Well alot of times a character in my group will be sloppy, not every one really cares obout if they where seen, or who hads tabs on who.
So in my Game i'm going to have and undercover agent infiltrate the group, be it from corp to goverment.
Now I say if a group gets to sloppy i always have hell rain down on them ***Hell Rain on them, I have a Lone Star Cop named Alex Rain on there ass**
now it's at the point where they have the FBI on them.
What are your guys opinions on this take?
Have you ever done anything like this?
It's difficult to "infiltrate" a tight group of people.
How many NPCs routinely run with your PCs? You might have better luck "turning" a PC and having him inform for interested third parties.
At the very least, a PC would still have to introduce the new "recruit" to the rest of the crew.
-Siege
One of the GM tricks for running an undercover agent in a group is to let a player run his PC normally, then at some point just take over the PC. Or pull out the "real" character sheet. This works best with a cooperative player who doesn't mind surprise GM interventions; it can really piss off all the players if you're not careful.
I suppose a Shadowrun variant might be to let a PC have a "dark secret" flaw, but not tell the player what the dark secret is. "Okay, Bob, step outside with me. It's time to learn what your PC's dark secret is, and I'm going to be running your PC for a bit tonight..."
Another version I ran was of a NPC doppleganger mimicking a PC and attacking the other PCs. Since the PCs were not all in a group (the mimicked PC was separate; they were supposed to meet later), the other PCs later jumped the mimicked PC while the doppleganger got away.
I try this stuff when a PC gets killed. I'll take them aside and say, hey, yor character should be dead, but i'll let you live and have some fun for awhile. Then we tweak the characters history so the whole time he was a sleeper agent for XXXX and nobody knew it. A few sessions down the road i'll 'activate' him to fullfill some goal. This usually surprises the shit out of the players, who then turn their wrath on the PC who betrayed them.
I'll usually give the moles' next character a bit of bonus karma for playing a walking deadman.
| QUOTE (Mr.Platinum) |
| Now I say if a group gets to sloppy i always have hell rain down on them ***Hell Rain on them, I have a Lone Star Cop named Alex Rain on there ass** now it's at the point where they have the FBI on them. |
Sprawl Survival Guide states, and I completely agree with it, that undercover agents infiltrating runner teams are very, very unlikely. It's just way too difficult and dangerous. The risk of getting killed is really quite high, plus the work required to pull it off successfully isn't worth it.
Cops looking to bring down runners are better off hitting them with surveillance and putting heat on their contacts. Most level 1 contacts will give away the runner if it means not going to jail themselves. Some will even do it for money.
Hence why runners should maintain several id's some just for when dealing with contacts
| QUOTE (Mr.Platinum) |
| Now I say if a group gets to sloppy i always have hell rain down on them ***Hell Rain on them, I have a Lone Star Cop named Alex Rain on there ass** now it's at the point where they have the FBI on them. What are your guys opinions on this take? Have you ever done anything like this? |
The FBI would only attempt to infiltrate a runner team in order to build a file on their contacts and employers. The runners themselves are nothing.
It's too much risk and effort to infiltrate a team just to go after the team. If the feds are capable of putting an agent into the team to betray them, they could have just as easily picked them all up, and made the SINless ones dissapear.
Now, I could see the Feds recruiting a runner or whole team as informants, in the old, "Work for us and you'll keep breathing regularly" style. But only to gather information on the bigger fish in the shadow pond.
After all, what keeps runners in business is the fact that they are nobody (with skills).
| QUOTE (Arethusa) | ||
Does he carry akimbo Berettas, have a constipated grin on his face, and speak only in melodramatic metaphor? |
Infiltrating a team wont happen. First its like really hard. Second, infiltrating the team gets you nothing because theyre not connected to their emplyoers, thats like the point of using runners. To infiltrate a team with the intent of getting the employer would require you to predict and know who would hire them when. And to get the team itself its easier to use more normal means.
Someone on the team betraying them is a total other story. Thats plausaible and makes complete sense. Selling them out for whatever reason by a npc contact or member is a real risk of shadow work.
Incidently, if your team doesnt care who sees them and is sloppy, how the hell are they a) alive and b) still getting jobs. Might want to hit them with the logical-gm-stick before you break out the backstabbing-player-stick....
If the Feds are on to them, set up a sting. Have the Feds set them up for a run against someone or something, and have that someone or something know about it, and ambush the runners, and then have the place where they retreat to known about as well. Perhaps try to plant a tracker on their vehicle?
JaronK
Or have the feds talk to one charcters. "you know, we have you" produce lots of pics from camera and print outs of activities from other runs.
"Now you and you're little pals can do 20 years inside a federal pen, or a little job for us, or maybe you'd like us to give this detail to Cross? I think they'd like to know you."
Of ocurse the group is never off the hook asnd this can be a convenient hook if used rarely"Think of it as work release."
