for bringing in new folks usually let fixer or other contact bring them in unless they have a good backstory I want to tack on to our saga.
Dodge goes both ways, kinda draws out a melee fight. Armed melee has worked just fine in our game, and hand to hand is usually reserved for a quick struggle while one or other trys to get to a weapon or get help. Melee combat seems to go slower then gunfight but then shouldnt it?
I use crystal caste mat, same as you square=1 meter, currently using some non SR mini's but they work for ranges and what not. Funny whenever I draw anything someone at table sees a sex organ. In past used plastic sheet over large graph paper and grease pencil, markers on mat just as messy but found as long as indoors and away from fans..can track down some cardboard counters too.
| QUOTE (Gelare) |
| So, me and my group recently migrated over to Shadowrun from D&D, and I've been GMing for them. I think I've done pretty well - every adventure the party comes very, very close to dying, but doesn't quite die. To be fair, I've been stealing some good adventures from other people. (Ping Time, Born to Die, and BodyChase, in case you're curious.) Anyway, I'm wondering how you all do things like death in your games. This is Shadowrun, after all. If I were even a little more ruthless than I am, at least half the party would be dead. Now, when we played D&D, when someone would die and didn't want to be raised, we'd jokingly say that when you bury the corpse, an adventurer tree grows on the spot, and - pop! - out comes a fully equipped new character! Maybe they'd lose a level, but mostly we just wanted to keep the game going. I understand this isn't exactly in the spirit of Shadowrun - guilty as charged, but hey, that's just how we roll. So what do you do in your games when a player dies? As a bonus question, why do melee characters sound so popular around here despite the fact that the defender gets dodge bonuses and the character gets stuck right out in the open? As an extra bonus question, how do you show combat? We converted our D&D combat map, with the five foot squares now being one meter squares (the largest squares possible while still being able to see if two people can be hit in a single wide burst). |
I guess I should specify, what do you do about character advancement upon death? If everyone on a team has accumulated, say, fifty karma each, and then someone dies and has to start all over at chargen, they're going to be significantly behind. That could make problems, both in game and out of game.
Vlad's right, of, course, it is striking how powerful characters are right out of the box compared to runners with a lot of karma, but it doesn't mean the players won't whine about it. A hard cap on hit points is a great equalizer. Also, those laminated combat maps are a good idea, and very cost effective. I might give that a try sometime. Thanks.
The difference in power level is not as terrible as you think between a vet and a starting character, as long as the starting character is built well.
I prefer not giving new characters karma (I used to), because I'd rather leave them more room to grow. It's not like in D&D, where a level 5 fighter has about 5 times as many hit points as a level 1. Experienced characters tend to be more well-rounded, rather than simply being more powerful.
That said, if you still don't like the difference, I would generally give the new character about half or so of the average Karma total of the party, and throw him some money, equivalent to a couple runs' pay. That keeps things fair, I think.
| QUOTE (vladski) |
| We use 25mm minis for our characters, but for bad guys a trick I have found is using Scrabble tiles. |
| QUOTE (Gelare) |
| I guess I should specify, what do you do about character advancement upon death? If everyone on a team has accumulated, say, fifty karma each, and then someone dies and has to start all over at chargen, they're going to be significantly behind. That could make problems, both in game and out of game. Vlad's right, of, course, it is striking how powerful characters are right out of the box compared to runners with a lot of karma, but it doesn't mean the players won't whine about it. A hard cap on hit points is a great equalizer. Also, those laminated combat maps are a good idea, and very cost effective. I might give that a try sometime. Thanks. |
Personally, I don't really care for the idea that a PC shouldn't die if it's just a fire fight gone wrong. What's the point then? Why build up a super sammie, or initiate, if all you have to do is recycle the run's karma in to buying back your burnt Edge after using Hand of God? Seems to defeat the purpose.
Death happens in SR, and if it doesn't, or it's teeth are pulled, the game as a whole loses it's bite. IMO. PCs die, and if they can just pop right back up, then it takes something away from those that lived. I personally limit Hand of God to one use, and allow a bit of extra for the guys that have been around for a while. I let them buy an Oh SHIT! card for 50 karma, basiaclly an extra Hand of God type thing.
If there's no sense of mortality, there's no sense of accomplishment.
