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> Non-Corporate Runs, How the criminal element keeps up to PCs
Samaels Ghost
post Jun 22 2006, 04:03 AM
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Moving Target
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I ask a lot of questions and get some really awesome feedback from everyone here. My views on magical security have changed drastically, for example :D . However a lot of the examples given to me suggest the Corporation AAA just do this in their super secret private death maze research facility to counter runner activity. While that's all fine and dandy (and there's nothing like having an excuse to go all out as a GM :evil:.

I'm wonder how long the impervious Corps will keep the interest of my PCs, however. While I do GM quite often, I do take turns with one of my players GMing so that I get a chance to play. I'm a player too and can see how running against corps might get bland considering all the cool source material I've been reading of late and my own ideas.

Shadowrun is as much about criminal organizations like the Yakuza, gangs, organleggers, smugglers and teams of very successful runners who hire out for huge jobs. What if the PCs come up against some of these other aspects of the shadows? Can I still justify throwing everything I've got at them? I certainly can't do it in the same way as I would with a corp. These guys don't have huge corporate compounds where they can put anything they want in. They are bound by trying to keep up the appearance of legitimate businesses or the like. These criminal aspects don't have the advantage of unlimited resources and being the sovereign power on their land. How do I handle bringing those types of elements into running?

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