It's up to the grabbed runner, does he tell the gorup what's up or does he just say it's a run they have to do.
| QUOTE (The White Dwarf) |
| Infiltrating a team wont happen. First its like really hard. |
| QUOTE |
| Second, infiltrating the team gets you nothing because theyre not connected to their emplyoers, thats like the point of using runners. |
| QUOTE |
| To infiltrate a team with the intent of getting the employer would require you to predict and know who would hire them when. |
| QUOTE (Backgammon @ Jun 3 2004, 12:30 PM) |
| Sprawl Survival Guide states, and I completely agree with it, that undercover agents infiltrating runner teams are very, very unlikely. It's just way too difficult and dangerous. The risk of getting killed is really quite high, plus the work required to pull it off successfully isn't worth it. |
Yeah, I mean if you think about it most of the crimes a typical runner team performs is on extraterritorial land, where the FBI have no jurisdiction.
If it was on mega property would that be the NSA or CIA instead of the FBI?
I guess it depends on what the runner team did -- the FBI doesn't really care about catching every car thief in the country.
If that car thief has a habit of scattering the body parts of his victims out of the window while he drives, on the other hand...
-Siege
| QUOTE (Crimsondude 2.0) |
| BTW, why in the hell would the FBI give a rip about a runner team? |
| QUOTE (The White Dwarf) |
| Infiltrating a team wont happen. First its like really hard. Second, infiltrating the team gets you nothing because theyre not connected to their emplyoers, thats like the point of using runners. To infiltrate a team with the intent of getting the employer would require you to predict and know who would hire them when. And to get the team itself its easier to use more normal means. Someone on the team betraying them is a total other story. Thats plausaible and makes complete sense. Selling them out for whatever reason by a npc contact or member is a real risk of shadow work. Incidently, if your team doesnt care who sees them and is sloppy, how the hell are they a) alive and b) still getting jobs. Might want to hit them with the logical-gm-stick before you break out the backstabbing-player-stick.... |
| QUOTE (Warmaster Lah) |
| Well infiltrating a team could be a really really detailed shadowop. Say infiltrate a team. Sure collect info on the shadows in the mean time, you know make yourself useful. Then somewhere down the line manipulate the team into going on somekind of "Run of the Century," and while thats going down the spy acomplishes the real objective all while framming the team and escaping or something. Still to farfetched though, unless the corp was planning that one job months or years in advance. And even then it is still flimsy, unless its SK getting revenge on the team or something. Heres another one though, Maybe the infiltrator isn't really trying to shaft the runners. Maybe they have infiltrated the team to "look after" one of the team members. Like a lost heir or the Presidents illegitimate daughter. Maybe the spy still gets outed. Leading to distrust of two people affiliated with the team. I dont know...just fishin. |
I don't see why anyone would want to infiltrate a freelance shadowteam. A corp would have little interest, because the team could work for anyone and against anyone; there's no telling how long it will be before the team does a run that the corp would have any interest in. As for law enforcement, they would want to do one of two things: A) look the other way, because the runners aren't disturbing the public order, or b) kill them all as quickly as possible, because they are a "danger to society." There's no need to have an undercover guy join them, because you already know they are criminals, and besides, they're SINless; you don't need to prove jack squat beyond a reasonable doubt.
Someone might be interested in infiltrating a team for the purpose of a singe specific run, but that is almost impossible because runners rarely take more than a week between receiving a job and carrying it out. The only way this could be done would be if the players were creating a whole new running team with new characters. The other possibility is if the team is not freelance, but rather a regular black ops team for a corp. In this case, infiltration by a rival corp is perfectly doable.
Platinum think of how small cameras can get now. In 2060 they could be all over the place. Everything you do taped and sent to LS. You could really brink down some heat on them if LS knows who they are and what they do.
Yeah but couldn't they just kill the LS responding unit and get off scott free?
Just because canon states that, on average, you are on 3 cameras most of the time in modern urban areas does not mean those three cameras belong to the same people, nor does it mean that even one of those is a camera that Lone Star has access to. It's something to be careful about, but certainly not something that Lone Star can nail everyone with no matter what.
| QUOTE (Panzergeist) |
| I don't see why anyone would want to infiltrate a freelance shadowteam. A corp would have little interest, because the team could work for anyone and against anyone; there's no telling how long it will be before the team does a run that the corp would have any interest in. |
| QUOTE |
| Someone might be interested in infiltrating a team for the purpose of a singe specific run, |
My opinion, a runner's biggest threat regarding infiltration are other runners with a lot of nuyen being waved in front of them. I do this on a routine basis, as I RP one-on-one with my troupe throughout the week (with a group session for the actual run once a week). Often times, this is extremely clandestine stuff (not necessarily snitching, but planting dangerous stuff, damage control, etc.).
My players had a problem with this, at first, but once they realized they could potentially make heavy cred and pull in serious favors, and that the downside was discovery and summary execution, they began to have fun with it.
Luckily, this was the same troupe I played a lot of Paranoia with, so they were used to backstabbing each other.
With regards to sloppy runners in general, unprofessional or incompetent runners in my games tend to die and/or end up permanently maimed in short order. But I'm reknowned for being somewhat draconian.
After reading this i guess some of you's are just against a potentially good story line.
But i did ask for your opinions.
Flame on.
| QUOTE (Mr.Platinum) |
| After reading this i guess some of you's are just against a potentially good story line. |
This adventure is being written by the person who won the award of best GM/DM
at the Gaming Club at the university.
I am very confident in my mad skillz as a writer and GM.
| QUOTE (Siege) |
| Suspending disbelief is one thing, hanging it from the neck until dead is another matter entirely. |
If you refer to his original post Cray, he specified "infiltrate the group."
