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> Never fudge a roll again, ever, MILES training for PCs?
brennanhawkwood
post Feb 2 2006, 01:12 PM
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QUOTE (Shrapnel)
I personally feel that bad rolls which result in a character's death add to the game.  The same goes for NPCs.

For instance, people in real life die all the time, right?  Perhaps they failed their driving test, and hit a tree.  Or perhaps they failed the perception test needed to notice that their house was on fire, and died of carbon monoxide poisoning.  Or they might have failed their damage roll after tripping and falling, and hitting their head on a curb.

Think about all the people you hear about in real life, who die from things far more simple, or more stupid.

Death happens, sometimes unexpectedly.  Deal with it.

Which is why I will often let the dice do their thing...but I reserve the right as GM to change them if I feel that such a result at such a time will do more harm to the overall enjoyment of the game than good. When you only play once or twice a month, sometimes less, having players starting new characters regularly because they "fell off the sidewalk and died" is more of a disruption than a bonus.

The other potentially negative effect of 'Never fudging a roll' is that it does risk turning your game into an exercise of statistics and math. This is a game that we play for fun and a little stress relief. I want my players to choose to do things with their characters because its cool and fun and makes sense for the character, not due to mathematically calculating out the combination of equipment and skills needed to give them the best statistical chance of surviving the randomness of the dice.

Overall, I'd say this sort issue is going to have to vary from GM to GM and from campaign to campaign. Sometimes you've got players and time enough to make never fudging have a cool effect on the game, sometimes you don't. It is cool to hear people discuss how those games work out, but that does not make playing that way any better or worse than playing any other way. Heck, I've occasionally run Shadowrun sessions without bothering with any dice at all :D

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The Stainless St...
post Feb 2 2006, 05:57 PM
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QUOTE (Cain)
So do colds. When was the last time you afflicted a PC with the flu?

Not all that long ago really. OK, so it wasn't Influenza, but one PC was sitting on a roof in the rain for a good 7 hours or so waiting for a sniping shot, so I told him he got cold and caught a case of the sniffles for the next few days. Looking back on it that was a minor case of GM railroading because I didn't come up with some BS tn# for him to resist with body, but I didn't apply any modifiers to him for the cold so I don't really beat myself up over it. It was just a little extra RP element, and nobody minded...
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Wounded Ronin
post Feb 2 2006, 11:43 PM
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QUOTE (brennanhawkwood)


The other potentially negative effect of 'Never fudging a roll' is that it does risk turning your game into an exercise of statistics and math. This is a game that we play for fun and a little stress relief. I want my players to choose to do things with their characters because its cool and fun and makes sense for the character, not due to mathematically calculating out the combination of equipment and skills needed to give them the best statistical chance of surviving the randomness of the dice.

Funny you mention that. I actually had something of a GMing style conflict arise with one of my players over that.

I started to make my games emphasize tactics more, which meant arranging maps, setting up enemies in logical or strategic ways, and not fudging. One of my players didn't feel confident playing in a tactical way, and felt that his characters were being disempowered whereas they should have been baby-eating tactical geniuses by default given their backgrounds.

So, in other words, I guess I did have the experience of at least one person feeling alienated from the "cool and fun" aspect of scripted fights you're "supposed" to win when I shifted to the more hard-nosed tactical style of GMing.
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The Stainless St...
post Feb 3 2006, 12:08 AM
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QUOTE (Wounded Ronin)
One of my players didn't feel confident playing in a tactical way, and felt that his characters were being disempowered whereas they should have been baby-eating tactical geniuses by default given their backgrounds.

Meh. Players can put anything they want into their backgrounds, but in the end if it's not on the char sheet it doesn't mean dick. Perhaps they should have purchased some Military Theory or SUT and had the GM help them out a little with tactics. I have also allowed the "Military Trained" edge which is analogous to College Education only pertaining to, you know, military stuff.
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nezumi
post Feb 3 2006, 03:07 PM
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QUOTE (The Stainless Steel Rat)
and had the GM help them out a little with tactics.

Now here's the kick in the nuts, and it's worse than with social skills. As a player, would you prefer you:

1) Try (and fail) to actually think tactically. If you haven't studied tactics and have no interest in studying tactics, being in charge of the tactics of your player and group is teh sux.
2) Roll and let the GM tell you, tactically, what the best spots are. This basically boils down to, "when combat starts up, I let the GM control my character and I roll the dice". Of course, it isn't REALLY like that, but if the GM is telling you it'd be best to stand here and cover this area, or to split the group that way... Well that's a lot of control the player is losing so the GM can run a more tactical game. Teh sux.
3) Mix and match - the GM gives you 'hints' on good places to stand or good things to do, and tells you what not to do. Pretty aggravating if you really don't care; you find yourself playing a guessing game trying to figure out what the GM has planned based off of what he's telling you, what he thinks is *REALLY* the best place to stand, etc. Teh sux.

