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> Un-Shadow-ee Players, Warning: Long
Monnock
post Apr 26 2006, 10:20 PM
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Thank you all for your advice, it has helped me out tremendously.

I figure that KE may just try to set them up, but if they reject the mission then they will just find some scapegoats. The only hole in this is that they don't have the hummer, and if it shows up again there could be some problems, but they could always make some excuse about how they caught the criminals but the hummer was never found.

After that, you're pretty much right, no one would want to hire sell outs. The funny thing was this happened with the first module that I ran for them. I forget what it was called, but essentially once they acquired the disk they needed, someone approached them with a much higher offer than the Johnson for the information and they accepted it, which led to the same result. I told them the results of their consequences (which they agreed that they should have thought that through a bit more) and decided to start fresh. Sure, it pays well to double-cross people. It has to otherwise no one would ever consider it, but in the biz they are in, it's kinda a bad idea.

Also, thanks a ton for all the movie suggestions, I'll have to check them out.
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Wounded Ronin
post Apr 26 2006, 10:32 PM
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I've always had a problem with how most players will whine if the team just gets sniped out.

It seems to me that the only logical alternative for when they really humiliate a corporation is to send a few platoons of crack soldiers after them complete with artillery and magical and spirit support. Furthermore, bring advanced riflemen who don't "automatically" shoot the PCs first thing but have them keep delayed actions so that if the PCs appear at certain promienent vantage points they get shot at. That goes over better with the players.

The big problem with that is that it's a lot of dice rolls. But unfortunately how else do you simulate the effect of the PCs being crushed by overwhelming force?
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hyzmarca
post Apr 27 2006, 12:08 AM
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One way to move them away from the 'kill everything' routine is to give them terms of mission success that specify no killing. If they kill, they fail, so they have to avoid violence. However, with the doublecrossing problem you will have to have terms of personal success (as opposed to mission success) that are tied to politics and contacts.

Instead of having these characters be just Shadowrunners have then make orginized crime figures. Their goal would be to increase the size of their criminal emipire and their success would require a great deal of politiking an dbribery. Doing crazy things, killing the wrong people, and betrying the wrong people would have dire political consequences that would make it impossible for them to do business and ruin their orginization.

If they still want to be ultra-violent and reckless, and some people are going to hit me over the head for this suggestion, put them in charge of a megacorp and let them truely understand the power they are going against. As heads of a megacorp make sure that their actions have dire political consequences for themselves and their orginization. Then, once they understand how poerful their opposition really is, let them play a regular game again.


Also, you may consider implimenting a variation of the Inverse Ninja Rule to curb bloodshed.
Have all of your canon fodder characters start with stats and skills of 1 across the board. However, for every one of your ninjas that they kill the others gain 1 point in every skill, 1 point in ever stat, and 1 power, spell, metamagic, 'ware, or piece of equipment.
If you throw enough generic clone cannon fodder characters at the team and they insist on using lethal force they will eventually be faacing a single near-invincible foe due to the inverse ninja rule.
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ShadowDragon8685
post Apr 27 2006, 12:16 AM
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Preferably you don't, because the only one having fun there is the DM who decided to get his jollies by pulling out all the stops and crushing the PCs like ants.

And frankly if you do that too much, you'll have a jolly good time managing a team of NPC runners to run against your NPC corporations, because no players will play with you again.


Still, selling out your J is something you only do when he's double-crossed you first. Though I think I might see the problem - you offered them only 5000 for the job from the second Mr. J? Did the first Mr. J give them a more reasonable number? Because it sounds to me like they may be so strapped for cash that they're willing to act like greedy newbies because they're desperate.
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Monnock
post Apr 27 2006, 01:34 AM
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The mission given to them by the first J (J1) was to intercept a shipment that was heading out. They were given no idea as to when it was heading out, other than sometime next week. J1 offered them a 5k down payment (which the party face managed to get upped to 7.5k) with no obligation to fulfill the contract (as he realized he was asking a very difficult task without very many specifics), but the payoff was 10k extra for whatever was in the truck plus extra based off of what they found.

In order to find out the exact date/time they got in touch with an information broker to find out for them, which I mentioned the specifics of that earlier.