All of your points are valid and plausible, although having a Johnson hang a runner group out to dry doesn't qualify as "infiltrating" the group. It is, however, an occupational hazard.
And I did suggest earlier that "turning" a PC would be more plausible then sliding a turncoat into a relatively tight-knit group.
Unless, of course, the group never questions NPCs hired -- at which point, the entire scenario becomes feasible.
Alternative plot hook: Johnson (fake) hires group for job that requires special skills. They find a new runner fitting the bill (plant) and hire him on.
-Siege
That is usually how those brave souls get planted. Team A needs skill set D, they put the word out they are recruiting, FBI says to 'Fixer' X, tell them to hire Plant B or we'll make sure you don't fix anything again, 'cept dinner in prison. Team A hires Plant B on word of Fixer X.
Solve for Y
74 man thats some fat Idea's, if you don't mind i would liek to use one of your motives.
| QUOTE (Siege @ Jun 4 2004, 02:33 PM) |
| If you refer to his original post Cray, he specified "infiltrate the group." |
| QUOTE |
| All of your points are valid and plausible, although having a Johnson hang a runner group out to dry doesn't qualify as "infiltrating" the group. It is, however, an occupational hazard. |
| QUOTE |
| And I did suggest earlier that "turning" a PC would be more plausible then sliding a turncoat into a relatively tight-knit group. |
| QUOTE |
| Unless, of course, the group never questions NPCs hired |
| QUOTE |
| Alternative plot hook: Johnson (fake) hires group for job that requires special skills. They find a new runner fitting the bill (plant) and hire him on. |
| QUOTE |
| 74 man thats some fat Idea's, if you don't mind i would liek to use one of your motives. |
Man, your runners must be sloppy and trusting. Wish I met them in my game, so I could shoot them and loot their cred. Because no way any team Ive seen would go along with it, far more likley is:
Johnson: Im hiring you to do this job. Its special, so Mr White has to join you.
Mr White: Howdy.
Team: Why are you selecting us for the job if we lack the needed skills.
Johnson: Uh, so I can send Mr White with you!
Team: Who is Mr White, why should we trust him.
Johnson: He's my main main, you can trust him, I vouch for him!
Team: . . .
*bang bang bang* *sound of footsteps*
*ring ring*
Team: Hi Fixer, we're looking for work again.
I gotta agree with white dwarf here actually. The reason my people organize into teams is the saftey, they do not subcontract extra persons, and if a run requires ability y where the team doesn't y then the johnson's a tard for not offering the job to a team that can y. It's in the johnsons best interest to assign a run to a team that will ahve the highest chance to complete it. Hiring a team that has to contract out to t people they don't know, trust, or havent practiced working with is antithetical to the Johnson's goals. Just IMHO though.
At the low or near street levels this wouldn't apply so much but as a group gets more competent and known it would be more and more prevalent
How about if Mr 'White' happened to be someone the runners were being paid to escort into a facility because he wanted some payback on his former employers (or for whatever other reason)?
In that case, Mr 'White' could even be their Johnson (or in this case, White). They're not too likely to turn down work like that- just as long as it doesn't look too easy or too hard.
As to your comment, Mr Basher, regarding competent runners being unlikely to fall for it- this thread is about sloppy runners. So says the title, so accepted it is.
| QUOTE |
| As to your comment, Mr Basher, regarding competent runners being unlikely to fall for it- this thread is about sloppy runners. So says the title, so accepted it is. |
Well, I think there's a fair counter argument in that sloppy runners are not sloppy runners for very long.
Drunk has a point -- players not used to backstabbing each other or being betrayed in turn may take such actions personally, beyond the context of the game.
-Siege
As I've meantioned in a couple other threads that have advocated PC betrayal, it's not something for casual games. At best, in a casual game, it's seen as immature and obnoxious, and more often than not, it's taken personally and can create some unpleasant dynamics. In a serious game where people are immersed in the world and also capable of differentiating between what is in character and out, it's not a personal issue, but make sure you're playing with people that are capable of handling it on both sides.
I've found myself in a position lately that a player may be put into a position to betray his party, not because of bribery, etc. rather it was the chance combination of photographic memory and exposure to a loop of subliminal message. I had the player roll his "resistance" to give the others a false sense of everything being okay. then, I spoke with him aside, to let him know what was going on, and what I would need from him. He only asked that the others havea chance to figure the problem out before it happens, which I'm cool with, these situations are supposed to foster fun, not ill feelings.
| QUOTE (Mr.Platinum) |
| Well alot of times a character in my group will be sloppy, not every one really cares obout if they where seen, or who hads tabs on who. |
| QUOTE (The White Dwarf) |
| Man, your runners must be sloppy and trusting. Wish I met them in my game, so I could shoot them and loot their cred. Because no way any team Ive seen would go along with it, far more likley is: |
| QUOTE |
| I gotta agree with white dwarf here actually. The reason my people organize into teams is the saftey, |
| QUOTE |
| As I've meantioned in a couple other threads that have advocated PC betrayal, it's not something for casual games. At best, in a casual game, it's seen as immature and obnoxious, and more often than not, it's taken personally and can create some unpleasant dynamics. |
Thats betrayl, not infiltration then. Which isnt what you said. Which are you talking about.......
| QUOTE (The White Dwarf) |
| Thats betrayl, not infiltration then. Which isnt what you said. Which are you talking about....... |
| QUOTE (Cray74) | ||
There's no difference. A new subcontracted runner, an NPC runner, a PC runner: when they infiltrate the team and finally turn on them, it's betrayal one way or another. It's also infiltration one way or another. |
I guess my team would take even Santa Claus in team, doing run in middle of summer. But then I specially selected them.