At least with social interactions, if the player is a social klutz he can just roll the dice and move on!! With combat, it's not so easy. If the players don't want a tactical simulation, dont' make them swallow one.
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The Stainless St...
post Feb 3 2006, 06:35 PM
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QUOTE (nezumi)
If the players don't want a tactical simulation, dont' make them swallow one.

I was assuming that the player did in fact have interest in playing a tactical game, otherwise they would be playing some other game where fire fights don't break out on a regular basis. If they aren't interested in learning how to handle themselves in a (pretend) gunfight, then maybe they should go back to swinging their +3 Sword of Demon Slaying.

I was merely pointing out some useful tools to help the nubs learn, not attempting to wrest Character Control from the white knuckled fists of the player. If you want to play a hardened gunfighter, perhaps you might want to learn the basics of how one might behave. Otherwise, play a character who knows nothing about tactics and do your best to stay the hell out of combat.

Problem averted.
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Glyph
post Feb 4 2006, 03:49 AM
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I would kind of go with a limited version of #3, myself. A player who gives his character the appropriate skills (leadership, small unit tactics, appropriate knowledge skills) should get a slightly different presentation of the information when faced with something infiltration-related. A lot of people like playing characters who are good at things like tactics, or schmoozing, that they may have little aptitude for in real life.

I would do that with all of the characters, though. For example, that same infiltration specialist walking down the street would just see graffitti-covered walls and a scattered assortment of lowlifes. The ex-ganger, though, would see graffitti from one gang recently desecrated by markings from a rival gang, a symbol indicating that the dilapitated electronics store is "protected" by the Choson Ring, see three gangers wearing colors in a rival gang's turf, notice a punk in street clothes who is probably actually a slumming suit, and notice that the joygirl taking him down the alley is probably going to roll him.

I think character knowledge is often more extensive than player knowledge, so descriptions should include things that they would know. Don't just say "He has a Colt X37 light pistol" - tell them that the Colt X37 is a clunky, unreliable pistol that looks badass, generally marketed to homeowners looking for protection.

You do need to be careful, though, not to be dropping hints and advice to the point that you are bigfooting the players' characters.
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The Stainless St...
post Feb 4 2006, 10:46 PM
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What is this "bigfooting"? Manipulating PC actions via the information the players have?
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Glyph
post Feb 5 2006, 09:36 AM
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Information is fine... it's things like hints and suggestions that can get overdone. The players can feel like they are being led around by their noses if they get told what their characters should do all of the time. Basically, nezumi's concerns with his #2 and #3. But I don't think it has to work out that way. I think some character-specific detail, or even a few hints suitable to what the character would know, can help the player without making him feel that his character is being commandeered by the GM.
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nezumi
post Feb 6 2006, 04:08 AM
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QUOTE (The Stainless Steel Rat)
QUOTE (nezumi)
If the players don't want a tactical simulation, dont' make them swallow one.

I was assuming that the player did in fact have interest in playing a tactical game, otherwise they would be playing some other game where fire fights don't break out on a regular basis. If they aren't interested in learning how to handle themselves in a (pretend) gunfight, then maybe they should go back to swinging their +3 Sword of Demon Slaying.

That's a bit heavy handed. You may play SR for the combat simulation part of it, but I know quite a few people who play it for quite a few other reasons. Combat is simply a distraction from the greater plot, political situation, character interactions, backstabbing, paranoia, depth of environment, etc. Assuming all people who play Shadowrun enjoy tactical simulations and all people who don't enjoy tactical simulations shouldn't play shadowrun is simply wrong.

QUOTE
If you want to play a hardened gunfighter, perhaps you might want to learn the basics of how one might behave. Otherwise, play a character who knows nothing about tactics and do your best to stay the hell out of combat.