J2 came in offering 2.5k for the run and extra based off of the cargo.

Once the mission was completed J1 offered them 30k to keep the deal a secret, however once again the face managed to get the price upped to 50k (So that's a total payout of 67.5K). The Johnson knew exactly how important the object they delivered was, but he was remaining coy with them. One of the players decided that 'keep this under wraps' didn't include selling a recording of the meeting to J2. He even told the rest of the runners, who didn't seem to care, and he sold the recording for 5k. I was *shocked* when he took the money without haggling for more.

I honestly don't think that this was because they considered themselves poor. I think the player (who was a mage) was just looking for funds for his Force 1 spirit genocide and to buy a slave...

The 5k was definatly worth selling out an employer who gives out that kind of :nuyen:.
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eidolon
post Apr 27 2006, 01:49 AM
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QUOTE (toturi)
The problem is unless the GM is using the "Me GM, this my game, wat me sez goes" there is no game mechanic to punish the PCs if they go firing off their heavy artillery.


It's actually rather interesting that you mock the idea of a GM making calls on what goes in his/her game and set it up as a bad thing, only to have that idea later followed by GMs saying things like:

QUOTE (eralston)
A good exercise for this might be forcing a run w/o guns (as that leaves most meatheads SOL)
(emphasis mine)
QUOTE (James McMurray)
Definitely hit them with the hammer.

QUOTE (TinkerGnome)
There are all sorts of things you can do to teach your players a lesson...

(from this point, all references to "you" are non-specific)

To spell it out further, there's a prevailing mood of outright contradiction in this thread. We have folks saying left and right that they're "only doing what makes sense" and that their world "just reacts the way it would react", and at the same time denouncing "deus ex machina" and "metagaming".

We're seeing GMs say things like "you have to teach the players a lesson" and then pretending in the next sentence that what happens to the PCs is just some function of the (fictional and interpreted/created by the GM) world that the PCs find themselves in. Everything you do as GM in your game is meta. Any call you make as GM that isn't a direct rule pulled straight out of the book is fiat. Pretending that it isn't, so that you can hold yourself up as a paragon of GMing godhood is ridiculous and hypocritical.

We can try to distance ourselves to a point where we make calls that seem to be "how things and the world would react", but even those calls are and will always be tinged with your outlook on the game and the setting.

I now end random observation number one. Begin random observation number two:

It's obvious that people that make statements like "if they want to just blow stuff up without consequences they should just play D&D" have played a very limited, narrow minded D&D. I suggest finding a decent DM sometime and giving it another shot.
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Monnock
post Apr 27 2006, 02:07 AM
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Bah, edited because I didn't like how it turned out at all
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James McMurray
post Apr 27 2006, 02:17 AM
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QUOTE (eidolon)
Everything you do as GM in your game is meta. Any call you make as GM that isn't a direct rule pulled straight out of the book is fiat.

By that definition anything that anyone does within the game except follow the exact rules is metagaming. While it may be true, it's not the standard definition of metagaming. At least not the one I'm used to. Generally when I've seen discussions about metagaming it involves using out of game knowledge in the game.

Examples:

Metagaming: "I'm not going in that cave. It was a random encounter so there's no telling what challenge rating it is."

Not metagaming: "Guys, we're on a quest here. We don't have the time to check out every random cave and rock we stumble across. Mark it on the map and we can come back later."

----

Metagaming: "They blew away my NPCs without mercy. I guess I'll kick it up a notch."

Not metagaming: "They got into a firefight with the police and left lots of evidence behind. The police (whose job it is to catch criminals and for whom it is now personal) will use that evidence to track them down."

QUOTE
It's obvious that people that make statements like "if they want to just blow stuff up without consequences they should just play D&D" have played a very limited, narrow minded D&D. I suggest finding a decent DM sometime and giving it another shot.