More on topic - yes, for normal team it take a lot of time to "accept" new member. While it is possible some corporation is interested in their loyalty and "right" jobs, it may happen only to best shadowrun teams. Sloppy team is no one's concern, because sloppy people die surprisingly fast. Like, defaulting to Intelligence when using explosives skill. FBI and other agencie's also would not take such a time dealing with sloppy runners.
OMG yes theres a difference. Thats why theres two different words in the lexicon.
Infiltration is the act of getting someone with the intent to harm the group, to pass for and become part of the group, so they can hurt it from the inside.
Betrayal is the act of someone in the group deciding to turn against it for their own reasons.
The former implies a group or organization expressing interest in the target group and a desire to manipulate it to their ends. The latter implies a single individual acting out of their own interestest. If youre infilitrated, you have an organization or guided directive to blame. If youre betrayed, its time to go find the individual that did it, and maybe ask why before you geek them.
In SR, Infiltration of a team is next to impossible, and very implausible, for all the reasons stated before in this thread. Betrayal of a team is much more plausible, but not neccessarily more likely.
Do not attempt to write off the accuracy of others comments because of your poor word choice.
Weird. I keep reading this thread, and I'm beginning to ask myself: Platinum said that he wanted to have an NPC infiltrate his group so they wouldn't be so "sloppy" in the future. In other words, to teach them a lesson. Why go through all this trouble with having somebody infiltrate the group when there's so many (less disrupting) ways to get players back on track?
The topic of this thread is "Sloppy Runners". Platinum obviously has a problem with them. But it's my opinion that backstabbing them like this won't improve anything, if it is done just to teach them a lesson. Reading the first entry,
| QUOTE |
| So in my Game i'm going to have and undercover agent infiltrate the group, be it from corp to goverment. Now I say if a group gets to sloppy i always have hell rain down on them. Now it's at the point where they have the FBI on them. |
| QUOTE (The White Dwarf) |
| Do not attempt to write off the accuracy of others comments because of your poor word choice. |
| QUOTE |
| In SR, Infiltration of a team is next to impossible, and very implausible, for all the reasons stated before in this thread. Betrayal of a team is much more plausible, but not neccessarily more likely. |
| QUOTE |
| I wonder what this leads up to. |
| QUOTE |
| Runners have to deal with the FBI or some other Big Player. Now what? Will the runners be forced to work for them under less than favorable conditions? Wow, that'd be really creative, I've never heard this before. |
| QUOTE |
| Or will they be hunted "just because"? |
| QUOTE |
| Aside from all this, I'd like to point out that if done right, having somebody infiltrate a team of runners leads up to some veeery rewarding adventure hooks. But that's not something I'd waste on sloppy runners. |
Fine, just be clear that as far as your concerned, and as far as the english language is concerned, are different things. Which makes communication via a text based medium challenging. So when you start worrying about being right or wrong, youre missing the point. Say what you mean.
And if you think about all the resources and planning it takes to infiltate or betray a shadow ops team with that kind of coordintate effort by a larger power, be very sure you have some justification appropriate to the effort. Because its more cost effective to just buy them out, or pay another team to perform the job, or any number of other things. People dont sink years of planning and setups, and millions of nuyen, into getting a man onto a team to pull an inside job when they could just pay Bob the Runner 10k to do the same thing.
| QUOTE |
| Fine, just be clear that as far as your concerned, and as far as the english language is concerned, are different things. |
I had a group who had been doing a series of runs against a division of Novatech. The guy running the security for said division wanted an inside man. So he hired another Shadowruner to work for him, and then used some street contacts to put him in place. The team needed some extra muscle every once in a while so they hired the guy. After a while he became a full fledged member.
Which made it all the more surprising to them when he turned on them.
Out of character, here is what happened.
We had a 5 players in our group. But I like 6 on a team. A friend of mine wanted to join the game and learn how to play it. But he couldn't play every time. So I proposed this idea to him, he loved it.
It worked great, everyone was in complete shock when he turned them over to NT. Made it all the better when they escaped the corps grasps, and ran into the guy while he was alone.
Sweet revenge.
So, is infiltrating a team possible... easily, and not nearly as hard as some have made it out to be. You just have to have a little imagination.
| QUOTE |
| It also involves getting Bob the Runner to join the team and, weeks or months later, betraying their trust |
| QUOTE (The White Dwarf) |
| Ok, question: Why would Bob do that without someone having a reason? Answer: he wouldnt. Which implies some guiding force behind him, and presumably giving Bob intelligence on the team, maintaining contact with Bob, issuing him directives, etc. It doesnt have to be a task force to be ordained by a higher power than the individual decision. |
| QUOTE |
| But as soon as its not an on-the-spot decision, as soon as its a means to an end, youve changed terms. |
| QUOTE |
| As I said, the act of Betraying the team (which is what you, yourself, just said Bob was doing in the above quote) is a real risk. |
| QUOTE |
| The act of infiltrating the team for some purpose is far-fetched. |
Yes, the act is a stock police tactic, but the whole "criminal groups" part is where it screws up.