I'm 50/50 on this. Yes, I encourage my players to learn about their characters. But as a GM, I'm in a bit of a crunch here. I understand people want to play characters who are very different from themselves and their background, that is the basis behind roleplaying. On the other hand, people are limited both in regards to time, resources and drive. Hence, I do not expect (although I do encourage) my players to know even a significant amount of any particular field. I don't expect my ex-SEAL to have read Army guides to urban combat, the face to have read '7 habits of highly effective people' or the mage to know LaVey's theories on magick and the ego and the influences of psychodrama. It's a game and they don't want homework, so to make it fun, I need to compromise somewhere. Unfortunate, but true.
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The Stainless St...
post Feb 6 2006, 06:25 PM
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QUOTE (nezumi)
Combat is simply a distraction from the greater plot, political situation, character interactions, backstabbing, paranoia, depth of environment, etc.

You say "a distraction from", I say "an addition to". I feel that a very real threat of a character dying adds tension to the game, and adds to the overall flavor.
QUOTE (Nezumi)
I encourage my players to learn about their characters.  But as a GM, I'm in a bit of a crunch here. [edit for brevity] ... It's a game and they don't want homework, so to make it fun, I need to compromise somewhere.  Unfortunate, but true.

For the sake of this discussion let's say that you have convinced me, and I am now wholeheartedly ready to make these compromises. How do I go about it? Say I've got a nub who is playing a street-hardened, veteran Sammie and combat breaks out against multiple foes firing from cover. The player's instinct is to simply return fire, but I am reasonably certain that this will lead to an untimely demise. As GM, should I:
  1. Continue play and let him learn from his mistake the hard way
  2. fudge PC's TN# so he hits
  3. fudge NPC's rolls so they miss
  4. Mention cover is available and advisable
  5. Tell him "Take cover and use your image-linked AR with guncam to lay down suppression fire so the rest of your team doesn't get caught in the open."
In your opinion, what is the most fun?
Depending on how the player spent his build points (see above post) I will generally pick either a. or d. - option e. is evil unless specifically asked for by the nub. Generally a nub will get this kind of advice form the veteran players in my group anyway, so the GM won't have to.
My point is, the fudge isn't needed. Afraid that an NPC shot will kill your PC? Don't have him shoot - there might be a dozen reasons why he doesn't take the shot. But if he does take the shot, just let him - and let the dice fall where they may.

Also, just to be clear, I'm not trying to be a trolling playstyle Nazi. Dumpshock discussions have already improved my GMing by forcing me to see the game a different way, and continue to do so. So seriously, you mentioned that compromises are needed: exactly what are they, and how do you implement them?
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nezumi
post Feb 6 2006, 06:41 PM
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I'd agree, A or D, depending on OOC considerations. But I think this entirely depends on what I've discussed with the player beforehand. I have players who like E, and anything less than E just makes them irritable and frustrated. Fair enough, combat comes and the PC becomes an NPC.

I have PCs who have entered scenes where I think they are very clearly outclassed. Assuming the PCs have experience in the game (not a TRUE newbie), I will let the guy continue on as he dictates (especially if I've explained the problem with playing someone you know nothing about and the guy is giving direct orders anyway). I will never make a PC do something when the player himself has asked to do something else. But I may express disagreement or even disbelief, depending on the situation. I will also try to check after the fact to see if I had fully expressed the danger of the encounter.

Someone who has reason not to know this I would give mild advice to, and they can ask for more (or specific questions). The answers they receive are based on their appropriate skills.

I would only use B for dramatic build up, not to protect someone from stupidity. I would only use E with permission (as I said). I would only use C for... Well, I'm sure there are reasons I might not let that happen, but I'd only do it once. Anyway, that's what karma pool is for, neh? Either way, it would feed into dramatics.

So I guess my real answer is F: Talk with the player beforehand to determine knowledge and interest in combat encounters, and custom my direct interference as a GM accordingly.

As an aside, many players do feel the threat of death without ever entering combat. In my games, generally the threat of death is less from combat than from other sources (or I should say, the threat of combat with a largely unbeatable foe hangs over many non-combat challenges).
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The Stainless St...
post Feb 6 2006, 08:04 PM
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Looks like we're pretty much in overall agreement, but we're going to have to agree to disagree regarding the fudging. Thanks for making me re-examine it though.

"An unexamined game is not worth playing."
- Socrates (paraphrased by the Rat)
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Cray74
post Feb 6 2006, 08:34 PM
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QUOTE (Wounded Ronin)
I kind of feel like if the GM fudges the roles, all that time put into character creation has gone to waste.