I agree, but trying to defend d20 here is like trying to defend homosexuality to baptist fundamentalists. The ones that listen probably already agree at least partially and the rest tend to ignore you or open up the flame jets. :)
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James McMurray
post Apr 27 2006, 02:19 AM
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For the record, Wikipedia agrees with me onthe definition, for whatever that's worth (if anything). :)

http://en.wikipedia.org/wiki/Metagaming_%2...laying_games%29
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Wounded Ronin
post Apr 27 2006, 02:40 AM
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For me the biggest problem is handling all the dice rolls when it comes to the PCs calling down a military-type situation on them. Realistically, if a corporation is able to find where the PCs are and they want to kill them they'll surround the place, have all kinds of magic, have lots of infantry, have artillery support, etc etc etc. That's swell, and all, but you need to be the frigging master of, like, 3 sourcebooks (the rigger book, MiTS, and the Cannon Companion and possibly also Man and Machine) just to know the rules for all of that. You then need to be making initiative rolls for something like 50-100 entities, and every time a PC shoots at a grunt you have to seperately keep track of that grunt's combat pool.

On principle and philosophically I'd like to let the dice fall where they may and if one or two PCs somehow manage to survive and slip away between the cracks that's cool. But I feel like the PCs are unfairly shielded by the weight of the "engine"; it becomes very hard for the GM to throw 50-100 entities at the PCs at once just because of the sheer weight of the system.

(I once threw 100 entities at the PCs and forced them to retreat from some place, but honestly, I felt like the mental effort damn near killed me.)

Note that that's not metagaming; that's realism, at least I think it is. In Iraq if the Marines encounter three snipers at a minaret they don't charge in tiny groups of five so that they can be neatly picked off. They have artillery support, overwhelming suppressive fire, and overwhelming numbers that they bring to bear. Why should the corporate military not come in full force with all the toys when it's absolutely vital that they hammer a small team of shadowrunners?
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Snow_Fox
post Apr 27 2006, 02:54 AM
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they should not be able to escape the police. Ever watch "cops' or "World's most amzing police videos" the polcie have numbers and organization, they can cover each other, just stay on the runners until they run out of gas, as the cops get low fresh ones take up the chase. if the runners think they're ahead, have they thrown off the helo gun ships and dornes doing a long distance trace. the corp mage following them in the astral? notice that radiactive tracker attacked to their bumper?

"Team alpha, this is spy, targets have parked and left their vehical"

The team has a tirckedo ut truck? Groovy, watch the Lone Star Banshee come in on them. don't want ot shot up the car? Get a city master "Ramming speed"
ok guys you're pretty much trapped in the wreckage.

want to aovid that sort of general massacre? Are they always together, always armed to the teeth? of course not. They get picked up at a bar, maybe a joy girl slips them something in a drink or even slots a BTL into them in an embrace.
"Easiest :nuyen: 500 I ever made sugar"

put a price on their head. Remember as nasty as they are they are not the paex predators. there are others far more leathal than they are.

Ok , your going out to the car, Fred could you roll 8 dice please?
My body ?
yep, please roll,
4,4,3,3,6,4,2,1
Great, thanks. fred's head explodes. a momment later you hear the sound of a barrett snipe rifle. fred is dead.

Tomorrow you go out to your car....
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James McMurray
post Apr 27 2006, 02:55 AM
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Because it impacts the bottom line?

For a fight that big I'd never use compat pools for any NPC except the big guys. Give the rest either nothing at all or a threat rating a la SR2. Yeah, threat ratings have their problems, butt hey also have their uses. :)

The situation you're describing is not quite like finding some snipers set up in a ready position. You're finding a group of people hanging out eating pizza and playing video games (or whatever your runners do when they're together but not on a run). In a lot of the game I've played you'd actually end up with several different fights going on at once when the corp hits the runners one at a time as they find them, or all at once as a concerted cleanup effort. But that's just because the runners in my games don't usually hang out in a group when they're not working.
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James McMurray
post Apr 27 2006, 02:58 AM
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QUOTE
Ok , your going out to the car, Fred could you roll 8 dice please?
My body ?
yep, please roll,
4,4,3,3,6,4,2,1
Great, thanks. fred's head explodes. a momment later you hear the sound of a barrett snipe rifle. fred is dead.


This is possibly the most realistic situation, although I'd use nonlethal weaponry because the intent is usually to catch criminals, not kill them. Unfortunately it's also the least fun, and since the game is about having fun, you may want to avoid going this route.