Infiltrating a criminal group, with a structure and agenda, conncetions, a MO, etc is all well and good. It provides a ton of useful information, and potential leads.
Infiltrating a team of SRs gets you two things, and Jack just left town.
Heres a few reasons:
- They have no structure or agenda. What they do and for who is entierly random
- They have no connections beyond a few, essentially random, individulas over their area of exepertise. If the cops (or whoever) wanted to get to Joe the Shadey Mechanic, they wouldnt do it thru is runner pal; who, if anything is *more* skilled and paranoid than Joe himself.
- Runners have no MO or ongoing operation or schemes. There is no gambling ring. There is no series of linked crimes. There is only what job theyre randomly selected for after the one they just did.
- Runners *dont* know who hired them, or why. Thats what makes them runners. The very fact they are runners, and that the infiltrating agent is posing as a runner, bars them from receiving any information about any specific employer.
-- subpoint: if theyre being hired by a mega, the megas are extraterrorial anyhow and the cops/whoever cant do anything. if theyre being hired by a non-mega, and just need info, its cheaper and easier and more effective to pay the team to dig up dirt than infiltrate the team hoping to find it
- The only people really subject to being betrayed would be the runners themselves. The lack of connections and associations is the hallmark of a SR. If anyone/organization wanted to get at a specific runner, theres again 100 better ways to do it than try to gain and then betray his trust. Plain old blackmail, for one, is going to be a lot easier to pull off and not subject to him finding out before hand blowing the operation; or buying off a contact.
Those are just some of what pops to the top of my head as to why its implausible.
Bottom line, your game, do what you will, but at the start of the thread you asked "what do you guys think" and "have you done it before". The answer is "I think its a bad idea because its unrealisitc and the players will think you did it just to screw them" and "no".
| QUOTE (The White Dwarf) |
| - They have no structure or agenda. What they do and for who is entierly random - Runners have no MO or ongoing operation or schemes. There is no gambling ring. There is no series of linked crimes. There is only what job theyre randomly selected for after the one they just did. |
| QUOTE |
| - They have no connections beyond a few, essentially random, individulas over their area of exepertise. |
| QUOTE |
| - Runners *dont* know who hired them, or why. |
| QUOTE |
| -- subpoint: if theyre being hired by a mega, the megas are extraterrorial anyhow and the cops/whoever cant do anything. |
Access point to the shadows perhaps, but that has nothing to do with betraying a specific team so much as just posing as a runner.
Because players pick their contacts, they are essentially random, based in part on how useful they are to the character and the game. Yea runners know normal people, but so do cops. If you just need names and such hacking into a shadowland node or just bribing a decker is gonna be 10 fold the payoff.
While you may tell your players who hired them, and your players may even believe the Johnson, thats not the norm. It may happen, there may be a quote stating it, but for every instance where thats the case theres easily 50 where its not.
Megas are above the law, literally. If UCAS is dumb enough to boycott Ares, well thats their perrogative. But since Ares can just buy the land, and be extraterrotiral from the government, and then just use its own shipping line, seperate from the governement, moving things form its own factories, selling to anyone, etc etc... I dont buy it. If youre trying to say that an infiltrating agent to a shadowteam, who would then have to stumble upon some sort of evidence, which would then bring the government to start an all out war against a mega-corportation and risk the wrath of the corporate council... well then Im glad I dont play in your game, because to me thats utter nonsense.
We can just agree to disagree, youre operating on a different set of assumptions that most ds'ers. 9/10 times SRs show up, they are professional criminals that dont make mistakes, because the ones that were unprofessional and made mistakes are dead. Youre the 10th time I guess.
| QUOTE (The White Dwarf) |
| Access point to the shadows perhaps, but that has nothing to do with betraying a specific team so much as just posing as a runner. |
| QUOTE |
| It may happen, there may be a quote stating it, but for every instance where thats the case theres easily 50 where its not. |
| QUOTE |
| Megas are above the law, literally. If UCAS is dumb enough to boycott Ares, well thats their perrogative. But since Ares can just buy the land, and be extraterrotiral from the government, and then just use its own shipping line, seperate from the governement, moving things form its own factories, selling to anyone, etc etc... I dont buy it. |
Now just imagine having a corporate or government agent in the position of a fixer... That's the center of the web, right there. All the information flows to the fixer, most teams are hired via a fixer.
Granted, this feat is almost impossible to pull off since a fixer who's runners are regularly sold out to the government will not be in business for long and it takes a lot of time and effort to become a trusted fixer but just imagine the look on your player's faces when they find out their fixer - the most central contact for a team - has been betraying them all along.