I can see that, but after my players have had their characters for several runs, it feels like more of a waste to me to let the dice screw up the investment in the character - not to mention a plot line - by injuring, misleading, or killing the characters.
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nezumi
post Feb 6 2006, 09:09 PM
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That's true. I do remember one run, I don't recollect the name, where every member of the party missed on a pretty basic spot check to find an absolutely vital piece of information. Strictly speaking, I should have ended the run there, with the players struggling futilely. I didn't think that'd be a whole lot of fun, though.
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crimson ronin
post Feb 6 2006, 10:02 PM
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regardless of why anyone plays shadowrun(or any game) they should read what the game is about and therefore be at least familiar with it. imo people who choose to play a game like shadowrun or (rifts<example) that have a good chance of character death should be told beforehand to have at least a basic grip on how the combat works because THATS the part where you live or die. i played sr since 1st edition and many other game systems but since theres at some point there will be combat its not up to the gm/dm to ask if someone has brushed up on the rules. any navy seal<example may not in fact be good at shadowrun if he hasnt read how the combat works according to some wotc writer :) btw sr4 seems ok so far!
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Wounded Ronin
post Feb 7 2006, 12:53 AM
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QUOTE (The Stainless Steel Rat)
QUOTE (nezumi)
If the players don't want a tactical simulation, dont' make them swallow one.

I was assuming that the player did in fact have interest in playing a tactical game, otherwise they would be playing some other game where fire fights don't break out on a regular basis. If they aren't interested in learning how to handle themselves in a (pretend) gunfight, then maybe they should go back to swinging their +3 Sword of Demon Slaying.

I was merely pointing out some useful tools to help the nubs learn, not attempting to wrest Character Control from the white knuckled fists of the player. If you want to play a hardened gunfighter, perhaps you might want to learn the basics of how one might behave. Otherwise, play a character who knows nothing about tactics and do your best to stay the hell out of combat.

Problem averted.

See, I would agree with this. If someone wants to play a particular type of character, they should do at least some research into that character. A novel writer wouldn't write a novel about firemen without doing some research about firemen. Likewise, if you're going to be John Mullins, perhaps you should do some basic research into what people like John Mullins do.

Let me make a comparison. Someone who wants to be John Mullins but refuses to research John Mullins-fu would be sort of like a player who wants to be a shaman or mage but who refuses to read the magic rules.

Player: "I wanna be a shaman!"
GM: "OK."
Player: "But I don't want to read the magic rules, understand how astral space works, understand drain codes, read about spell defense, or know anything about spirits. I just want this vague feeling of satisfaction that comes with the knowledge that my character is magically powerful."
GM: "Uh..."
Player: "Furthermore, you must subsidize my utter lack of knowlege about in-game magic by giving me the 'correct' tactical solution every time I must use my magical skills. I don't want to think about it because I don't know the rules, but at the same time in my character background I'm going to write that my character is the most crafty magician of them all. Therefore, you must make him act in the most efficient way always and without fail."
GM: "You couldn't just, you know, study the rules?"
Player: "NO!!!!!!"
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Aku
post Feb 7 2006, 01:02 AM
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QUOTE (Wounded Ronin)
QUOTE (The Stainless Steel Rat @ Feb 3 2006, 01:35 PM)
QUOTE (nezumi)
If the players don't want a tactical simulation, dont' make them swallow one.

I was assuming that the player did in fact have interest in playing a tactical game, otherwise they would be playing some other game where fire fights don't break out on a regular basis. If they aren't interested in learning how to handle themselves in a (pretend) gunfight, then maybe they should go back to swinging their +3 Sword of Demon Slaying.

I was merely pointing out some useful tools to help the nubs learn, not attempting to wrest Character Control from the white knuckled fists of the player. If you want to play a hardened gunfighter, perhaps you might want to learn the basics of how one might behave. Otherwise, play a character who knows nothing about tactics and do your best to stay the hell out of combat.

Problem averted.

See, I would agree with this. If someone wants to play a particular type of character, they should do at least some research into that character. A novel writer wouldn't write a novel about firemen without doing some research about firemen. Likewise, if you're going to be John Mullins, perhaps you should do some basic research into what people like John Mullins do.

Let me make a comparison. Someone who wants to be John Mullins but refuses to research John Mullins-fu would be sort of like a player who wants to be a shaman or mage but who refuses to read the magic rules.

Player: "I wanna be a shaman!"
GM: "OK."
Player: "But I don't want to read the magic rules, understand how astral space works, understand drain codes, read about spell defense, or know anything about spirits. I just want this vague feeling of satisfaction that comes with the knowledge that my character is magically powerful."
GM: "Uh..."
Player: "Furthermore, you must subsidize my utter lack of knowlege about in-game magic by giving me the 'correct' tactical solution every time I must use my magical skills. I don't want to think about it because I don't know the rules, but at the same time in my character background I'm going to write that my character is the most crafty magician of them all. Therefore, you must make him act in the most efficient way always and without fail."
GM: "You couldn't just, you know, study the rules?"
Player: "NO!!!!!!"