But then again, that's what a huge chunk of the thread has been about, so I assume you already knew that. :)
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Snow_Fox
post Apr 27 2006, 03:03 AM
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I should be the last course. to show how things can go against them, badly. since they have ignored the consiquenses of their actions, this would bring it home to them.

You could also do a ritual sorcery to have someone go to the police and sign a full confession.
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Monnock
post Apr 27 2006, 03:11 AM
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QUOTE
they should not be able to escape the police. Ever watch "cops' or "World's most amzing police videos" the polcie have numbers and organization, they can cover each other, just stay on the runners until they run out of gas, as the cops get low fresh ones take up the chase.


Its funny, when I told the driver of the car this it took some convinsing to make him realize that he really couldn't escape the police in a situation like this. Just like I said to him "sure, you outrun/outmanuver the ones on your tail at the moment, however then one suddenly cuts you off at the next intersection, rinse, repeat."

If they are just speeding or ran a red light, sure they can get away... but they just took down two KE cars (which killed two of the officers right off the bat from what the radio sounded like) and opened fire with a LMG on a convoy that already had reinforcements on standby, so it wasn't even hard for them to mobilize to respond to the situation, they just didn't expect it to be so serious.

The only reason they broke off was because the hummer headed into the 'no-man's land' area of Boston, and because things were quiet in that area they didn't want to risk rushing after them, as there was already a large string of attacks on the border patrol of that area and they were suspecting that something bigger may have been brewing. I do admit that they should have tagged the hummer with a becon, but I feel that they probably wouldn't bother figuring that it would likely be ditched by the next day anyways. This assumption works towards the PCs favor, as the driver wanted to keep the thing even after all that.
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toturi
post Apr 27 2006, 03:15 AM
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QUOTE (Kanada Ten)
QUOTE
Who is going to know that the PCs are the ones that blew X up or that they kill so-and-so? You as the GM knows, but do all the NPCs know as a result?

The other Johnson knows once the first Johnson spills the beans to the cops (did you miss that part?). The second Johnson will tell the fixer (if only to insure he doesn't get those runners again). Then everybody pretty much everybody knows.

And cops squeeze arms dealers when missiles go off where they're not supposed to. They find the chemical tracers in the explosive, trace it to the manufacturer and then to the dealers, then to the fixers, and finally to the PCs - if they really want to find them.

Put it this way... If the PCs Etiquette/Negotiation/etc(not even including Control spells here) rolls are good enough, then the other Johnsons/fixers/contacts won't believe him.

You can as a GM say that there are chemical markers/etc, you might even introduce "Forensics" as a skill so that the police can trace the explosives to the runners, but similarly, there is nothing to stop the PCs to use the same skill to spoof the police. The players might not know to spoof the police, but the PCs should.

Escalating the situation to a military type stand-off should result in some serious injuries to the PCs unless they switch direction on you and go stealth.

QUOTE
put a price on their head. Remember as nasty as they are they are not the paex predators. there are others far more leathal than they are.

Ok , your going out to the car, Fred could you roll 8 dice please?
My body ?
yep, please roll,
4,4,3,3,6,4,2,1
Great, thanks. fred's head explodes. a momment later you hear the sound of a barrett snipe rifle. fred is dead.

Tomorrow you go out to your car....


Unless your players write their background as the apex predators.

Roll Body?
OK...
2, 1, 2, 1, 2
Oops, your PC's dead from a Barret shot.
Heh? He's got Immune to Normal Weapons and an armor 6 spell up. Let's see... 14-6<12. Heck yeah... He's Immune.
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Wounded Ronin
post Apr 27 2006, 03:16 AM
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Before the PC gets barretted does he get to make a perception test to see the sniper? That's a potential problem.

The other problem is how the players would crrryyy and moooaan.
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Kanada Ten
post Apr 27 2006, 03:28 AM
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QUOTE (toturi @ Apr 26 2006, 10:15 PM)
Put it this way... If the PCs Etiquette/Negotiation/etc(not even including Control spells here) rolls are good enough, then the other Johnsons/fixers/contacts won't believe him.