It's a stupid idea but I still like it somehow ![]()
If you want to be really mean, take one of their contacts away due to their sloppieness. Somehow whoever is hunting them got hold of one of their contacts (preferably a fixer) and this contact, being a level 1 contact who's fond of his life and business, sells them to whoever is asking. This would be quite realistic, reasonable and painfull all at the same time. The fixer wouldn't get any bad raputation for this. He did what every smart shadowperson would have done and the runners didn't deserve any better. The runners, however, will take a heavy hit to their rep. For being caught and for getting a contact in trouble. Some other contacts may not wish to keep any relations to them because it gets too dangerous. They will only be offered low-paying, irrelevant or suicidal jobs because nobody wants to trust losers like this with something important and/or difficult. Alright, that's not really infiltrating the team but it would get the point across.
Man Im done with this thread. You just want it to happen no matter what. Politics aside, UCAS, or another nation, cant just up and start a fight with the Megas. Theyre too big, with their hands in too many pies. Governments dont work without commerce and you cant get past that no matter what you do. When you have something like Aztechnology making 60% of the soy food market for UCAS (or 40% whatever it is, Im not looking the figure up but its in C.Download) you cant just be like "oh, they are bad, lets setup detainment lines outside their stores". And even if it happens, who is hurt worse: the government which is down an entier megacorp and all its subsidaries and possibly under review for penatly (via other corps) from the corporate council, or the mega which is out one of 150+ countries to sell stuff in....
| QUOTE (MrSandman666) |
| Now just imagine having a corporate or government agent in the position of a fixer... That's the center of the web, right there. All the information flows to the fixer, most teams are hired via a fixer. Granted, this feat is almost impossible to pull off since a fixer who's runners are regularly sold out to the government will not be in business for long and it takes a lot of time and effort to become a trusted fixer but just imagine the look on your player's faces when they find out their fixer - the most central contact for a team - has been betraying them all along. It's a stupid idea but I still like it somehow If you want to be really mean, take one of their contacts away due to their sloppieness. Somehow whoever is hunting them got hold of one of their contacts (preferably a fixer) and this contact, being a level 1 contact who's fond of his life and business, sells them to whoever is asking. This would be quite realistic, reasonable and painfull all at the same time. The fixer wouldn't get any bad raputation for this. He did what every smart shadowperson would have done and the runners didn't deserve any better. The runners, however, will take a heavy hit to their rep. For being caught and for getting a contact in trouble. Some other contacts may not wish to keep any relations to them because it gets too dangerous. They will only be offered low-paying, irrelevant or suicidal jobs because nobody wants to trust losers like this with something important and/or difficult. Alright, that's not really infiltrating the team but it would get the point across. |
| QUOTE (toturi) |
| You are correct. But the fixer may not remember them in the first place(read the rules). Furthermore, the fixer is an "expendable" level 1 contact. Just as the runners are expendable to the fixer. And the fixer would get a Bad Rep for being caught by whoever is hunting the runners in the first place! I mean the guy in the center of the web being caught off guard, what kind of fixer is he anyway? Probably the runners are better off without him. Any contact that their enemies flip is going to have to be vulnerable - a mechanic or a street doc or a snitch maybe... but a fixer? or a johnson? |
I would think that infiltrating a runner team would be kind of pointless.
What could the infiltrator's bosses get out of it?
1) Information on the runner team. Plausible, but why bother? The runners are nobody important. And if you can get somebody into the team, you already know enough to grab the whole team.
2) Information on their fixer. Possible - it depends on how much the team knows about the fixer. The whole point of a fixer is that he's the deniable 'agent' for a bunch of teams and a bunch of Johnsons. Of course, if you know enough about a team to secretly infiltrate them, you probably already know something about their fixer.
3) Information about the Johnsons. Unlikely - The whole point of professional Johnsons is that they are either almost as deniable as runners, or secretive enough that the team doesn't know anything about them. Or both. And is it worth the investment to possibly find out a few tidbits about random Johnsons?
4) Information about the biz. Possible, but pointless. It's easier to pay off a snitch. That's what they are for, and they will have a wider breadth of knowledge then your average runners.
Now, it would be reasonable to infiltrate a runner group if:
1) They worked regularly for a specific Johnson, and that Johnson was somebody worth looking into.
2) The group specializes in a particular sort of run or target, and foreknowledge of their runs would be useful in some way. It helps if the teams rep is such that they are likely choices for any job in that area.
3) There is a prophecy that says the group will be involved in something that the infiltrating parties are interested in. Notice that all three options remove a lot of the randomness and guesswork for the infiltrator's job.
There has to be a jackpot proportionate to the risks involved. When the cops infiltrate a drug ring, they do so in the hopes of taking down the whole damn ring, because the ring is a tightly knit pyramid with only a few important people at the top. If the cops can make something stick on a high man in the pyramid, the whole ring can come tumbling down. Now, runners on the other hand, are a bunch of small clusters of independents and contacts. Infiltrate a part of the network, and you get... A small part of the network. There's no organization to take down. So what's the point?
Now, beyond the question of 'is it reasonable?' there is the question, 'Am I, the GM, likely to piss off my players through metagaming behavior?'
Yes, it's metagaming. You see, when you try to infiltrate the group, you are relying on the fact that the characters have Players who are willing to stretch the suspension of disbelief a little to keep the game going. Do you really expect a new character to have to go through a few years of 'Don't call us, we'll call you', until the characters have a good in-game reason to trust their lives to this new guy on a regular basis? Of course not. If things worked that way, you wouldn't have a game.