Theres a difference between knowing the RULES of a character concept and utlizing the CONCEPTS of a given profession.

As a tech-de-hacker, you dont need to know real world encryptin schemes, networking, or anything like that. As a shaman, you don't need to stock Eye Of Toad next to your wheaties, as a rigger, you dont' have to be willing to drive your own car at insane speeds.
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Wounded Ronin
post Feb 7 2006, 01:13 AM
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But if the person is really good with the rules, the problem with their character being an ineffective stooge wouldn't come up.
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Aku
post Feb 7 2006, 02:29 AM
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which goes back to the fictitous player being a "noob", and thus not "really good" with the rules, so a bit of leadway, i dont see a major problem with.
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Glyph
post Feb 7 2006, 03:00 AM
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Yeah. There's a difference between a newbie who isn't familiar with the rules yet, and a player choosing to be willfully ignorant of the rules in favor of having the GM hold his hand.
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Aku
post Feb 7 2006, 03:08 AM
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I'd also not that i agree with most of the posts above as to what can be done, but i'd also add C to the list of things i'd do as a GM, especially if it's more of an "oops, i made these guys too hard"
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nezumi
post Feb 7 2006, 03:26 AM
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I think we've jumped a little bit here. As AKu said, there's a difference between knowing the rules (this is how combat pool works, this is what a TN is) and knowing proper military tactics (this is where to put your cover fire, this is how to advance your men...) So yes, if someone wants to be a gun fighter, I expect him to know the basic rules (unless he's 'in training', in which case I am probably in the process of teaching said rules). If he is ex-military, I expect there is a *LOT* he doesn't know that isn't covered in any FanPro rulebook. I think that's an important distinction and the basic problem I was trying to discuss earlier.

That said, I DO have players who simply dislike combat. Since I run games mostly online, it isn't a big fuss. They give me a general idea of what they're doing ('shoot the guy with the sharp, pointy thingy in his hand', 'play defensively', 'protect Bob') and I divvie up the combat pool, etc. Unless the person is playing a combat oriented character (in which case I'd have to ask 'why?') I really don't mind. Some people really just don't care for combat! Honest!

As for Ronin's point, there is some disagreement as to what makes for 'sufficient' research. We aren't writing novels (at least most of us aren't). Our goal is to have fun. *I* have read hundreds of pages and dedicated a substantial amount of time to researching these issues because, in part, I enjoy it. I realize not everyone else does. Maybe our firefighter really doesn't care to know the different types of carrying holds or the names for all his trucks. That's okay! He just has to know enough that HE can play his character 90% of the time.

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Nidhogg
post Feb 7 2006, 04:20 AM
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I find that sometimes dice fudges, or at least some on-the-spot scaling of run a bit, can help to keep the flow, and also to keep from a TPK. My 4th Edition group, for instance, has a very large experiance gap, in that, while most of the players have been playing shadowrun for as long as I have been running my current campaign, while one of my players has been running the shadows since 1st Ed. On our first run, he called all of the shots, came up with a plan, and pulled it off using only some minor technomancing and face work (the Sammie scouted out an escape rout during the legwork, but pretty much sat out the run). Not a bullet was fired, even after my 'twist' was thrown in (another running team on an unrelated mission setting off all the alarms and then shooting it out with the 'Star from the lobby). Hell, nobody even realised that anything had happened. The very next run, our expert sat out of the planning phase in order to let the other players give things a go.

The rest of the group started out doing things right, they got the hang of Matrix security, and at the same time planted a cover story for the team's face to show up at the warehouse, while the mage scouted for astral security. And then the legwork fell apart. Nobody even thought to scout for physical security, and as such they knew niether that it was under Knight Errant protection, nor that one of the security team's members was an old Firewatch veteran who wanted a nice cushy job before retiring.

Needless to say, the team arrived unprepared. After talking thier way in, they found thier stories didn't hold up, and got attacked by the security team. Had I not handwaved away the two security mages and the rigged turrets, the team would have been cut to ribbons, my story arc would have been ruined, and there would have been a very shitty ending to the campaign's 2nd run.

After all was said and done, I told the players that they could have handled things better, and told them how. Everyone learned thier lesson, and nobody will make that mistake ever again, and it was a lot easier on everyone than killing them and making them create new characters.
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