SR4 falls more on the side of the GM with this one, but we could write out the example and see how close the PCs can get. Kenstics (sp) won't help since the contacts will only talk over the phone. The J has supporting evidence (as in KE arrested another Johnson), the contacts have no compelling reason to believe the PCs, the contacts have reason to fear (KE agents are asking around for the PCs) and something to lose (being associated with the PCs will hurt their rep or get them tossed in the can), and probably a couple other things - but I'll look up the chart when I get home. I'm betting they'll need to make a Long Shot test when all the modifiers come in. Even then, the threshold will be high since the Johnson will likely score well. Assuming a team of 6, and the max using 10 Edge + 5 (one for each additional team member), they may be able to convince 10 contacts of their innocence, sure, maybe even the two Js (that would be awesome). But it's not that likely, and then you have to wait for the GM to refresh Edge...
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Monnock
post Apr 27 2006, 03:46 AM
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Toturi, the players in my game have no leg to stand on. They have no street cred at all. They are new to Shadowrunning, and honestly they should be glad that they got such a high paying mission, but perhaps they don't realize that getting over 50K as a starter mission is a lot of money. They should have at least realized that 50K+ > 5k, and I tried to make it clear to the player who was speaking with the other Johnson that he was clearly much more innexperianced with the whole Shadowrunning business (I actually said that this was apparent to the player during the first meeting).

What they should also realize is that betrayal works both ways. By turning in the first Johnson, they were basically begging their Johnson to sell them out in turn. They didn't even do it subtly, as I said before, the recording is obviously done by one of the runners who was in the room, and in fact the Johnson could tell who it was because he noticed that the mage was looking around like he actually noticed the world around him, unlike before where he just kind of stood in the corner and didn't take interest in the conversation. He didn't think anything of it at the time because he just figured that the mage took interest in what was in the package.

Also, as a comment to using forensics against the PCs, unless they actually have some sort of knowledge of something like how a rocket launcher works, they would have no idea how to figure out how to mask the signature. Simply having the skill to fire the weapon would suffice for me to say that they would at least know about the marker.

Also keep in mind that this is not going to be a military stand off. The PCs will be sent to steal something, and as soon as they get into the room to retrieve the package, a flashbang and smoke gernade will be tossed into the room and the SWAT will use a sweeping entry pattern with thermographic imaging to take down the runners. In addition to this the squad leader will put a focused jam on the room to block their technomancer and any alternative means they could use to dispel the confusion. If all goes as they plan, they should have the runners incapacitated within a few combat rounds. Of course I will be sure to allow them intuition checks to see if they 'get a bad feeling about this' bonus to their suprise round check.

I'm not going to cheat in any way. I refuse to under any circumstances. I will do everything by the book to the best of my abilities in this matter, and to top it all off, if they turn down the trap, they may even get out of it scott free, but they will be registered criminals after this, and that does mean something in a world where information is power.

Really to finish it off, Toturi, it sounds like you are trying to convince me to allow the players to cheese out of the situation by rolling some dice. Short of direct mind control, I don't feel that it is possible to talk the entire KE police force into believing that you didn't commit the crime when they have absolutly, positivly, no evidence whats so ever that they didn't do it, and in-fact two of them have criminal SINs. What happens when they somehow get uber hits to convince them all that they didn't do it? Do you have God himself come down and tell them to let them go?

Also, I find that often times social skills (in all the games I play) are given a lot more leeway with doing impossible stunts because you can't 'defign' the rules for social interaction. Can you shoot the Moon with a handgun? No, but apparently you can convince someone (with no magic at all) that they are actually on the Moon right now being probed by government agents as part of a project to cross-breed aliens with humans and that you are there to save them from the system because the player got, like, 20 hits... Riiiiight. Going through some rediculous process of adding up penalties is pointless, because no matter how high you set it, no matter how improbable it seems, it can happen, and once you admit that, you might as well let the gun-slinger shoot the Moon because a rift in the space-time continuem just happens to appear right where the bullet was headed and warped it to the Moon for him because he rolled a lot of dice.

Ah, sorry for the rant. I do understand that the opposite is true as well, where when the player offers something plausable but the GM just flat out turns it down without rolling dice. I don't think thats fair at all, and I wholeheartedly agree that talking should be an option, but I feel that it is circumstantial, and that just because you roll well doesn't entitle you to circumvent reality entirely.
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FanGirl
post Apr 27 2006, 03:55 AM
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QUOTE (Monnock)
Short of direct mind control, I don't feel that it is possible to talk the entire KE police force into believing that you didn't commit the crime when they have absolutly, positivly, no evidence whats so ever that they didn't do it, and in-fact two of them have criminal SINs.