The whole 'surprise dark secret: FBI agent' is a nifty idea, but be prepared for when the player asks: "If I'm an FBI agent, why have I been sleeping in boxes and risking my butt in all these random, unrelated jobs for the last few years with these goobers? I mean, these guys are _nobody_, and I've got a pension to think about. I think it would have been more in character to try to use that run six months ago to get myself in good with the Triads and get some real intel on the syndicates!"
Lol Im quite calm. Im just tired of trying to explain another point of view on a thread that doesnt want to see it. Theres little exchange back and forth, just "blah blah re-statement" so why bother typing. The author is going to use his idea regardless of how it stands in others lights. I could have some unignorable reason (like mind probe) as to why it wouldnt work - and it wouldnt change things.
And on that note, Lantzer, your post is very well written, and is basically the point of what I (and a few others) have been saying. That it could happen, but theres 100+ reason why it shouldnt, because its implausible. So when a reply happens saying "yes but I think it is plausible" just let it go. The little subset of 3 points about when it would work dont really apply to SRs without a special campaign setup (like youre not SRs youre Company Men). Suspension of disbelief vs suspension of reality... So yea, good thoughts, anyhow.
It might be of intereset to some to know that for the last 3 or so years (since i first started playing shadowrun) my character Dice is an agent of a special ops division of the NSA (with appropriate Dark Secret. Oh, and I knew I was and agent from the get go... just because its a dark secret it doesn't mean the *you* don't know it... just that if it became public knowledge it would be.... ummmm... sub-optimal). I joined an existing team of runners as I was a decker (well, decker/covert ops type) but have now moved more into rigging (we got a shed-load of deltaware upgrades made available to us after a time-travelling adventure led us to greatly helping Lofwyr back in Earthdawn times.... He repaid his debt with 5 Million
of upgrades when we got back... oh, and we got a brucie bonus mysterious cyberware flaw for free too... doh!)
Anyway, long story short, after many missions I ended up having to reveal to the runners that I was an NSA agent, but that all I was passing back to the NSA was details on our Johnsons and Targets. My superiors were basically interested in what the various corps were up to and who was making plays on whom over what etc. They were uninterested in the runners, and were basically just acting as a silent Johnson using the runners (and me) as deniable assets just like any other corp.
Put that way the runners, with some misgivings, accepted the situation, especially as my NSA contacts had got our butts out alive from runs turned sour a few times.
Unlike many games of SR are apparently run, there is little inter-party conflict or betrayal, though sometimes I do have to wrestle with conflicts of interest, but I can usually find a suitable compromise solution.
Might I suggest that a less problematic way to make their life hell would be to "tag" them. If they are sloppy, then they are leaving biologic telltales behind for any enterprising tracking mage, be it corporate employee, legal afficianado or simple bounty hunter.
Another thought; how often do they check themselves for RFID tags? Last I checked Mitsuhama made some dynamite little flea-sized drones. Or if you're really evil they could be nanite-sized, breathed in when they enter a specific area, only to lodge more or less permanently in their lungs like cigarette smoke. Getting rid of those while on the run would make an adventure in itself.
Are these evil enough, or should I go on?
Heck, the mole could not even know he's a mole. Screw mindprobe, Kidnap a sammy, give them an opticam, sound recorder and a GPS that tansmits through a phone or radio, or just phones home whenever he uses his datajack.
Mysterious Cyberware is cool!
| QUOTE (BitBasher) |
| Heck, the mole could not even know he's a mole. Screw mindprobe, Kidnap a sammy, give them an opticam, sound recorder and a GPS that tansmits through a phone or radio, or just phones home whenever he uses his datajack. Mysterious Cyberware is cool! |
Might as well chuck my hat in there...
Firest, to all the "This wouldn't happen" "That wouldn't happen" folks. Pardon me, but behold the awesome power of my imagination. It's really easy to make up contrived situations that require anything you want including why or how a government agency could or would want to infiltrate a runner group. You don't agree with it or wouldn't do it yourself, great, you're entirely entitled but don't tell me someone else can't do it and explain it away perfectly rationaly.
However, I myself always demand party cohesiveness. You don't have to get along and you can get into fights and all that other fun stuff but when push comes to shove, you're a team. I'll usually throw in background story to make this cohesiveness absolute, I don't have time for PC killing each other, I'm trying to run a game where all my players have fun, obviously if one kills another, one of two isn't having fun now is he/she?
If you ARE going to have an NPC infiltrate the group, best be to get them into trouble and NOT to have them killed. Having them killed from the inside by a traitor is shitty. It's supposed to be THEIR story, not the story of how clever the NPCs are.
Personally, since I run in a 4 person crew, infiltrating would be rather difficult. We don't trust anyone except each other and I have an armade of spells to sniff out a traitor and yes, I will not hesitate to use one or all of them because that's why Monkey gave me magic, to use it.
*****
Strange man meets with team, steps out of shadows.
Legs is scanning him 7 shades of radar from the truck.
Nova draws two pistols, covers him and sends a picture of his face to Gauge.
Gauge is already sending agents everywhere looking for a match.
I will speak with him.
<insert amazing schpeel here for wanting to join us and us actually considering this>
Kong: Well it sounds good to me! Just one more thing and you can join us!
Agent: What thing is that?