Again, this is all my personal views. I'm usually the first to say "to each his own". But hey, it's already been said in this thread.
| QUOTE (Eryk the Red) |
| The difference in power level is not as terrible as you think between a vet and a starting character, as long as the starting character is built well. I prefer not giving new characters karma (I used to), because I'd rather leave them more room to grow. It's not like in D&D, where a level 5 fighter has about 5 times as many hit points as a level 1. Experienced characters tend to be more well-rounded, rather than simply being more powerful. That said, if you still don't like the difference, I would generally give the new character about half or so of the average Karma total of the party, and throw him some money, equivalent to a couple runs' pay. That keeps things fair, I think. |
| QUOTE (Aaron @ Aug 3 2007, 12:15 PM) | ||
That's brilliant. |
The Player gets to keep his Karma. All of it. He spends time playing the game making it more fun for everyone involved, so why penalize him, if its more fun to him, bringing in a new character.
Damn strait, SMA. I reward players for playign well, not characters. (of course I also use an all Karma character creation, so it's a little easier.) I got this idea from the latest edition of paranioa. That's a game where you are expected to die at least once a session, so they figured out how to make it less painful and more fun. If you think having the occasional main character die makes for good gritty fun, then consider doing it this way. Then your players don't get penalized just for allowing a character to die in the interests of the story.
| QUOTE (Gelare) |
| As a bonus question, why do melee characters sound so popular around here despite the fact that the defender gets dodge bonuses and the character gets stuck right out in the open? |
| QUOTE (Gelare) |
| and BodyChase |
| QUOTE (Critias) |
| I'd say "1/2 karma for replacement killers," personally. It gives them enough they won't be completely boned compared to the rest of the group, but makes dying still suck (which it should, considering you can always burn Edge, etc, to keep it from happening). And I'd make that 1/2 karma get cut in half per character. If we hit fifty and then you die, your replacement starts with twenty five. A few runs later, and you croak while we're at fifty-five and you're at thirty? Congrats, here's fifteen karma. Be more fucking careful next time, rookie. |
| QUOTE (fistandantilus3.0) |
| I personally limit Hand of God to one use ... |
As for bringing new characters into a game, whether it be a totally new player or from character death, or even at the game's inception, I do the same thing. I work with the player in a one-on-one character creation session and play-it-by-ear as to what extras or bonuses (if any) that individual character needs.
I find hard rules for this type of thing to be silly, but then I also find group chargen session to be silly as well.
| QUOTE (Fortune) |
| I am going on record right now and making it clear by stating that I have absitively, posolutely, unquestionably have not used my character's HoG in your game! |
Hm... we have a different approach. In our current campaign, death is something the player has to choose, by taking a suicidal course of action, or refusing a way out if a deathly danger. In other situations, there are enough way to keep the character alive as a GM, often more fun too (capture, etc.).
I don't hold much for the "have to keep it dangerous or they will do stupid stuff" reasoning - if I have a problem with a course of action, I simply tell the player that this seemed metagaming or such, I'd not try to solve it in game by killing or maiming a character.
See that's not my approach. I figure that if they do stupid stuff, it may or may not work out. It's not my place to try to kill anyone. That's just mean. I just prefer to let the dice fall where they may. Dice don't lie.
| QUOTE (fistandantilus3.0) |
| See that's not my approach. I figure that if they do stupid stuff, it may or may not work out. It's not my place to try to kill anyone. That's just mean. I just prefer to let the dice fall where they may. Dice don't lie. |
I guess it depends on your definition of 'fun'.
Doesn't it always?
I know some thrive on the challenge, want to know that a failed plan, a mistake in the heat of battle, a glitch here or there, will spell doom for their character.
I don't. I played in such games, and I hated it. I minmaxed, I argued rules, I picked plans that were safe and minimised risk but were not fun at all, all just so my character would have the least risk of dieing.
These days, I play not-perfect characters, with weaknesses all over, and I enjoy the game far more.
It's not a defintion of fun, its simply what one has fun with. Taste differs. Like in computer games, movies, and novels. I tried the danger approach, and it did not work for me.
More power to ya' man.
| QUOTE (Buster) | ||
Because swords never run out of ammo. But mostly it's the coolness factor...and the Highlander fanboys. |
| QUOTE (Fuchs) |
| I know some thrive on the challenge, want to know that a failed plan, a mistake in the heat of battle, a glitch here or there, will spell doom for their character. I don't. I played in such games, and I hated it. I minmaxed, I argued rules, I picked plans that were safe and minimised risk but were not fun at all, all just so my character would have the least risk of dieing. These days, I play not-perfect characters, with weaknesses all over, and I enjoy the game far more. It's not a defintion of fun, its simply what one has fun with. Taste differs. Like in computer games, movies, and novels. I tried the danger approach, and it did not work for me. |
As I said, I tried the dangerous game, and I hated it.
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