"They could grip it by the husk!" :D
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Monnock
post Apr 27 2006, 04:07 AM
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QUOTE
"They could grip it by the husk!"


Hahaha, I had to look that reference up but it was so so fitting. :rotfl:

As another note (I'm sorry I talk so much), I'm thinking that it would be rather humorous if Mr. Johnsons started arranging meetings to see if they could buy them out from any contracts they were working on after a particular dry period, though I'm afraid they will just kill the first or second one if that happened.
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toturi
post Apr 27 2006, 04:20 AM
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What I am saying is that just because you think that shooting your way in and double crossing your Johnson is a bad thing, it does not mean that rules-mechanics-wise, it really is.

What I am saying is that if the dice say that they go scot-free, then perhaps you should let them go scot free. If they rolled uber-dice, then they should walk away. Just because the player rolled well doesn't mean that the GM should circumvent it (game mechanic reality) to suit his(GM perception) reality.

In fact, I always remind myself that my vision of reality isn't going to be the same as the players and the only constant in all this is the reality of the game mechanics.
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hyzmarca
post Apr 27 2006, 04:48 AM
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QUOTE (Monnock)
QUOTE
they should not be able to escape the police. Ever watch "cops' or "World's most amzing police videos" the polcie have numbers and organization, they can cover each other, just stay on the runners until they run out of gas, as the cops get low fresh ones take up the chase.


Its funny, when I told the driver of the car this it took some convinsing to make him realize that he really couldn't escape the police in a situation like this. Just like I said to him "sure, you outrun/outmanuver the ones on your tail at the moment, however then one suddenly cuts you off at the next intersection, rinse, repeat."

If they are just speeding or ran a red light, sure they can get away... but they just took down two KE cars (which killed two of the officers right off the bat from what the radio sounded like) and opened fire with a LMG on a convoy that already had reinforcements on standby, so it wasn't even hard for them to mobilize to respond to the situation, they just didn't expect it to be so serious.

The only reason they broke off was because the hummer headed into the 'no-man's land' area of Boston, and because things were quiet in that area they didn't want to risk rushing after them, as there was already a large string of attacks on the border patrol of that area and they were suspecting that something bigger may have been brewing. I do admit that they should have tagged the hummer with a becon, but I feel that they probably wouldn't bother figuring that it would likely be ditched by the next day anyways. This assumption works towards the PCs favor, as the driver wanted to keep the thing even after all that.

Actually, I'd think that the application of heavy weaponry would make it mor elikely for them to get away because it would potentially cause confusion with one caveat. They would have to have some sort of anti-aircraft weapon. You can't escape the police because the police have helicopters. If you knock down the helecoptors they'll have no way left to track you.

But really, if your Players want to play like that you should just put them somewhere where they can play like that and get away with it. Make them ecoterrorists in the Yucatan or something.
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Monnock
post Apr 27 2006, 05:04 AM
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QUOTE
But really, if your Players want to play like that you should just put them somewhere where they can play like that and get away with it. Make them ecoterrorists in the Yucatan or something.


Perhaps you're right.

I just have one question for you Toturi, how am I supposed to explain how the players got out if it was just a dice roll that set them free (which no one in the group is insane enough at social skills to pull it off, but hypothetically), how do I explain the gap in continuity? Everything makes sense, then suddenly, "oh, well, something happens and he talks and... yeah... Well, you're free now! Enjoy your... 'hard earned' victory."

Seriously though, why should a player be able to warp reality with social skills? Litterally warp it, because they are somehow convincing people that there is 'no evidence' and that they should 'let them go' without any sort of gain at all, which just defies all reason. This isn't the Matrix, there is, in-fact, supposed to be a spoon.
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James McMurray
post Apr 27 2006, 05:10 AM
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QUOTE (hyzmarca)
If you knock down the helecoptors they'll have no way left to track you.

Except the drone you didn't see and the astral mage + posse o' spirits following you.
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