Kong: I'm gonna cast compel truth, you won't resist and then I'll ask if you have alterior motives for joining us or if you were sent by someone, cool?
Agent: Uhhhhh I don't know how I feel about you casting spells on me like that.
Kong: You want to join us? I'm the mage around these parts. Be really hard for you to work with us if you don't trust me and my magic.
Agent: Errrrrrr
Kong: Would you like a 5 second headstart?
Nova: I should warn you I started counting 4 seconds ago.
Not really conceivable for mine or certainly many groups out there. We're all too paranoid.
Sunday
| QUOTE (Sunday_Gamer) |
| I don't have time for PC killing each other, I'm trying to run a game where all my players have fun, obviously if one kills another, one of two isn't having fun now is he/she? |
| QUOTE |
| Pardon me, but behold the awesome power of my imagination. |
| QUOTE |
| I'm trying to run a game where all my players have fun, obviously if one kills another, one of two isn't having fun now is he/she? |
| QUOTE |
| best be to get them into trouble and NOT to have them killed. |
| QUOTE |
| Personally, since I run in a 4 person crew, infiltrating would be rather difficult. We don't trust anyone except each other and I have an armade of spells to sniff out a traitor and yes, I will not hesitate to use one or all of them because that's why Monkey gave me magic, to use it. |
Wow every one is going to work here, I like to thank you all for your input on the subject.
| QUOTE (danzig138 @ Jun 9 2004, 12:09 PM) | ||
And that's cool for you. Just two weeks ago, I ran DNA/DOA (interesting adventure BTW). I normally have five players, but one of them has missed out on the first four runs due to work but he made it finally for this one. We brought his character in, and the others accepted him. No real questions, no magical screening, no background checks with contacts; nothing. Some groups just aren't as paranoid as they should be, and at some point in time, I think I'm obligated to enforce the atmosphere of SR by using this acceptance against them. |
| QUOTE (Eyeless Blond) |
| This could be unconscious OoC acting, you know. They know it's a PC coming in, so they don't hassle him too much. |
| QUOTE (The White Dwarf) |
| Infiltrating a team of SRs gets you two things, and Jack just left town. |
Except that a large majority of shadowruns occur on extraterritorial property which LS has no jurisdiction on. It's no the same as organized crime, ext. A SR can have an entire career while doing nothing illegal on metroplex property.
You mean aside from the cyberware, military-grade magic, heavy weapons and the fact that they could be millionaires with no reported income?
If they really wanna bust someone, there's always a way. Who do you think putting Capone away scared more, minor tax evaders or mob bosses?
Punishment as a deterrent to others isn't as effective as all that.
Primarily because very few criminals ever think they will get caught or even stop to consider the consequences of their actions.
But the current US prison model continues to apply negative reinforcement in an attempt to influence self-corrective behaviors.
-Siege
and since there's over 2 million prisoners in the US now, enough that if they were all in the same place it would be around the 4th largest city proper in the US... It AINT WORKING.
2 million prisoners out of 250-300 million american citizens. That's a little less than 1 percent. 99% effectiveness tends to count as 'working'
You consider having 1 out of 100 people in the US incarcerated working? That rate is far, far from good.
Oh yeah! http://www.nationmaster.com/graph-T/cri_pri_cap
About 6 times higher than the UK.
| QUOTE (BitBasher) |
| You consider having 1 out of 100 people in the US incarcerated working? That rate is far, far from good. Oh yeah! http://www.nationmaster.com/graph-T/cri_pri_cap About 6 times higher than the UK. |
| QUOTE (CoalHeart @ Jun 17 2004, 02:19 PM) |
| 2 million prisoners out of 250-300 million american citizens. That's a little less than 1 percent. 99% effectiveness tends to count as 'working' |
I'm not forgetting, that's why I said "prisoners" =)
| QUOTE (BitBasher) |
| You consider having 1 out of 100 people in the US incarcerated working? That rate is far, far from good. |
The last tabletop game I was in managed to meet about once a month for 2-4 hours. Over half the original players changed characters. 3 new players came and went.
What does this have to do with anything? We didn't have time to grill every new character. We would never have gotten anywhere. No one was interested in exploring this facet of the game. Were we sloppy? Probably. But when there was legwork that pertained to the task at hand, we were pretty thorough. It could be assumed we were as thorough in checking out the new characters, but didn't roll it out. In other words, checking out the new guy was done behind the scenes.
Every time I see a GM pull some little trick that only succeeds because of suspension of disbelief, that suspension of disbelief is gone. From then to eternity, every time the situation is repeated the game grinds to a halt while the players make sure they don't get screwed again.
In a current PbP game, I would be making checks about every scene change and in between, but how long do you do it before it becomes tedious and a distraction? Do you make a list of things your character always does and checks? What if the GM uses that info to put you in a situation where you obviously wouldn't do something and then punishes you because in the same post they explain you already did it? There are too many ways for a GM to make the game interesting without resorting to punishinmg the players for trying to let the game move along.
| QUOTE |
| You're still not looking at the big picture. 99 % of all americans are 'Good' people. So the majority wins. Screw that 1 % they're not adding to the moral fabric, or prosperity of this country. |
| QUOTE |
| What I do think we need are better laws. Prisons themselves work fine. The laws themselves need work. |
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